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Yet another question about precombines

Necroing this thread to report that the culprit is one of the guns in the Weaponsmith Extended 2 mod/pack. What's more, it's one of the WSE2 guns that the Holsters and Sheaths mod supports. Unfortunately I have no patience to track it down further than that.
 
Oh.. come on! You can track it down! LOL
I tracked a random CTD to a corrupted pair of boots. hehehehe
 
I mean, I *can* track it down. It just means disabling each gun one by one until I find it. But since I need all of them for Holsters & Sheaths to work (because if you have one missing and you mouse over it on the crafting table you a CTD due to the missing component its looking for) it's kind of irrelevant. I need to ditch Holsters & Sheaths and just not use those weapons. Which is too bad, because Holsters & Sheaths is an awesome mod.
 
The first thing I would do is check the mod in FO4Edit and see if it has unintended worldspace changes and remove them. It may be just as simple as a manual cleaning of the file to resolve your problem.
 
Argh, that means I need to track down the actual weapon...

How would I recognize when a worldspace change is made? I haven't used FO4Edit. I opened it once and said "yep, that looks like a lot of data I better not try to change," and that's about it. :D
 
Found the offending weapon. It's the Walter P99 mod

https://www.nexusmods.com/fallout4/mods/12238/?tab=description

A shame, because it's a fun mod. I'll look at it in FO4Edit and see if I can see anything obvious.

The good news is that when you click on the P99 entry in the Holsters and Sheaths crafting menu, you don't CTD. I don't know why, but you don't. So if you don't have the P99 installed you can still use the mod safely.
 
So looking at F04Edit, it appears that the P99 uses Material Swaps. I guess that's what's doing it.

Update: Well, no, I'm looking at some of the other weapons that aren't causing the problem, and THEY use material swaps, too. But the P99 does add three skill magazines into the world, as well as places a weapon just outside Vault 111. Could that be doing anything? It doesn't seem like that ought to make a bush highlightable.
 
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OK, I think I fixed it. Maybe?

I couldn't make heads or tails out of the Walter P99 mod in FO4Edit, but Weasponsmith Extended, which replaces the gun mod, had some worldspace changes in Sanctuary. From what I could tell, it was placing certain weapons in various locations -- for example, it puts a set of Japanese swords in Nate & Nora's bedroom. The only changes it made were placing weapons in the environment, so I went ahead and removed those Sanctuary cells. Then I loaded the game and... everything works, and none of the hedges can be deleted. So... yay?

Also it lowered my active plugins count by about 16 weapons. :D
 
Normally adding new items to a worldspace such as weapons or magazines is safe assuming the author manually cleaned unnecessary edits in xEdit. The problem is that whenever you have a worldspace loaded in the render window in the CK if you even just sort of glance at it out of the corner of your eye you've unintentionally made all sorts of edits you didn't even realize which is why manual cleaning mods that touch the worldspace in even the slightest way is necessary. If one of those unintentional edits simply moved an already existing item as much as a millimeter, its broken precombines.

It's been awhile since I've had to clean a worldspace mod and I'm work so I can't check xEdit to remind me but when you look at the worldspace edits the ones that show two sections of columns to the right with comparisons of a before and after edit and you see [Placed Object] with the [ ] brackets around it, that's an item that was moved or disabled and has broken precombines. If it just shows Placed Object in a different color and no [ ] then its a newly added item that is not breaking precombines. For things like weapon mods that are just adding magazines or weapons to a worldspace, most of the time its safe to remove the edits that have the brackets. You can also tell by looking at the name of the object whether it should've been changed or not most of the time.
 
I'm operating on the assumption that breaking precombines in an interior cell is generally less of a problem than breaking them outside. The Magazine placements are all in interior cells, but the weapon placements were in external ones. Deleting those cells kept me from finding them in those locations, but theyre added to leveled lists and are craftable, so it's not a huge loss. Nuking the modified cells made fallout happy, the bushes returned to their non-destroyable state, and I didn't crash my game. I'm taking the win. :)
 
As I understand it he has manually broken the indivudual precombines, but only in the settlement areas, so you don't need to use the ini settings. I confess, I'd like a 'Scrap Not quite Everything' that left 'The big Stuff' like foundations, solid buildings, streets et al, but let me clear leaves, trash, dead lights, dead wires on poles, and so on.

You can do that now using the "Scrap Everything Disabler Project" mod! :)

Sorry for ressurecting this thread, but there's a lot of good information here. So after reading all this and deciding to never use Scrap everything again (I have a very powerful rig but yet I simply could not play anymore after building Sanctuary. I have fps drops that goes to 100fps to 2fps (yea that's right, not 20fps, TWO fps. Simply unplayable), I found this tutorial that shows how remove the trash and rebuild the precombined using the Creation Kit (video below), so before I do that I just want to be sure, am I safe to do this and play without performance issues?

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