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Fallout 4 tree mod
Fallout 4 tree mod











Scott soon became tired with the revenue of the websites being split when he was operating the websites by himself, and made the decision to break away from TESSource in 2007 and founded his own website under the name of TESNexus. After the success of Morrowind Chronicles, Scott and the friend he was working alongside founded a company by the name of GamingSource and created the website TESSource, which allowed users to upload their modifications and content for games in The Elder Scrolls video game series. I myself use A Little Bit of Green, and StudlyBeargasm has already linked it there.Nexus Mods was founded by Robin Scott and a friend in August 2001 as a fan site for the Bethesda Softworks game The Elder Scrolls III: Morrowind under the name of Morrowind Chronicles. Your only real options are to deal with the horrible performance, or simply not use those kinds of mods and settle for texture replacers. which not only takes the CK like 3 or 4 hours depending on how fast your processor is, but it's also completely useless, because there isn't an option to generate previs data for all cells at once anyway, so you would still be stuck generating new previs data manually for each individual cell. So your only options are to manually generate precombined/previs data for each individual cell (of which there are literally like 10,000 for the Commonwealth), or generate all of them regardless of whether they've been edited. You also can't generate this data yourself because the CK doesn't have a way of detecting which cells have been edited for a mod and only generating data for those cells. So even if the mod is like RustBelt Flora and doesn't use bUseCombinedObjects=0 anymore, the mod itself is still disabling combined objects in all of those edited cells, so you're still going to have the performance impact regardless of the ini edit. The problem with tree mods is that they edit dozens, if not hundreds of cells. For instance, you could load up a mod that edits one cell and generate new precombined data and previs data for that one cell in order to restore performance there.

fallout 4 tree mod

This is generally pretty easy for an end-user to deal with on their own if they know how to load up a mod in the CK.

fallout 4 tree mod

This kills performance on a per-cell basis. If a mod edits the static geometry of a cell in any way, the game disables precombined data for that cell. It has nothing to do with the lods and everything to do with the way the game handles incompatible precombined data. It doesn't matter if the mod includes LOD data and therefore doesn't use the ini edit. You're going to have the exact same issue with every single tree mod unless it's a simple texture replacer like A Little Bit of Green, which has already been mentioned.













Fallout 4 tree mod