So, Flashy wrote at his mod: There are two separate issues, but let me address them because they are important to know. The game uses precombines, as we all know. What this does is reduce the amount of memory needed to display models in the gameworld. The downside to this is that it removes their world refs as well, so for example, when trying to find trees to cut down, the quest can't fill an alias with certain trees in the precombine as they have no actual world reference to grab on to. As for the issue of having trees that do get selected but give no wood, this is a function of what is called a STATIC COLLECTION or SCOL.
Its the means by which a mod author (or BGS themselves) can cluster certain static items together and then drag that reference into the cell editor. The problem with SCOLs is two-fold. One, there is no way to separate between a singular tree static mesh and a clustered SCOL when running the tree-finder. It will find them all, since technically, they are both considered Statics. More importantly, two, when you make an SCOL, you alter the "hitbox" for the mesh and in this case, for trees, that hitbox no longer is able to respond to the hatchet hitting it.
Best identifier I personally found was if there highlighted tree is clustered right next, and I mean almost touching, another tree, odds are its an SCOL and wont give wood, so I will find LONE trees. Also of note... you cannot chop trees in settlements, since you know, you can scrap them already.
AN76 has a patch in his files for what seems to be the same thing you've done here. It's made by 77Wanderer and injects trees from Another Pine Forest into AN76's chopping system. Does your mod do anything different? Any reason I should install one over the other?
Lol, thanks. Well at least I think it's the same thing. It's in the AN76 Optional files....but also have no idea if they do the same thing as I'm useless at figuring out whats actually inside the mods themselves...be nice to know which one is better though.
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There are two separate issues, but let me address them because they are important to know.
The game uses precombines, as we all know.
What this does is reduce the amount of memory needed to display models in the gameworld.
The downside to this is that it removes their world refs as well, so for example, when trying to find trees to cut down, the quest can't fill an alias with certain trees in the precombine as they have no actual world reference to grab on to.
As for the issue of having trees that do get selected but give no wood, this is a function of what is called a STATIC COLLECTION or SCOL.
Its the means by which a mod author (or BGS themselves) can cluster certain static items together and then drag that reference into the cell editor. The problem with SCOLs is two-fold.
One, there is no way to separate between a singular tree static mesh and a clustered SCOL when running the tree-finder.
It will find them all, since technically, they are both considered Statics.
More importantly, two, when you make an SCOL, you alter the "hitbox" for the mesh and in this case, for trees, that hitbox no longer is able to respond to the hatchet hitting it.
Best identifier I personally found was if there highlighted tree is clustered right next, and I mean almost touching, another tree, odds are its an SCOL and wont give wood, so I will find LONE trees.
Also of note... you cannot chop trees in settlements, since you know, you can scrap them already.
I add a few more trees, but if you are satisfied with the other one (didnt know there is one^^) stay with it
Thx for your comment :)