Introduction

Instead of using pre-combined objects, we can use what BGS has often used in FO4, but also in other of their games: Static Collections. A combined super mesh.

Though used for many objects, Skyskrapers and objects of very huge size rarely if at all are combined. If precombination is disabled what then? Draw calls are going through the roof because of that. Therefore to really optimize downtown and cannot see any other way than adding combined meshes of those huge buildings.

Kit based objects increase object count tremendously in a scene. By Static Collecting kit pieces, loading gets quicker. It also helps consolidate textures. Let’s say this building is made from one texture map, and is comprised of eight kit pieces. To the renderer this is counted as eight objects/draws.
Bethsoft Tutorial Static Collections


Expectation

In combination with Occlusion Planes and Boxes this should come close, maybe reach and even top precombination and previs at some point

Execution

Basically its very simple project but due to the size of the game it takes time ... so how am i doing it?

1) Create a separat plugin where all objects in the game world receive a new "Layer" this will greatly help tracking certain buildings since one can separat what ever is needed
 1.1) Objects of interest receive a unique layer
 1.2) Remove any unwanted group and reference from the collection, unique layer - When combining the SCOL all objects part of a reference such as a LOD reference OR a group are excluded by default
2) Create another plugin which uses the Layer plugin as Master
 2.1) Track down the unique layers and click select all references from layer
 2.2) Click "Make static collection"
 2.3) Done

All of this is done best with both, the Creation Kit and FO4Edit. Creation Kit for combining the static collections (i cannot find any script which does this as of now) and FO4Edit for cleaning the unwanted references or leftovers in general.


The Back Bay skyskraper combined into a group and ready to be SCOLed.


Rating
Pros:
- Reduced object count/draw calls
- Reduced number of loaded references, if used in the same loaded scene
- Faster world building
- Reuse without having to rebuild the kit pieces again
- Keeping objects from fading out for a longer distance/have certain objects fade together

Cons:
- Material references are combined to, requires to create individual material swaps based on the vanilla object
- Mod Incompatibility, requires to split the SCOL if mods open interiors

Objects either SCOL or separat super NIF

- Bld0##
- BldgBrick##
- BldgMetal##
- BldgShell##
- ConcordMuseumBLD / ConcordMuseumAtrium01
- RedRocket## / RedR##
- SalemMuseum01
- TheaterDist_TESTBld01, TheaterDist_TESTBld01a, TheaterDistrictBLDG01

Note: More editor ids will be added over time.

Material Files

The following gives your a sneak peek of the material files used on many Skyskrapers, most use a variety of the following. If kit pieces are separat all the material files are separat too, vice versa if combined not. So, i have to track all the kit pieces with color variation first, create kits per material file second, and then all looks crispy as in vanilla too.
Spoiler:  
Show
#808584 HitTechMetalPanel01Full  [MSWP:000F4B3F]
#808584 HitTechMetalPanel01Large [MSWP:000F4B3E]
#808584 HitTechMetalPanel01Long  [MSWP:000AF325]
#6a6b69 HitTechMetalPanel02      [MSWP:0001B1C8]
#6a6b69 HitTechMetalPanel02Full  [MSWP:00112D06]
#6a6b69 HitTechMetalPanel02Large [MSWP:00121256]
#6a6b69 HitTechMetalPanel02Long  [MSWP:000AF43E]
#84c2c7 HitTechMetalPanel03      [MSWP:00078264]
#84c2c7 HitTechMetalPanel03Full  [MSWP:0012124F]
#84c2c7 HitTechMetalPanel03Large [MSWP:000E449F]
#84c2c7 HitTechMetalPanel03Long  [MSWP:000AF43F]
#ffad63 HitTechMetalPanel04      [MSWP:000B7D83]
#ffad63 HitTechMetalPanel04Full  [MSWP:000F034E]
#ffad63 HitTechMetalPanel04Large [MSWP:00121257]
#ffad63 HitTechMetalPanel04Long  [MSWP:000B7DA3]
#99cdab HitTechMetalPanel05      [MSWP:000B7D84]
#99cdab HitTechMetalPanel05Full  [MSWP:000F4727]
#99cdab HitTechMetalPanel05Large [MSWP:000F4B3D]
#99cdab HitTechMetalPanel05Long  [MSWP:000B7DA4]
#d7fdf0 HitTechMetalPanel06      [MSWP:000B7D85]
#d7fdf0 HitTechMetalPanel06Full  [MSWP:00121250]
#d7fdf0 HitTechMetalPanel06Large [MSWP:000F0116]
#d7fdf0 HitTechMetalPanel06Long  [MSWP:000B7DA5]
#fbf8f0 HitTechMetalPanel07      [MSWP:000B7D86]
#fbf8f0 HitTechMetalPanel07Full  [MSWP:000F0BF5]
#fbf8f0 HitTechMetalPanel07Large [MSWP:000F4B3C]
#fbf8f0 HitTechMetalPanel07Long  [MSWP:000B7DA6]
#e37262 HitTechMetalPanel08      [MSWP:00121259]
#e37262 HitTechMetalPanel08Full  [MSWP:00121248]
#e37262 HitTechMetalPanel08Large [MSWP:00121258]
#e37262 HitTechMetalPanel08Long  [MSWP:00121251]



References

- https://falloutck.uesp.net/wiki/Layer
- Fallout 4 Creation Kit Tutorial - Layers
- https://geckwiki.com/index.php/Bethsoft_Tutorial_Static_Collections#Practical_uses_for_Static_Collections
- Modding Mini Tutorials: Static Mesh Combining - Build New Mashups! by Elianora

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