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Scrapping Mods Question

Whitesacha

Active Member
Messages
118
There has been comments about not using scrapping mods. If you using them for just removing bushes, shrubs and trash (not buildings or major things) will this cause problems in your game with sim settlements??
 
breaking precombineds os what actually causes a lot of the issues. Ctd or major fps drop is most common as the game engine freaks out trying.to draw all the things on low end systems in between all the other things going on.
 
I've been using STS on xbox for my current playthrough and haven't had any problems playing with it. The only crashes I've had so far were of course in downtown Boston, my last one was about to face a medium group of raiders and it was foggy as hell so the game didn't like that.
 
With the amount of times its been stated to not use scrapping mods like SE or SC that break precombineds I'm kinda suprised there isn't a " we cannot provide support if you use said mods to clear areas that are used in Sim Settlements". I was a hard core user of both of them and breaking the habit was been hard but I do feel like most of my settlements perform much better now then before. I do HATE with all my heart those damn bushes though. Its also much more of a challenge to utilize them then just fully clearing the land. The new interior plots are a huge blessing though.
 
Eventually you get used to bushes growing out of workbenches and waist high grass that no laser gatling or lawnmower in the commonwealth can cut down. (best answer is usually to put an APC on top of the problem)

Most of the support team will still take a shot at supporting folks that need it.

SS will run either way, but the game ctds more often with precombined off, especially with complex settlements in areas impacted heavily by disabling precombineds. (Sanctuary and its good friend Red Rocket are just two of many)

The end result of ignoring requests for help from people with scrap everything is that they'll stop mentioning they have it and then we'll play hell trying to pin down problems without a mod list. We get enough reports of "random" CTDs from people running scrap everything plus gobs of poorly written weapons and armor mods that overwrite item lists in the game.

Telling them to unload all scrapping mods and weapons and armor mods and they look at you like you just grew a third arm out of your forehead.
Getting them to include the ini edit to reenable precombined objects after dumping the scrapping mod is nearly impossible.
 
For PC users is using 'disable' via the console on annoying bushes etc. going to affect the precombined stuff?

Any other performance issues with 'disable'? What about 'markfordelete'?
 
Tidy settlers seems to be ok. Does grass trash bush not hedges though. But it takes 2 in game weeks.
 
We get enough reports of "random" CTDs from people running scrap everything plus gobs of poorly written weapons and armor mods that overwrite item lists in the game.

Weapons mods too??? Ugh. I'm depressed just thinking about how long it'll take to go through all those to weed them out.

I SUPPOSE NEXT YOU'LL TELL ME THAT ALL MY OUTFIT MODS AND RESKINS ARE no nevermind I already knew that. :)
 
I think Bethesda needs to allow more objects to be scrapped in the next game, as not cleaning up debris and bushes are a major pain in the backside.
 
From what I can see it's a balancing act between having pregenerated previs info and allowing scrapping, e.g everything that can be scrapped is something you can't do previs info for.

Honestly what confuses me is, it occurred to me the other day they were doing realtime povray graphics demos about 10 years ago,which was neat because the processing curve for that is logarithmic - after a point it becomes *easier* to do povray than the current methods.

We really should be well past that point by now, and things like previs are exactly the kind of thing that realtime povray does way more efficiently. Why did that drop off the range of expected optimizations?

Dang it, this should be a thing by now!
 
For PC users is using 'disable' via the console on annoying bushes etc. going to affect the precombined stuff?

Any other performance issues with 'disable'? What about 'markfordelete'?
If you can disable and mark it for delete without bDisablePrecombined=1 in your ini file, then it's usually safe to get rid of
 
If you can disable and mark it for delete without bDisablePrecombined=1 in your ini file, then it's usually safe to get rid of
and 'markfordelete' would avoid the save bloat mentioned earlier that apparently lots of 'disable' does? this would explain my larger than average save file size that came up a while ago, in my first playthough i was disabling quite a few things that just refused to highlight to scrap, mainly huge bushes that stuck up through buildings - really bethesda, settlers can build a house but not cut down a bush? or the grass, whats that about?
 
@tankthing
If you can disable and mark it for delete without bDisablePrecombined=1 in your ini file, then it's usually safe to get rid of
Actually I don't think this is true. The dead body and dog near the Sanctuary bridge can be disabled/markfordeleted regardless of the bDisablePrecombined= status and it is definitely part of precombines. In fact its what caused mod authors to discover the issue with precombines to begin with and it was confirmed by the Bethesda developer familiar with that system.

Source thread
 
I saw that too, I've always used the rule of thumb that if it can be disabled/marked for delete then it's safe to do so though. Probably best to just use Place Everywhere's extra object selection and call it good then.
 
While we're on the subject of scrapping mods (again :D ) can something else be clarified to me please? When using the INS key in Place Everywhere, and scrapping those things that are able to be highlighted that way, that is not breaking anything? I find myself doing that a lot since removing the Scrap Everything mod.
 
Actually I don't think this is true. The dead body and dog near the Sanctuary bridge can be disabled/markfordeleted regardless of the bDisablePrecombined= status and it is definitely part of precombines.
er, so disable/markfordelete isn't safe, sometimes?

gaaaarhh!
 
I've never had disable/markfordelete cause a problem and that's after using it about hourly for many many days of play time.
 
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