I hate to sound stupid but I'm no expert with xedit.
I've regenerated my precombineds in my mod. I've installed these scripts and followed the directions. After I select a location on my PC and select "clean precombineds" will I get a prompt once its finished? The message box says "applying script" but I'm still able to select the "clean precombines" again. Do I need to execute that Bat file ? I've never used any before so I apologize for my ignorance.
I'm also wondering if I need to pack the precombined meshes that were generated into the main ba2 before running this script. I use MO2 and those files are in my overwrite folder since they were just generated.
I appreciate any guidance , and I really appreciate you sharing these amazing tools.
Sorry for the delay, the way I normally check for comments on the Nexus doesn't work for threads that have lay dormant for an extended period of time. I will start checking my mod page periodically so I don't miss comments on my older mods.
The "Clean precombineds" button will generate a batch (.bat) file. This is a file that, when run, tells Windows to do whatever the instructions in the file are. So you just have to run the file and it will automatically remove any mesh files that are not different than the ones in the precombineds from the original plugin that created the cell. Until you run that batch file, nothing is changed. You can click the button a thousand times, and it will just build that batch file again each time.
And no, packing them first would prevent the script from doing anything. You run this script after generating them but before packing them.
Also, one last note: is two mods rebuild precombineds for the same cell, using this script will mean that things won't look right, assuming your mod is loaded last. This is because the game will be using some .nifs from that mod that it thinks are identical to vanilla, when they are actually different, so you'll get a bit of a mess. Even without this script the mod user would need to rebuild their own precombineds if they wanted to use both mods, just figured I would mention if in case you get a bug report like that.
This is a great script, but there /really/ needs to be a batch version of the cleaning portion.
And by batch, I mean, look at EVERY cell of a plugin that has PCMB changed and diff, appending to the resulting batch file. Honestly considering putting up a cash bounty for this.
So - if I used this, could I fix the occlusion bugs that occur in the downtown area? It's nearly impossible to navigate because of the "occlusion" bug, if thats what its called.
Not even remotely. This is a tool for making a mod (primarily, letting a mod author make their mod smaller). Someone making a mod to fix the occlusion bugs in downtown (without massive performance issues) could use this to make their mod more reasonably sized.
9 comments
I've regenerated my precombineds in my mod. I've installed these scripts and followed the directions. After I select a location on my PC and select "clean precombineds" will I get a prompt once its finished? The message box says "applying script" but I'm still able to select the "clean precombines" again. Do I need to execute that
Bat file ? I've never used any before so I apologize for my ignorance.
I'm also wondering if I need to pack the precombined meshes that were generated into the main ba2 before running this script. I use MO2 and those files are in my overwrite folder since they were just generated.
I appreciate any guidance , and I really appreciate you sharing these amazing tools.
The "Clean precombineds" button will generate a batch (.bat) file. This is a file that, when run, tells Windows to do whatever the instructions in the file are. So you just have to run the file and it will automatically remove any mesh files that are not different than the ones in the precombineds from the original plugin that created the cell. Until you run that batch file, nothing is changed. You can click the button a thousand times, and it will just build that batch file again each time.
And no, packing them first would prevent the script from doing anything. You run this script after generating them but before packing them.
Also, one last note: is two mods rebuild precombineds for the same cell, using this script will mean that things won't look right, assuming your mod is loaded last. This is because the game will be using some .nifs from that mod that it thinks are identical to vanilla, when they are actually different, so you'll get a bit of a mess. Even without this script the mod user would need to rebuild their own precombineds if they wanted to use both mods, just figured I would mention if in case you get a bug report like that.
This is a great script, but there /really/ needs to be a batch version of the cleaning portion.
And by batch, I mean, look at EVERY cell of a plugin that has PCMB changed and diff, appending to the resulting batch file. Honestly considering putting up a cash bounty for this.
Four years later edit: My prayers were answered.