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WasteTheLandUploaded by
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About this mod
Performance alteration for interior cells by using Room Bounds and Portals instead of Pre Vis and Pre Combination.
- Requirements
-
DLC requirements
DLC name Automatron Far Harbor Vault-Tec Workshop Nuka World Nexus requirements
Mod name Notes Enhanced Lights and FX Optional Files requirement Ultra Interior Lighting Optional Files requirement Mods requiring this file
Mod name Notes Dark Commonwealth Hard requirement (true for version 016+) Radiant Vault 88 Soft requirement Real Windows - Interior Distant LOD Fixes Optional Files requirement Subway Runner Revised Optional Files requirement - Permissions and credits
-
Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
- Console modding permission This mod will not be available on Bethesda.net for console users
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Bethesda
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- Changelogs
-
-
Version 024
- Fixed Room and Portal Markers in;
- Vault111Cryo (The Vault 111 elevator was invisible since the mesh was out of the room bound, special thanks to wysiwyg and cheshiremo for the report)
- Fixed Room and Portal Markers in;
-
Version 023
- Fixed Room and Portal Markers in;
- BostonPublicLibrary02, CharlestownDrugDen, ConcordCivicAccess01, ConcordSpeakeasy, DmndSecurity01, FensKenmoreStation, ParsonsState01, ParsonsState03, Theater27TickerTapeLounge, TheaterMassBayMedicalCenter01, TheaterMassBayMedicalCenter02, TiconderogaStation01, TrinityTower01, USAFSatellite01 - Added Plane Markers in;
- BeaconHillApartments, BeaconHillPub, BobbisNewPlace01, BostonAirportRuins01, CambridgeKendallHospital01, CambridgeMonsignorPlaza01, CharlestownDrugDen, CharlestownHouse01, PrydwenHull01, SaugusIronworks01, Theater16PearwoodResidences01, TheaterMassBayMedicalCenter01, TheaterMassBayMedicalCenter02, TiconderogaStation01, TrinityChurch01, TrinityTower01, USAFSatellite01
- Fixed Room and Portal Markers in;
-
Version 022
- Fixed Room and Portal Markers in;
- DLC06VaultWorkshop, TheCastle01, Vault81Entry, Vault114 (Special thanks to Robotdestroyer1, Qudes for the report)
- Fixed Room and Portal Markers in;
-
Version 021
- Fixed Room and Portal Markers in;
- DanversHideout, DLC06VaultWorkshop, MassPikeTunnel01, Switchboard, Vault114, Waterfront12
- Fixed Room and Portal Markers in;
-
Version 020
- Move remaining vanilla Room Markers and Portals to main file to avoid other mods to override - Don't be confused if viewed via xEdit, some edits are ITM and are needed to be part of the main file in order to let markers override based on ORB settings
- Patched ELFX plugin Room and Portal markers
-
Version 019
- Added Room and Portal Markers in;
- DLC01Lair01
- Added Room and Portal Markers in;
-
Version 018
- Added Room and Portal Markers in;
- DLC03Nucleus - Fixed Room and Portal Markers in;
- AndrewStation01, HubrisComics01, Wattz01
- Added Room and Portal Markers in;
-
Version 017
- Added Room and Portal Markers in;
- MassStateHouse01 - Fixed Room and Portal Markers in;
- HubrisComics01, MassStateHouse01, SuffolkCountyCharterSchool01, Vault81Entry, Vault81Secret, zInstituteRotunda - Removed Room Markers and Portals in;
- zLexingtonGarage
- Added Room and Portal Markers in;
-
Version 016
- Fixed Room and Portal Markers in;
- ArcjetSystems02, BADTFL01, BeantownBrewery01, CovenantHQ01, DBTechHighSchool01, DLC01FortHagenSatelliteArray01, DLC03NucleusSubInterior01, GNN01, UniversityPoint01, Vault81, Vault81Entry, Vault81Secret, Vault95, WestRoxburyStation01, Yangtze01
⠀- Special thanks to hikdid, LoveCters, Zeldoris57 for bug report
- Fixed Room and Portal Markers in;
-
Version 015
- Added Room and Portal Markers in;
- ShamrockTaphouse01, ShawHighSchool01 - Fixed Room and Portal Markers in;
- BeantownBrewery01, FensCafeBuilding, GorskiCabin01, GraygardenHomestead01, TheaterMassBayMedicalCenter01, Vault111Cryo, Vault114, Vault81, Vault81Entry
⠀- Special thanks to B00tx, LoveCters, Ouroboros1988 for bug report - Removed flags for;
- DLC01Lair01
- Added Room and Portal Markers in;
-
Version 014
- Added Room and Portal Markers in;
- DLC03Vault118 - Fixed Room and Portal Markers in;
- ArcjetSystems01, DLC04BradbertonsOffice01, DLC04TransitCenter01, VirgilsLab01, WaldenPond01, WRVRBroadcastCenter01
⠀- Special thanks to LoveCters for DLC04BradbertonsOffice01 bug report - Removed Room and Portal Markers in;
- zVitalePumphouse01
- Added Room and Portal Markers in;
-
Version 013
- Added Room and Portal Markers in;
- DLC04BottlingPlant02, DLC04KiddieKingdomFunHouse01, DLC04Gauntlet01, TrinityChurch01, Waterfront02, WestEverettEstates01 - Fixed Room and Portal Markers in;
- WarrenTheater01
- Added Room and Portal Markers in;
-
Version 012
- General;
- Made another attempt to allow No Pre Vis and No Pre Combination in DLC04ColaCars01 "Cola-Cars Arena", unfortunately this is the only interior cell so far which does not work and the entire cell collapse to singularity upon loading - NOTE: The Room and Portal markers are added but disabled by default, if anyone finds a solution, please feel free to share. - Added Room and Portal Markers in;
- SouthBoston35, SouthBostonPoliceDepartment01 - Fixed Room and Portal Markers in;
- AndrewStation01, CambridgeKendallHospital01, CharlestownDrugDen, CharlestownLaundry, CollegeSquare01, CorvegaAssemblyPlant01, GoodneighborBobbisPlace, GreenetechGenetics02, GwinnettBrewery01, InstituteTunnel01, LaytonTowers01, PoseidonReservoir01, SaugusIronworks01, Switchboard, TheBigDig01 - Removed Room and Portal Markers in;
- CharlestownHouse01 - Removed PreVis and Combination references for;
- GoodneighborBobbisPlace
- General;
-
Version 011
- Added Room and Portal Markers in;
- Vault75 - Fixed Room and Portal Markers in;
- RailroadHQEscapeTunnel, RevereBeachStation01, SuperDuperMart01, USAFSatellite01, Vault81, Vault81Secret, Vault111Cryo - Fixed removable of flags, Pre Vis and Combination for;
- MiltonGeneral01
- Added Room and Portal Markers in;
-
Version 010
- Added Room and Portal Markers in;
- MiltonGeneral01 - Fixed Room and Portal Markers in;
- ArcjetSystems01, ArcjetSystems02, AtomatoysCorporateHQ01, ConcordCivicAccess01, DunwichBorers01, FallonsDepartmentStore01, FortHagen01, FortStrong01, FortStrong02, FraternalPost11501, GeneralAtomicsFactory01, GeneralAtomicsGalleria01, HalluciGen01, HestersRobotics01, HubrisComics01, InstituteBioScience, InstituteCave, InstituteFEVLab, MedfordMemorial01, MedTekResearch01, MedTekResearch02, NorthEndValentiStation, OldGulletSinkhole01, OldNorthChurch01
⠀- Special thanks to TheDogDismemberer88 for bug report
- Added Room and Portal Markers in;
-
Version 009
- Fixed Room and Portal Markers in;
- BostonAirportRuins01, BostonPublicLibrary01, CambridgeDiner01, CambridgeEastCITRaiderCamp01, CambridgeParkingGarage01, CambridgePlumbing01, DBTechHighSchool01, DBTechHighSchool02, HardwareTown01, InstituteReactor, MassFusion02, MassPikeTunnel01
- Fixed Room and Portal Markers in;
-
Version 008
- Fixed Room and Portal Markers in;
- ConcordMuseum01, IrishPrideShipyard01, PickmanGallery01, PoseidonEnergy01, PoseidonEnergy02
- Fixed Room and Portal Markers in;
-
Version 007
- Added Room and Portal Markers in;
- BunkerHill01 - Fixed Room and Portal Markers in;
- BackStreetApparel01, BarneysBunker01, BeaconHillBostonBugle, BostonCommon02, BostonMayoralShelter01, CombatZone01, DLC03KitteredgePass01, DLC03KyeBunker01, DLC03NorthwoodRidgeQuarry01, DLC03NucleusCommandCenter01, DLC03PineCrestCavern01, DLC03WindFarmBuilding01, NationalGuardTrainingYard02, NationalGuardTrainingYard03, WarrenTheater01, WestonWaterTreatment01
⠀- Special thanks to hikdid for bug report
- NOTE: This mainly covers tighter portal space, to limit the view into another room and thus to limit the area being renderd. - Removed Room and Portal Markers in;
- CambridgeCollegeAdminBuilding, NationalGuardTrainingYard01
- Added Room and Portal Markers in;
-
Version 006
- FixedRoom and Portal Markers in;
- GoodneighborTheThirdRail, GoodneighborWarehouse01, GNN02, InstituteOldRobotics01, JamaicaPlain01, MaldenCenter01, MahkraFishpacking01, MuseumOfWitchcraft01, RedRocket01
⠀- JamaicaPlain01 - NOTE: Many Portal had to small dimensions, Room Markers did not cover the entire room
⠀- MuseumOfWitchcraft01 (Special thanks to Stormpriest1066 for bug report)
⠀- MaldenCenter01 - NOTE: Alot of broken and to small Romm Markers were present therefore many objects were not visible at all, such as the wooden bridges, all of this is fixed. - Added missing flags and removed PreVis and Combination for;
- GoodneighborTheThirdRail, GoodneighborWarehouse01, GoodneighborWarehouse02, GoodneighborWarehouse03, InstituteRobotics, RelayTowerInt05, RelayTowerInt12 - Removed flags and added PreVis and Combination for;
- InstituteConcourse - NOTE: This is almost impossible to setup due to the special appearance of the interior for now. - Patches
- ELFX, enabled (Pre-)Combination for few cells (Details in the FLST) since it would otherwise cause the interior to not render Sunlight Shadows, making any NIF transparent for Sunlight Shadow and the entire cell bright - NOTE: This is probably an engine limitation, and there is no other easy workaround yet.
- FixedRoom and Portal Markers in;
-
Version 005
- Fixed Room and Portal Markers in;
- BackStreetApparel01, BADTFL01, CambridgePD01, CambridgePolymerLabs01, FaneuilHall01, FederalRationStockpile01, FensStreetSewer01, FortHagen02, FourLeafFishpacking01, FourLeafFishpacking02, TheaterMassBayMedicalCenter01
⠀- Special thanks to Ouroboros1988 for bug report - Added missing flags and removed PreVis and Combination for;
- GeneralAtomicsFactory01, GeneralAtomicsGalleria01
- Fixed Room and Portal Markers in;
-
Version 004
- Fixed Room and Portal Markers in;
- BeantownBrewery01, LongneckLukowskis01, Vault81Entry, Vault95 (Thanks to 2gtandknives, ayykbzq, Gaznevada and lightning667, for bug report)
- Fixed Room and Portal Markers in;
-
Version 003
- Fixes
- Missing room link in TheaterMassBayMedicalCenter01
- Fixed lighting template reference on Cell Header and Room Markers - Added Room and Portal Markers in;
- DLC04GZTheater01, DLC04HubFizztopGrille01, DLC04KiddieKingdomTheater01, DLC06VaultWorkshop
- Fixes
-
Version 002
- Fixes
- Cleaned leftovers, Renumbered FormIDs
- Fixed void issue in ParsonsState03
- Modified Room and Portal marker in; CorvegaAssemblyPlant01, CovenantHQ01 - Added Room and Portal Markers in;
- DLC03Acadia, DLC04BradbertonsOffice01, DLC04HubOperatorLair01, DLC04HubPackLair, DLC04KiddieKingdomTunnels01, DLC04NukaWorldPowerPlant01, GlowingSeaPOIDB06Int, GwinnettBrewery02, MuseumOfWitchcraft01, MuseumOfWitchcraft01RailroadHQ01, ParsonsState02, ShenleysOysterBar01
- Fixes
-
Version 001
- Initial Release
- Overhauled Room Bounds
- Added missing Room Bounds and Portals
- Fixed misplaced Portals to avoid view into Void
- Initial Release
-
Room markers are simple shapes which define an area as a room. Rooms, in essence, act as collectors. When culling, the renderer will treat everything inside another room as invisible, saving valuable processing power.
–Bethesda Tutorial Optimization
Preface
Optimized Room Bounds & Portals or just ORBP alters/removes PreVis and Combined references from interior cells and thus force the game to use Room Bounds and Portals. Room Bounds and Portals are much more optimized tools to increase performance on user end. Since, it allows to cut off a lot of rendering, due to not rendering sections of the interior that are beyond the current Defined Room, only rendering the space beyond fully, when player goes through the Room Portal. This technique was probably dropped during development of FO4 at some point since its time consuming to setup.
Some Fallout 4 interios have Room Bounds and Portals available but almost all interiors cells use PreVis and Combination, which probably override Portals and Room Bounds. Since its far less time consuming to generate Combined and PreVis meshes, Room Bounds and Portals can be seen as a leftover in the game files, references.
During development on this mod, i noticed many (leftover) Room Bounds were inproper setup and did not cover the entire area or had misplaced Portal(s). This was fixed. Furthermore, i figured that Room Bounds net into an even more compact cluster increase FPS so much, i could not believe. This was done on an iGPU to instantly notice slight changes on FPS. My observation proofed to outclass the PreVis and Combination logic for interiors totally. Since then, the idea of this mod was born.
The foundation was led to purge the Cell Header and make room for Room Bounds and Portals ... By removing the PreVis and PreCombine references the game directly unflags the former Combined statics to be true Placed Objects. Just like any other object class. This would make the mod best suitable for modders since it allows to alter the entire cell, all objects!
Overview
In short this mod ...
- Affects Interior Cells
- Alters PreVis
⠀- Adds the "No PreVis" flag to ALL interior cells
⠀- Blanks PreVis Files Timestamp (VISI)
⠀- Blanks PreVis Reference Index (XPRI)
- Alters PreCombination
⠀- Blanks PreCombined Files Timestamp (PCMB)
⠀- Blanks Combined Reference Index (XCRI)
- Unflags static objects: "[Placed Object]" to "Placed Object"
- Increases performance due to Room Bounds and Portal
⠀- Optimizes Room Bounds and Portals (WIP)
⠀- Adds missing Room Bounds and Portals (WIP)
- Build around stable 60 FPS on an iGPU setup
Installation
This mod can be in-/unstalled anytime and does not require a new game to work.
It should be loaded very last, otherwise manual patching is required (Details in the "Developer Notes" section below).
The plugin is NOT flagged ESL. It can corrupt the game from using Room Bounds and Portals.
This mod affects Pre Combined meshes and/or Pre Vis data.
Compatibility
This mod works with both, the Old- and Next-Gen Update.
For third party mods ask the author of the mod of interest.
NOTE: Mods which alters Cell Header or Room Bounds and Portals require a patch.
Developer Notes
The following must be done in order to patch the interior cells, yet part of the mod:

In written text, you should patch:
- Add "No Pre Vis" flag to the "Record Flags (sorted) tab
- Remove/blank VISI and PCMB entries
- Remove/blank XPRI - PreVis Reference Index (sorted)
- Remove/blank XCRI - Combined Reference Index
All of this is valid for the Cell Header in the object class CELL.
Credits
- Bethesda
- FO4Edit Team, for their invaluable tool
- Nexus Community;
⠀- PJMail and niston for initial support
⠀- B00tx, hikdid, LoveCters, Ouroboros1988, Stormpriest1066, TheDogDismemberer88, Zeldoris57 for bug reports
- ARJAFIELD and SneakyGuyX for video presentation:
References
- https://ck.uesp.net/wiki/Room_Bounds_and_Portal_Basics
- https://ck.uesp.net/wiki/Bethesda_Tutorial_Optimization#Room_Markers_and_Portals
- https://geckwiki.com/index.php/Room_Bounds_and_Portal_Basics
- https://geckwiki.com/index.php/Editing_MultiBounds
- Precombine Previs Deep Dive: https://www.nexusmods.com/fallout4/articles/4316
- https://forums.nexusmods.com/topic/5522717-fallout-4-optimization-and-performance-systems-explained
- https://www.nexusmods.com/fallout4/mods/69978
- https://www.nexusmods.com/fallout4/mods/84717
- https://www.reddit.com/r/skyrimmods/comments/1ew0hyn/using_room_bounds_and_portals_to_solve_a/
- https://www.reddit.com/r/skyrimmods/comments/16x6ooj/roombound_portals_and_rendering_question/
- https://www.reddit.com/r/skyrimmods/comments/4f6fdb/questions_about_occlusion_planeboxes_culling_and/
- https://www.reddit.com/r/skyrimmods/comments/18dp5nk/how_do_i_reduce_draw_calls/
- https://simsettlements.com/site/index.php?threads/how-necessary-useful-are-room-bounds-optimization-questions.23224/
- https://www.afkmods.com/index.php?/topic/9692-occlusion-planes-vs-roomboundportal-how-are-they-different-which-should-i-use/
- Skyrim Project Optimization SE