Fallout 4

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GethN7

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Geth7n

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About this mod

A script for FO4Edit (by zilav, which I have permission to distribute) that can be used to make any and all mods have pre-culling disabled.

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A script for FO4Edit (by zilav, which I have permission to distribute) that can be used to make any and all mods have pre-culling disabled.

Instructions for use below:

Apply to exterior worldspace(s). It will ask either to create a new plugin or append to the last one if you want to add new worldspaces to
already existing plugin (though it must be the last one in xEdit). Script also removes previs data subrecords to reduce plugin size.

Load all mods that alter cell records (including all base game and expansion ESMs) when you use this script, then have it bake a new ESP and stick at the very end of your load order, this should fix any issues with cell LOD pre-culling errors. You must create a new version of this ESP every time you have a new mod that changes cell records loaded.

I've already cooked up a mod that will work just fine for vanilla settlements here:

http://www.nexusmods.com/fallout4/mods/22283/


Question: Why would I want to use this mod?


Answer:

Pre-culling is where models and textures are "culled" when viewed from certain angles.

This is done to save on rendering power in certain areas, where certain objects are always expected to be, and if they are removed from the cell the culling is expected, it will cause textures and meshes nearby in other cells to vanish because it does not expect certain areas to have certain objects removed, so it assumes where you are looking at needs to be culled instead.

This can be easily seen with the privet hedges in Sanctuary Hills. Without Pre-culling disabled, models and  textures will vanish when viewed from where they used to be. They will reappear once you are past that area, but this can cause obvious immersion and gameplay issues, hence why pre-culling disabling removes the problem.

Removing pre-culling also works well with mods that let you build anywhere and scrap any object you please for the same reasons.

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.