

Precombining geometry disregards matswaps. NOT if the reference has a navmesh precut. Probably also if the reference is linked using any other or no keyword. The reference is scrap-linked to something else, that is, linked using WorkshopStackedParentKEYWORD to something else, or has objects linking to it like this. If the "created object" of a scrap recipe is a formlist with the object in it, that counts, too. Regular recipes most certainly count, too. These are things you can scrap in the workshop and manipulate in the console.Ī static object reference will be excluded from precombines if:ĭestruction data is attached to the static reference Objects that dont get included within precombined objects are called Static Objects. one would need to Rebuild all the precombined meshes with the new tree models. The Problem with tree mods is that they require you to turn both these engines off so the game will actually use the new tree models. the previsual engine will de-render all the object behind it out of player sight. The previsual engine dictates what is rendered when the player is looking at an object. The next level of optimization is the Previsual Engine. The engine can precombine the geometry for an entire cell into one solid mesh file. instead of taking the time to render hundred of individualized meshes. Precombined meshes are vital to just about all videos games.

Half of the trees in the game world are part of something called Precombined Meshes.

You see this all the time with retexture mods and nif swaps. So you can but its not a good ideaįallout's game engines has the unique ability to do file substitution. those two systems are key to fps and preformance. well as im sure you all have seen from using mods that break them. Objects with destruction data cant be part of precombines or previs. and it is possible, BUT it works against the engine's optimization systems. I did look into adding destruction physics into buildings.
