Fallout 4

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  1. SkinGradian
    SkinGradian
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    Thank you for the brilliant solution to the disappearing exterior worldspaces. After using Scrap Everything at Oberland Station and deleting the railway check station at the center in order to do a complete new settlement build, I started to see the disappearing exteriors around the edges of the settlement. To fix that I downloaded and installed your mod "Fallout 4 Pre-Culling Disabler All DLC". And so far the mod is working just as it says on the box. No more disappearing worldspaces. So many many thanks again!!!

    But whilst I was researching the above solution I came across this mod page and I am now tempted to at least try and run the "Remove Pre-culling FO4EDIT script" to see if I can preempt the so called FPS drop on my mod play through. Trouble is I am at a complete loss of skill and understanding on how and where to run the said FO4EDIT script. Could you please be so kind and include some baby steps (instructions) on how I and others like me can run this script and create said ESP based on my mod load order. I hope this is not too much to ask! I am eternally grateful for your help.

    BTW I have not experienced any FPS Drop using your "Fallout 4 Pre-Culling Disabler All DLC" mod so far. But its still early days for me to make that judgement.
    1. VIitS
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      That mod is a result of him using this script on the entire worldspace, if you are using it the only reason you'd need this is if you use a mod that creates a new worldspace (and wanted to scrap in it).

      And if you had SE at the end of your load order, you shouldn't have had problems, as it does the exact same thing as this script/mod, targeting the settlement cells only.

      To use:
      1) Launch FO4Edit (let it load your regular load order)
      2) Right Click the plugin -> Apply Script -> EXT Worldspaces Pre Vis Disable xEdit script.pas
    2. SkinGradian
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      Hi Vlits thanks for the prompt reply and your detailed explanation / steps on how to use the script in FO4EDIT if required. So it seems in my case I really don't have much to worry about since thus far I am only using the default vanilla settlements and trying to scrap them using Scrap Everything so that I can build the area as per my liking.

      But taking a cue from your point about Scrap Everything where you mentioned that I shouldn't have had any problems with the disappearing exterior worldspaces as long as I scrap only the vanilla settlements; I in-fact did experience the pre-culling issues despite using the latest version of SE. The very end of my load order appears below. I would appreciate your constructive comments or feedback:

      86 56 SettleObjExpandPack.esp
      87 57 SettleObjExpandPack-AllLightShadowEnabler.esp
      88 58 Homemaker - Streetlights Use Passive Power.esp
      89 59 Homemaker - Unlocked Institute Objects.esp
      90 5a ScrapDeadThings.esp
      91 5b Scrap Everything - Core.esp
      92 5c Scrap Everything - Far Harbor.esp
      93 5d Scrap Everything - Nuka World.esp
      94 5e ScrapUpdate - Core.esp
      95 5f ScrapUpdate - FH.esp
      96 60 FO4 No Pre Vis.esp

      Once again thanks for your time!
    3. DontBlnkBadWolf
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      @Vlits I did as your instructions above but everything still blips out. I so not use SE, I use something else. But on all 13 mods that change the worldspace, I did your method #2.

      I have tried the Deep copy into override from the New Pre-Culling patch to the original worldspace mod that had the pre-culling issue, then removed the created pre-culling EXT Worldspace.....script.pas. Still blips out. Put the created worldspace ESPs back into load order....still blips out.

      So question is, what am I forgetting to do?
    4. DaughertyUSMC
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      @VlitS - So just to be clear, do I install this xedit script mod on this page, to my actual load order, and then when in fo4edit, it will recognize it?
  2. euph
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    1. zilav
      zilav
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      Replace Continue with Exit on line 42.
    2. euph
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    3. arigon
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      This fix also works with the newer version by the same author found here (http://www.nexusmods.com/fallout4/mods/23742/?). It had the same error when I used it. Thanks Zilav!
  3. VIitS
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    While it is unlikely to be strictly necessary*, I added

    RemoveElement(r, 'XPRI');

    after

    RemoveElement(r, 'XCRI');

    to be thorough. XPRI is "Combined Physics References", mainly things like lights (the illumination, not the mesh source) and water features. I don't think they are used to generate pre-culling, but some of them might be.

    *many cells don't even have any XPRI info, and what I know of the system says disabling some of the precombineds disables all of them
    1. VIitS
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      That stupid smiley is replacing a ), and I can't figure out how to disable the use of emoticons after you first make the post. Just copy the entire "XCRI" line, and change XCRI to XPRI, so the removal part looks like this:

      RemoveElement(r, 'VISI');
      RemoveElement(r, 'RVIS');
      RemoveElement(r, 'PCMB');
      RemoveElement(r, 'XCRI');
      RemoveElement(r, 'XPRI');

      Edit: and of course I find it after I make a second post. You have to go into the forum view, choose "edit", then "Use Full Editor", and the option to disable emoticons is on the right
  4. diskdevl
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    Is there any way to make this script apply itself to all of the mods you have currently loaded in F04Edit ? Having to rerun it against ~30 mods is getting old fast, particularly if a new mod has issues and I'm stuck rerunning the script against the whole collection again.
    1. VIitS
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      There is no need to rerun it on mods you have already applied it to, unless you are incapable of using the "Copy as Override" feature of FO4Edit. Just:

      1) Run it on your new mod
      2) Right click the "Worldspace" category on your new mod -> Deep copy as override into
      3) Select the plugin you made last time -> Ok
      4) Save the plugin you copied the records into and close FO4Edit.

      You can also save the newly created plugin, but it's not necessary since you copied the records into your existing anti-preculling plugin.
    2. diskdevl
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      That may be the single most awesome thing I've read all week. THANK YOU.
      Obviously I need to do more reading up on FO4Edit and its capabilities....
  5. Dubbyk
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    I am still learning some of the functions of FO4edit, when you go to apply this script do you have to apply it to each and every .esp / .esm that alters / makes a world space or will adding it to the last .esp in the load order incorporate all of the world edits above it?
    1. VIitS
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      Last in the load order, as long as you apply it to all the cells you want it applied to. I personally would recommend making it a separate .esp unless you are too close to the plugin limit.
    2. Dubbyk
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      Ya I am going to make a new plug in, let me re state my question, Lets say I have 3 mods that add settlements / world spaces, do I need to go mod A, B and C individually in FO4edit, and click "apply script" or if mod C is last in the load list do I only need to apply script on mod C.

      And by "making" a new plug in, after I applied the script to one of my world cell mods as a test it asked me if I wanted to create a new .esp and I did, or are you talking about some how making a new .esp, pulling all the world data from the mods in your load list then applying the script to that .esp?
    3. VIitS
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      You need to do it for every worldspace cell, so yes, you would need to apply it to each mod.

      It doesn't really matter if you copy the worldspace/cell data into one mod and then applied the script, or applied it and made a new worldspace when asked.
    4. Dubbyk
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      Thanks for the info, guess I will fire up FO4edit with every mod I can think of that edits world spaces and apply the script to them, though I know I will forget some lol. It's funny when you poke around mods and see edits you'd never think a mod would need to make, like weapon mods that edit world cells? Who knows.
  6. Medizy
    Medizy
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    Interesting, I'm sorry that I have to ask but I'm currently making a mod editing the interior of the Mechanist's Lair, how would I go about installing/using this mod/script to make it work?
  7. neokio
    neokio
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    Could you maybe describe (and I recommend doing so in the description) what pre-culling is, and why one might want to remove it?

    What problem does this mod solve?
    1. Geth7n
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      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.

      And thanks for the advice, I will include this description on my mod.
    2. neokio
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      Thanks for the explanation! You obviously know what you're talking about, but I still can't grasp the issue. My build has ~700 active mods (with 249 active plugins) and I still don't have a clue what you mean by vanishing textures and meshes. Is there a video you can point me at that demonstrates the problem? Because I bet anything I'll say "Oh crap, yeah, I hate when that happens..."
    3. Geth7n
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      Easiest way to display the problem is to install Scrap Everything on an otherwise vanilla new game, then start ripping down the privet hedges and houses that aren't already ruined in Sanctuary.

      You will start seeing all sorts of meshes and textures start blinking in and out of existence all around you.
    4. VIitS
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      Scrap Everything disables preculling already, probably in the same manner this script does* (with the addition of disabling precombineds). So installing SE on a vanilla game won't show you the problem.

      The easiest way to see what is meant is to add the linebUseCombinedObjects=0 under [General] to your Fallout4Custom.ini*, then remove the hedges/normally unscrappable buildings in Sanctuary (using Spring Cleaning, or the "disable" command in the console, since preculling stays disabled for SE even with the use of the ini edit).

      *deleting the RVIS, VISI, and PCMB fields, I believe

      **make it if you don't already have one, it's better to make any similar ini changes there as opposed to directly in your Fallout4.ini, as it makes them easier to track, and you don't have to lock the ini to keep the changes whenever Bethesda updates

      Edit: Just checked your script, looks like it disables precombined objects as well (the XCRI field). Which makes sense, there is no need to get rid of previs (aka pre-culling) if you still have the precombineds active in that cell.
  8. JimmyRJump
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    So, if I understand the explanation correctly, this script can also have you add settlements to the existing No More Disappearing Act plug-in?
    1. Geth7n
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      Yes, it can do that, so long as it's the last one loaded in FO4Edit.
    2. JimmyRJump
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      Adding the NMDA plug-in at the bottom has become second nature. I'm using LOOT and the latter keeps adding the esp somewhere halfway up (or down, depending where you start) the list so I have to keep adding it at the bottom of NMM's load order ad-infinitum.

      Thanks for the reply hombre
    3. euph
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    4. JimmyRJump
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      Haven't looked into that with the latest version, but in earlier versions of LOOT you could make a certain plug-in load underneath another one -which would be the last and soon-to-be next to last in this case- but instead of adding the desired plug-in underneath that next-to-last, LOOT added the next-to-last above the one that you want to load last.

      In my case, the next to last was number 252 and the No More Dissapearing act number 101, so, instead of NMDA becoming number 252 and the next-to-last becoming 251, LOOT made the next to last number 101 and the NMDA esp became number 102

      Had a discussion about this at the time with Sharlikran (who worked on LOOT back then) but don't know if this issue was addressed or not...
    5. euph
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