Just a heads up !! If youre going to be cleaning locations i suggest learning the proper way to avoid issues... I did a quick check because i saw the file size really small and then noticed no Archives either which means you didnt repair/regenerate precombined geometry and Precombined visibility. When you delete statics from a cell you basically break precombines and previs...which cause loss of performance and in many cases visual issues to users (flickering objects,disappearing /reappearing etc.) and depending on the location even old objects you removed coming back.. I the check i did with FO4edit i also noticed you deleted around 70 objects. This is wrong and should not be done so... If you want to remove and object you double click to open its edit window and check "initially disabled" and "hide from local map " and OK.... This can also be done using a batch action window by pressing the " MINUS" key when you have selected an object which is also a very useful tool since you can select multiple objects with CTRL + Left click and then select the appropriate action and then hit " DO "... Another way to "repair " your mods is to use FO4Edit and run the AUTOCLEAN exe which will undelete and hide the stuff you deleted. Its highly recommended that you use FO4edit on every esp you make Before uploading to the public .
Even so the problem with reappearing removed objects still remains if a user has a mod that edits that area or even repairs previs globally like PRP. Even old saved data if a user has a prior visit to the location will show old objects...So you will have to learn how to generate new data.
As an example there is a mod author releasing a series of mods called "deep clean"... He is doing it the right way and regenerating broken previs...
Anyhow... i hope to see more of your work but hopefully done a bit cleaner.. ;)
Also note : If you remove large objects that were obstacles that npc's went around etc.. You also have to repair/edit the navmesh if you want the npc's to use the cleared area. Navmesh is built around obstacles which means that once you remove the obstacle there will be a hole left there that cant be walked over or through....
it may sound scary and complicated but for a modder with a bit of experience its at most 30 mins effort to fix navmesh and generate the previs ; ) for a small mod like this... Imagine one of my mods that are over 12 cells of heavily modded terrain,1000s of objects moved / removed or placed ... Then we have navmesh from scratch for all the cells i edited... Lets just say ..several hours to do precombined geometry and previs... and up to a few days to navmesh... The project im working on now also has 100s of retextures and ive been working on it close to 3 months..
thank you for this. I use a lot of Red Rockets as a hubs all over the commonwealth and add fast travel vertibirds from SKK's mods as a hub of transportation between each one and this one, and the one by DC, always have problematic items in it.
18 comments
If youre going to be cleaning locations i suggest learning the proper way to avoid issues...
I did a quick check because i saw the file size really small and then noticed no Archives either which means you didnt repair/regenerate precombined geometry and Precombined visibility.
When you delete statics from a cell you basically break precombines and previs...which cause loss of performance and in many cases visual issues to users (flickering objects,disappearing /reappearing etc.) and depending on the location even old objects you removed coming back..
I the check i did with FO4edit i also noticed you deleted around 70 objects. This is wrong and should not be done so...
If you want to remove and object you double click to open its edit window and check "initially disabled" and "hide from local map " and OK....
This can also be done using a batch action window by pressing the " MINUS" key when you have selected an object which is also a very useful tool since you can select multiple objects with CTRL + Left click and then select the appropriate action and then hit " DO "...
Another way to "repair " your mods is to use FO4Edit and run the AUTOCLEAN exe which will undelete and hide the stuff you deleted.
Its highly recommended that you use FO4edit on every esp you make Before uploading to the public .
Even so the problem with reappearing removed objects still remains if a user has a mod that edits that area or even repairs previs globally like PRP. Even old saved data if a user has a prior visit to the location will show old objects...So you will have to learn how to generate new data.
As an example there is a mod author releasing a series of mods called "deep clean"...
He is doing it the right way and regenerating broken previs...
Anyhow... i hope to see more of your work but hopefully done a bit cleaner.. ;)
Also note :
If you remove large objects that were obstacles that npc's went around etc.. You also have to repair/edit the navmesh if you want the npc's to use the cleared area. Navmesh is built around obstacles which means that once you remove the obstacle there will be a hole left there that cant be walked over or through....
Imagine one of my mods that are over 12 cells of heavily modded terrain,1000s of objects moved / removed or placed ...
Then we have navmesh from scratch for all the cells i edited...
Lets just say ..several hours to do precombined geometry and previs... and up to a few days to navmesh...
The project im working on now also has 100s of retextures and ive been working on it close to 3 months..
Which settlement in/near Quincy do you mean (perhaps a mod)?
Actually it is just barely.
Big Booms EVERYWHERE.