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Old Post bUseCombinedObjects=0 enabled without it set in the .ini

Fauxy

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Not sure if this is the right place to ask, but it's my best guess since both mods causing this are settlement mods. If not, can anyone point me towards a place that can answer this?

Whenever I have either Scrap Everything or All Settlements Extended enabled, bUseCombinedObjects=0 seems to be used. Trees are there that shouldn't be otherwise, things are scrappable that shouldn't be, and my fps takes a hit. I'm not sure if its a compatibility issue or what. I have about 200 plugins, not including esl files or the 20 or so VIS patches that were merged.

Is there a way to reverse this with xedit or with a console command at startup? Any other suggestions?
 
GREAT POST!

:byemake sure SE is at the very bottom of your load order.
:clapASE should be above it and no, ASE doesn’t use bcombined.

I am a little confused by the questions, so links below may help. I don’t allow that line into my ini files. I stopped using SE as that is the trade, fps. I have 2x1080ti in sli and that means nothing to fps once that fps takes that hit due to scraping. I use mark for delete when I really need to do some scraping.

For educational reading I hope you look at the links below: :bye They are some of the most valuable writings for a successful modded game. hahah, scrolls of infinite wisdom kind of stuff. :drinks

threads first maybe-
https://simsettlements.com/site/index.php?threads/scrapping-mods-and-performance-issues.6992/
This the above link should have all the links, one is on the subject is frankly a "who's -who" for the entire modding community.
https://forums.nexusmods.com/index....timization-and-performance-systems-explained/
 
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Look for an installed .ini file with one of your mods.
Some mods install a matching .ini file that has bUseCombinedObjects=0 in it.
If the esp/esl/esm is loaded, Fallout 4 will read the matching named .ini file.
 
Thanks for the links! I was slightly wrong in thinking what a precombined mesh was, but it's clear now. However, ASE is still breaking precombines for some reason. I tested all versions available. Any suggestions?
 
Thanks for the links! I was slightly wrong in thinking what a precombined mesh was, but it's clear now. However, ASE is still breaking precombines for some reason. I tested all versions available. Any suggestions?

I have been known to be wrong but all ASE really changes is the surrounding settlement border. The highlighted green boundary. Neeher did add some scrap recipes but you need a scrap mod to use them.

So without more information I’ll speculate this: :umnik2

1, xxx A mod that touches a settlement overhaul, clean, something :scratchhead
2, ASE
3. SE
Above works for me, all should be near bottom of your load order.

ASE works with vanilla settlements even as an .esl. Above is for a modded settlement using ASE as an .esp or “.esl flagged as an esp which you have to do yourself “

Ha, but I am eager to learn, so what is happening? It is a good place to figure it out?

If SE has already jacked your save file, then I have no suggestion. :unknw
 
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This is all on a freshly modded game, so there's no need to worry about save games for now. I've also completely uninstalled SE, the fps drawback is too much for me at the moment. I tested with ASE at the top and bottom of my load order, and tested every mod that edits cells that i can think of. So either I'm missing something with compatibility, or ASE just isn't playing nice in general.

Also an odd thing that I noticed, it seems precombines were only broken in the settlements. I first noticed this when testing the players choice version, and unchecking Sanctuary brought it back to normal, with Red Rocket being broken. I haven't extensively checked this out, but it seems out where there's no settlement also has precombined meshes intact. Will do some more testing tomorrow.
 
This is all on a freshly modded game, so there's no need to worry about save games for now. I've also completely uninstalled SE, the fps drawback is too much for me at the moment. I tested with ASE at the top and bottom of my load order, and tested every mod that edits cells that i can think of. So either I'm missing something with compatibility, or ASE just isn't playing nice in general.

Also an odd thing that I noticed, it seems precombines were only broken in the settlements. I first noticed this when testing the players choice version, and unchecking Sanctuary brought it back to normal, with Red Rocket being broken. I haven't extensively checked this out, but it seems out where there's no settlement also has precombined meshes intact. Will do some more testing tomorrow.

I do not recomend using ASE or any other mod of that type in any settlement where you intend to use a city plan.

They likely will not play nice.
 
Hi, I have used ASE and found that it breaks precombines in settlements. I posted a question on the nexus mod forum about this last year but received no response. I imagine that that there is no point enlarging the border perimeter if you then can't scrap the newly encompassed stuff to make way for your setttlement.
 
Hi, I have used ASE and found that it breaks precombines in settlements. I posted a question on the nexus mod forum about this last year but received no response. I imagine that that there is no point enlarging the border perimeter if you then can't scrap the newly encompassed stuff to make way for your setttlement.

haha, after a little research you & Fauxy are correct. Neeher, is a great author and often responds. Back and in JAN18 he did clarify, quote:

upload_2019-2-9_1-22-46.png

This I guess it makes sense, with the scrapping recipes.

Also, I do apologize. I had helped test very early versions "specifically sunshine tidings and a few other locations" of the mod before the all in ones. At that point, all he had done was extend the borders so I was not correct.

I do want to be clear, though great mods, by very respectable authors, ASE and mods like Clean & Simple or other overhaul mods should not be expected nor were they designed to work with SS-City Plans. With SS-City Plans the settlement should be vanilla. If a user does want to use them with SS "just not city plans" then my experience is with them is great and I recommend them as an alternative to SE.

Mods like SE can make it worse and in some instances & not just break precombines but also remove nav-mesh which can cause other issues like NPC pathing.
 
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