Fallout 4

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  1. GenghisKhanX
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    Heavy new update coming very soon (next few days, I'm almost done)! Hundreds of bugs fixed (probably), new Precombines that aren't ten gigs, rebalanced scrap and loot formulae, and LOTS more stuff to clean up, including supermutant and raider camps.

    Will keep posting updates.

    ~GKX

    Update: It's coming along much slower than anticipated, turns out I messed a lot of textures up when I was first making the game. F4's material overrides take care of most of them, but I need to correct a lot. Also, other mods keep popping into my head.

    Update 2: Re-uploaded the Precombines to Google Drive. Because Mediafire sucks, apparently.

    Update 3: New version, doesn't use any scripting because it was unpredictable at best, flat didn't work at worst.
  2. esmarix
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    Hi there, love this mod and I dont remember if I have asked this before but theoretically wouldn't this mod increase performance over time as we remove objects from the gameworld as we clean it up? or does the game always somehow account for those objects even if they have been removed?
    1. GenghisKhanX
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      Note: I am not actively modding right now, just keeping track of comments and such on the Nexus.
      That said, this comment has been made before, and no, it doesn't increase performance. Because the objects affected by this mod are part of what's called precombined objects. The game combines multiple static objects into one render to save on processing cycles. The areas where you clean up will render more slowly because they are rendering the remaining objects in the precombine (buildings and whatnot) individually. Unfortunately, this has the added detriment of massively increasing savegame size. As you remove more and more objects over time, your save MIGHT become unstable.

      Please note, when I do get my modding up and running again, which should be soon, this mod is going to be my first focus. It seems to be the favorite (other than Worthwhile Caps Stashes) among my mods.

      EDIT: Just looking over this mod and I have to say, it's a mess. I'm not sure what I'm going to do with it, to be honest. I don't know how to fix the crashes (particularly the Ten Pines Bluff problem). For now, I'll be changing the title to reflect the current state of the mod.
    2. esmarix
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      Thank you for your reply. I think I will let go of this mod then just to avoid unnecessary CTD. I will go and look at that other mod you mentioned though. Will be keeping an eye on your mods and if there are some new ones coming up as well.
  3. orsowox
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    great idea, and i like that it doesn't use scripts anymore, but i'd really prefer that this mod extended to the decals instead of suggesting an immersion-breaking mod that removes them all at once.
  4. rtucker913
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    Could you make a version where I don't pick up junk when I clean up trash? I want the area to look nice, but I need to keep dropping stuff so I don't become over-encumbered.
  5. abrachoo
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    Can you please make an uninstall script so that cigarette machines don't continue to disappear whenever I try to loot them after uninstalling your mod?
  6. Musicker
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    Hey there - just thought I'd post my experiences so far. I'd love to use the mod again. It worked fine the first time I used it when you had just recently posted the first version.
     
    I think it was the next time I started a new game that it started crashing to desktop when I would get close to certain settlements. The first time it was Greentop Nursery. I eventually got so frustrated I uninstalled the game, uninstalled NMM, deleted all mods I had downloaded, as well as all folders related to both NMM and FO4, to make sure I had cleared out every file that could have gotten corrupted.
     
    Installed the game again and started a new game, got out of the Vault before installing NMM, then tried activating CC. Once again, I acquired a couple settlements, and the game started crashing to desktop when I had done quite a few missions, only that time it was County Crossing causing the crash.
     
    After that I stopped trying to use it for a good while, but I checked last week and saw that you did an update in April, so I figured I'd try it again. Once again, I performed all the uninstalls and removals listed above, went through the same process of leaving the vault, then installing NMM and downloading some mods.
     
    This time, it's crashing again shortly after I installed and activated CC, but it's Tenpines Bluff this time, which is I think the first settlement someone reported this occurring with.
     
    I do have the Precombines in the Data folder, by the way. Downloaded from your suggested link, and the last modified dates are 12/1/2017.
     
    My currently active mod list is as follows:
     
    Better Generators
    Covenant Walls
    Commonwealth Cleanup (Deactivated so I can play without the CTD)
    Settlement Keywords Expanded
    Vendor Caps
    Stronger Vanilla Weapons and DLC Plugin
    Better Idiot Savant
    Castle Walls Restored
    Sim Settlements
    Perks Unleashed
     
    Covenant Walls for:
       Abernathy Farm
       County Crossing
       Finch Farm
       Greentop Nursery
       Oberland Station
       RedRocket
       Sanctuary Hills
       Starlight Drive-in
       Tenpines Bluff
    (haven't been able to get these working yet, missing a step somewhere)
     
    Transfer Settlements - Shareable Settlement Blueprints
    HUDFramework
     
    That's all the mods I have from NMM.. the others are just a few from the creation clubhouse that they made free at different times.
     
    Do you know of any I have installed that CC is not compatible with?
     
    Oh.. one other possible hint.. as has been happening since the first time it started crashing, I see the same issue as someone earlier who reported that when they target leaves or trash, or sometimes barrels and such, I get the loot and the sound of removal, but the object doesn't disappear. It is also no longer able to be targeted, so it got removed, but the image didn't. This mostly happens in Sanctuary, but other places as well, just less frequently.
     
    Thanks for all the work you do, and I hope I'm just missing something here, and can remove another mod or something to make this work again.. it's a really great tool.
     
    Eric
     
     
     
     
     
    1. rexdean
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      Just wanted to add I am having the same problems as above, CTD especially near settlements, some trash disappears and some does not (though it plays the sound and gives the loot) and the cars "flicker" (there are two models occupying the same space) until scrapped, then one disappears and the other remains. It becomes a...sorry, I forget exactly what the console says but clicking on it in console says something like "Picked a non ref AV object" and thus makes it impossible to delete the car and other already "looted" trash from the world.

      Crashes happen near settlements and near cars, generally. I also have Sim Settlements, Perks Unleashed, and SKE

      ETA: changed the load order around to put it at the end and reinstalled the pre-combines...and now all the trees are flickering. Cars aren't flickering anymore, so that's good. Turned the mod off and the trees don't disappear and reappear.
    2. i860
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      Genghis, sounds like your regenerated precombines are running into issues with the built-in Umbra previs optimization in the game. If you didn't regenerate previs for every cell with new precombines you're going to run into issues as the occlusion system has a different idea of precombines than what's actually in use (this is a big undertaking). In addition to that, was the esp even updated to account for the new precombines? If the XCRI records weren't updated for every cell I can't see how the new precombines are even going to work everywhere. There's going to be plenty of new ones that aren't even being referenced correctly because XCRIs weren't changed. If you covered that with an additional esp then you should be fine on that front (other than being open to conflicts by mods expecting vanilla cell data), but previs is still a major issue.
    3. GenghisKhanX
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      Okay. Wow. Sounds like I actually bit off more than I could chew here. I generated the Precombines according to various instructions I received here and elsewhere on the web. I've never even heard of XCRI records, so that's a big problem. I've also had people mention the Precombine ESP doesn't actually improve framerate, so there's that as well. Perhaps it would be better if I took the precombine download off the page and let people just run bUseCombinedObjects=0 if they want to use this mod? I apparently don't know what I'm doing altogether here. :/
    4. i860
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      It's interesting here in that if your edits are mainly removals I'd expect the occlusion system to be over-occluding things that it thought were once there but now are no longer. If people are reporting that they don't see much of a performance difference from the precombines it could be that the engine itself knows that since newer previs data is unavailable it should not attempt to use either precombines or previs for those cells. For the cases where people are reporting flickering etc, it could also be totally dependent on mod conflicts that add vanilla cell record data back in but of course said people would have to be running your mod higher up the load order to allow that. There's still a high probability that *if* the previs system is still in use for a cell that objects which used to occlude the view of other objects would now present issues like flickering specifically from certain angles.

      I know this, if you regenerate previs data for all modified cells you should gain a performance increase back to what the stock game uses. The problem here is how to do that in a way that will allow you to keep your sanity. You could target a few key places such as cities and utilize "generated precombined visualization for all cells in loaded area" combined with loading specific cells in CK.
    5. GenghisKhanX
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      To be clear, I would have to select "Generate Precombined Visibility" for every cell I've made edits to? I've got a decent machine, so I can load 11x11 blocks of cells, if I have to. That would knock the operations down to about 40ish, which is much more doable than 3600+ for individual cells.
    6. i860
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      All I can say is to give it a try. It's incredibly tedious though and I recommend you come up with a matrix ahead of time of what cells to initiate it from. If you can wait a couple weeks on it I've actually got some useful precombine/previs stuff I'm working on that I'll contribute to the Nexus megathread (https://forums.nexusmods.com/index.php?/topic/5522717-fallout-4-optimization-and-performance-systems-explained/).
    7. GenghisKhanX
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      I think I will give it a try. Thanks for all your help!
    8. vicitop
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      Hi, this problem still continues. I've crashes in various places, Tenpines bluff and near recon bunker theta. Any progress with this, Kediwah or GenghisKhanX?
  7. ProtonicCobra
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    Great mod Genghis really helpful
    I've got 1 question though which im sure is because of this mod. I've recently uninstalled this mod and whenever i search the Cigarette Machines and meatbags to loot them they delete themselves once i click E on it to loot. I'm guessing it's something due to a cell rest bug or whatever. What would be the fix for this? Currently im just gonna reinstall the game for now but if anyone's got a fix or a way around this for me that'd be great
  8. Lokiluv
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    I simply ADORE this mod! finally a way to clean up the commonwealth
  9. petermoran
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    I have the High Definition Textures installed and using this excellent mod, with the precombines in the Data folder and enabled correctly in Nexus Mod Manager, i'm getting a massive reduction in FPS from 120+ to around 20FPS. The other thing I've noticed is that as i look around walls of building disappear and I can see through them and they correctly stop me from walking through them. Is this mod compatible with HD textures??
    1. GenghisKhanX
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      To be honest, I've never tried it with the HD Textures. Never really messed with them, in fact. So I'm not sure. I don't see why it would be causing invisible walls, though. As for the performance drop, that also puzzles me. Sounds like you have an impressive rig, there's no reason you should see that much of a performance hit even *without* the precombines.

      I think my computer can handle the HD textures. I'll try it out and see if I can reproduce the problem. Wish me luck. *grumbles over putting a 60 gig behemoth on my quarter-TB SSD*
    2. poppajq
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      Hello

      Will this work with Destruction? It allows anyone or anything that comes by to raid settlements to level it to piles of scrap like they should.
      Power sources, water sources, defenses, and crops can all be destroyed in your settlements.

      https://www.nexusmods.com/fallout4/mods/9089

    3. GenghisKhanX
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      @petermoran: Can't seem to duplicate the issue. HD Textures work fine for me, I'm not getting any framerate loss when enabling vs. disabling this mod.

      @poppajq: I haven't added destruction data to the Commonwealth Cleanup stuff. I probably should at some point.
    4. poppajq
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      Looking forward to it. I love the idea of your mod soo much. It would not surprise me if incorporated your mod in fallout 76 or even fallout 5.
      Also, will this work with other building mods like: Beantown interiors, Diamond city the hole or new land mods like pest control cold stores or the maze.

      Thank you so much for modding.


    5. Orowox
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      Hello!
      First: I looove your mod! It's kind a Zen moment for me in the commonwealth.

      Second: I have the same issue - invisible/flickering wall/floor/trees in commonwealth not Nuka world. I don't have high definition textures installed or activated at all. No problem with interior cell so far..haven't explored all of them. I didn't with older versions.

      Third: I don't know it this means anything but changing the load order of GKX CC-DLC Precombines Final effects Nuka world (haven't visited Far habor yet).
      Loading GKX CC-DLC Precombines Final before commonwealth cleanup -> no problem with nuka world, changing it after commonwealth cleanup -> flickering all over nukaworld.
      Disable GKX CC-DLC Precombines Final -> almost no flickering but of course no cleanup.

      Thanks for all of your mods!

    6. i860
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      Textures have no bearing on precombines. The issue here is previs data.
  10. Aeleas
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    I'm getting the consistent crash near Tenpines Bluff still on 4.2.
    1. GenghisKhanX
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      Quick question: Are you using Sim Settlements? I've noticed a few people mention the CTDs have it in their load order. I've never played with it, so I don't know what it changes. If you are, I'm going to have to actually check it out and test it with CC. If not, well... I was wrong about finding the bug, and I'll keep working on it.
    2. eristid
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      same issue with Tenpines Bluff, have to disable to enter area. Enabled \ Disabled Sim Settlements. thanks in advance for the great mod and your work on it!
    3. GenghisKhanX
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      This bug has been a thorn in my side since I started this mod. I cannot, for the life of me, figure out why it happens. I'll keep working on it, though.
  11. Tilarium
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    I love 99% of this mod, I just don't like that it removes the cig machines and the milk machines.  Is there a way to uninstall it?  I disabled the mod in NMM but when I try to search the 2 mentioned machines and the gore bags, they are removed still.
    1. kings40
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      did you ever fix this???