Sure. But I wouldn't do it on flora. Those things are all ready bugged up the ar$% in base game. Refer to the Wiki how they potentially, and occasionally crash your game. Maybe UFO4P has fixed...I dunno?
Does this break precombines? Last mod I DL-ed that does something like this (fence snap) breaks precombines on areas with those same faces (that are not settlement areas).
The fence snap mod doesn't break anything. I'm using it myself. It's just something you picked up on the the mods comment section, that doesn't have a base. In order to break pre combines, you would need to edit references in world cells. A simple mesh hack doesn't qualify for that.
A simple mesh replacer also doesn't replace textures that make any kind of fishy workaround necessary. So pre visibilities aren't affected either.
Of course, if you ever decide to turn off pre combines in an .ini, and then scrap non workshop based garden plots that are using the same model, your pre combines are broken. But not because of a mesh replacer, but because you thought it was a good idea to disable pre combines, and use mods that actively, or unknowingly edit cell reference objects, to break those combines.
Thank you for the reply and will try the mod when I have the time. Will endorse as well. Now to figure out how to fit this in Sim Settlements 2 based settlements, but that is for another discussion.
My apologies for my paranoia on precombines by the way. So many very small mods breaking it in my past playthroughs simply because they messed some cell reference objects or simply because they moved a door or a rock that is part of a cell.
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- updated to include Unofficial Fallout 4 Patch vertex and flag fixes
For example, there's a different plot space used up weither the plant is ripe or not.
https://www.nexusmods.com/fallout4/mods/11902
It got the job done and was way better than vanilla, but the plots clipped into each other badly as seen here:
https://staticdelivery.nexusmods.com/mods/1151/images/11902-2-1460446741.jpg
The fence snap mod I am talking about does break precombines as it affects fences in cells outside settlements.
A simple mesh replacer also doesn't replace textures that make any kind of fishy workaround necessary. So pre visibilities aren't affected either.
Of course, if you ever decide to turn off pre combines in an .ini, and then scrap non workshop based garden plots that are using the same model, your pre combines are broken. But not because of a mesh replacer, but because you thought it was a good idea to disable pre combines, and use mods that actively, or unknowingly edit cell reference objects, to break those combines.
My apologies for my paranoia on precombines by the way. So many very small mods breaking it in my past playthroughs simply because they messed some cell reference objects or simply because they moved a door or a rock that is part of a cell.