Where to start? I myself is new to modding and I run a modest laptop with i7-7700HQ CPU @ 2.80 GHz with 16GB RAM and 1050Ti 4GB Graphics. My game world is pretty barren and that's one reason why I was not posting images.
I nearly use more than 200 mods probably and i get a constant 60 fps with the following setting:
bUseCombinedObjects=0
and the starting command in my autorun file is
tpc
which disables pre-culling and prevents ghost textures and voids on world map, which effectively removes voids which I get in the buildings i make for settlers.
So yes this mod needs to disable the use of pre-combine data.
After reading some posts about precombines, a question arises in mind, what does precombine data achieve. Reduces the calls to load the nifs or objects. That's what I did with this mod, remove the path to the nifs, so no calls for loading a nif is made. If someone could effectively analyze the calls made to load objects with my mod and without my mod, the results would be greatly beneficial.
One benefit I found with my mod loaded was that I was able to move into the Moonsignor Plaza, which I couldn't enter earlier. So, some analysis would be greatly beneficial.
Also a point worth making here, what are the "Static Collection" [SCOL] objects, are they another way to minimize calls to load objects. And is there any way to manipulate them, it seems whatever modification I make, the original gets loaded in game.
Se, this is why I hope for this mod to go all out. a Fomod piece that prevents the selected categories of crap from ever being generated has *got* to be easier on my poor pitiful frames than having them generated then masked. After all, 2 is more than one, and zero is less than one.
Bonus for the trash file. Do you have any idea how much cleaner the highway at Graygarden and the Red Rocket station are without all that rubbish?
Speaking of trash, the trash lining certain buildings did not go unloaded, but it's a clear case of some exceptions. I'm doing a new playthrough and I'll fire off a list of ref IDs and locations.
I was experiencing a lot of crashing trying to get out of Vault 111 and it turned out to be the No More Shrubs fallen branches file that was causing the crash to desktop. The other files work fine.
(I use Do Your Damn Job, Codsworth which adds a LOT of fallen branches to Sanctuary Hills' tree section, so it could just be that which is incompatible.)
Hi me again, Feed Back, i would advise you put a 'advance users' suggested on this mod as many including me are still learning about extra ini settings & there side effects. Got your mod to work, it was easy, however the Debris option removes a little more than trash piles and small bits that lie around, it also removes top layer of grass mounds that were used to fill over landscape areas that did not fit together, the simplest reference is the area around large tree in sanctuary where the road is laid around it. So i'm flagging that as some thing you may have missed, if it's possible to deselect those area's pls & a clearer description on what objects it does remove as F4 is so BIG with future updates :)
Hi, i'm use this with MO2 and it's crashing a lot, I've tried loading with just remove debris mod (nothing else load except SKK fast start new game)and it CTD in the first load out of vault 111 fresh new game !!! any thoughts ? All DLC were loaded Game of the year edition.
Make sure these mods are at bottom of load order. Also if you don't disable precombines, these mods won't work. I had started a new game 2 days ago with all my mods, and there was no issue.
The NoMoreDebris mod touches only post-war objects except one, i.e. the Sanctuary Bridge. I just pointed the post-war static to the pre-war nif.
Yes of course, EPIC face palm, i had been testing tree mods with the precombines and deactivated to test something else, i was surprised as they were the only 2 in load order, Have learnt since that some quick starts are very jumpy when anything in vault 111 is changed. It helps to read above before wasting your time lol Testing again, will let you know if you missed anything :) P.S I use Vivid Landscapes & Summer Choice from Seasons mod + their landscape blending fix, it really help smooth over the noticeable texture seems & blending you see more when Trash & Leafs are gone :)
Do you realize what you're asking and how time consuming that would be to make copies of the nifs and textures in order to make sure the world shrubs etc stayed where they are, while only removing the settlement ones?
Sorry, I didn't realise that. Some pics might be useful to see just what the wasteland would look like with all these things removed. I don't want it looking like a desert. :)
It might not be as tedious as it seems, I have an idea which might work. If an object OnLoad can check if the worldspace its in is a settlement and disables itself. And there ain't that many Shrub statics.
It shouldn't. A precombine is a separate nif from the individual components intersecting. It may not make the precombine vanish either, but it won't break them (unless I'm completely wrong)...
Not sure why, but none of these are working for me. Not even the updated ones. Unless a clean, fresh save is required? Or because I have all the DLC enabled? Or a different install drive? Or a missing .ini setting? Or...?
33 comments
My game world is pretty barren and that's one reason why I was not posting images.
I nearly use more than 200 mods probably and i get a constant 60 fps with the following setting:
bUseCombinedObjects=0
and the starting command in my autorun file is
tpc
which disables pre-culling and prevents ghost textures and voids on world map, which effectively removes voids which I get in the buildings i make for settlers.
So yes this mod needs to disable the use of pre-combine data.
After reading some posts about precombines, a question arises in mind, what does precombine data achieve. Reduces the calls to load the nifs or objects. That's what I did with this mod, remove the path to the nifs, so no calls for loading a nif is made. If someone could effectively analyze the calls made to load objects with my mod and without my mod, the results would be greatly beneficial.
One benefit I found with my mod loaded was that I was able to move into the Moonsignor Plaza, which I couldn't enter earlier. So, some analysis would be greatly beneficial.
Also a point worth making here, what are the "Static Collection" [SCOL] objects, are they another way to minimize calls to load objects. And is there any way to manipulate them, it seems whatever modification I make, the original gets loaded in game.
A shrub is a bush that can't get no love from me
Hanging in the forests of my Fallout games
Trying to drop my frames
Amirite? Damn right.
Speaking of trash, the trash lining certain buildings did not go unloaded, but it's a clear case of some exceptions. I'm doing a new playthrough and I'll fire off a list of ref IDs and locations.
(I use Do Your Damn Job, Codsworth which adds a LOT of fallen branches to Sanctuary Hills' tree section, so it could just be that which is incompatible.)
Feed Back, i would advise you put a 'advance users' suggested on this mod as many including me are still learning about extra ini settings & there side effects.
Got your mod to work, it was easy, however the Debris option removes a little more than trash piles and small bits that lie around, it also removes top layer of grass mounds that were used to fill over landscape areas that did not fit together, the simplest reference is the area around large tree in sanctuary where the road is laid around it.
So i'm flagging that as some thing you may have missed, if it's possible to deselect those area's pls & a clearer description on what objects it does remove as F4 is so BIG with future updates :)
All DLC were loaded Game of the year edition.
The NoMoreDebris mod touches only post-war objects except one, i.e. the Sanctuary Bridge. I just pointed the post-war static to the pre-war nif.
Have learnt since that some quick starts are very jumpy when anything in vault 111 is changed.
It helps to read above before wasting your time lol
Testing again, will let you know if you missed anything :)
P.S
I use Vivid Landscapes & Summer Choice from Seasons mod + their landscape blending fix, it really help smooth over the noticeable texture seems & blending you see more when Trash & Leafs are gone :)
EDIT. Oops, I see the pics are there now.
Does this break precombines in any way?
It may not make the precombine vanish either, but it won't break them (unless I'm completely wrong)...