About this mod
Meshes with re-baked materials for precombination purposes.
- Requirements
- Permissions and credits
1. What's this?
The Creation Kit, in all its wiseness has an interesting quirk when generating precombined meshes, FO4s main optimization technique: It bakes the material file from the original .nif file into the precombined mesh, ignoring both material swaps that may be applied to the placed references included from either the STAT record or the reference itself. I have the theory that this is also the reason why Beth's precombines are so incomplete and why we have mods like Boston FPS Fix. This results in all sorts of objects changing textures when put into a precombined mesh, breaking the mod authors vision and potentially resulting in visual artifacts. The same is true for static collections (SCOLs), which seem to undergo the same process "under the hood". It is either fixable by changing the materials of the resulting precombined mesh using NifSkope (which is horrible repetitive work for hundreds of files) or generating nifs with the correct materials baked into them (which is also tedious work in NifSkope), allowing for painless regeneration of precombines mid-development of a mod. This is a modders resource that aims to provide just that: Meshes that will precombine nicely with the texture that you see in the Creation Kit. Corrected LODs are included where an original mesh is available.
There is an ESP file included that may be used as a template. I also built an ESM file that you are free to use for world building.
The file includes some rock and landscape pieces and several Building kit pieces.
2. Fineprint
Some meshes require Materials from Far Harbor and Nuka-World to be present; I trust you will simply not use these unless you want to add the DLCs as a dependency to your mod. Not all meshes require DLC, so I left the master file out in the plugins intentionally for people to be able to open them using xEdit.
3. Misc
Made using xEdit and NifSkope.