Fallout 4

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GethN7

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Geth7n

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About this mod

This mod is a global disabler of all "pre-culling" in all exterior worldspaces of Fallout 4, Nuka-World, and Far Harbor, includes edits to cells added by Automatron and Vault-Tec Workshop as well. With pre-culling disabled globally, there will be no disappearing meshes or textures when scrapping objects in any exterior world cell addressed

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This mod is a global disabler of all "pre-culling" in all exterior worldspaces of Fallout 4, Nuka-World, and Far Harbor, includes edits to cells added by Automatron and Vault-Tec Workshop as well.

With pre-culling disabled globally, there will be no disappearing meshes or textures when scrapping objects in any exterior world cell addressed by this mod.

It's meant to be used with mods that allow for building anywhere and scrapping everything, and unlike the INI edit solution for the culling problem provided by 'Scrap Everything", this prevents being kicked out of workshop mode when changing cells.

This mod must be loaded absolutely last in the load order to prevent issues, and can be loaded on a new or existing save file. It may cause a performance hit, so use of texture and/or mesh optimization mods on  weaker computers is recommended. It will work with the High Resolution  DLC, provided your PC is strong enough to handle it.

Special thanks goes to RoyBatty at the Tale of Two Wastelands Forums for pointing me in the right direction to getting this made and zilav (creator of the xEdit tool) for writing a script that made this mod possible.


IMPORTANT NOTE: I have gotten reports it does not work with some mods that greatly alter stock settlements. This is normal, this mod was made to work mostly with the vanilla settlements. If this is the case, use the FO4Edit script provided here instead:

http://www.nexusmods.com/fallout4/mods/22341/?


KNOWN BUGS: I have gotten reports of some areas, particularly near the edges of water in places, where meshes seem to blink in and out of existence or do not show up at all, though those area may still be traversible. This appears to be caused by irregularities in the cell data after removing the pre-culling data, caused by issues with the ingame cell data itself, and since this is engine related, there are few ways to obviate the problem ingame, but it is possible to "paper over" the holes by using a build anywhere mod to place objects to cover the affected areas in some manner.