Boston FPS Fix - aka BostonDT Preview - PreCombine

by Valyn81·v.32·Updated 2019-02-02

波士顿FPS修复 - 又名BostonDT预览 - PreCombine

Screenshots 4 screenshots

About this mod Machine translation

==== MOD DETAILS ====

This mod was created using Creation Kit and FO4Edit. It rebuilds Vis and, if needed, Precombined data. Vis data serves the same purpose as the occlusion plane and should not be necessary; however, if the Precombines and Vis data do not fix something, the occlusion plane will be used in future areas. If you're not sure, be sure to check the change log.

In a mostly unmodified game, this mod will load at the top of your load order after the main game and any UFO patches.

Since most GREEN mods like Regrowth Overhaul, Rust Belt Flora, Conifers Redux, etc.; OVERHAUL mods add new places (Beantown Interiors, and a few others) that break precombines by changing existing Precombines/Vis data in their esp; they will conflict with this mod.

Additional notes:

This mod is designed to make the game load better and improve FPS when using the mod. The performance increase is 10-20 fps better than vanilla, with most players reporting an average of 50-60 FPS in most regions.

Compatibility should be high if most mods are loaded after my mod, but it is recommended that you test this mod above or below the mod you want to use.

Any mod that removes or changes Vis data will conflict. So provide me with the locations and modules that you know are conflicting, and what happens with different loading orders.

Watch the video in the Videos section: it can help you understand what this mod does and why detailed feedback is important, or if you're feeling adventurous, how to make your own patches/changes.

Precombine & Previs Tutorial

Fallout 4 Optimization and Performance System Explained

Fallout 4’s modular level design

This mod is so that people can learn and even use my mod as a base for their own mods. Since this mod will remove the last few conflicts within it, I will continue to optimize other mods and make patches or replace ESPs as needed.

If my mod becomes outdated and Bethesda actually optimizes the game for both console and PC, I'll jump for joy.

Until then;

I want it to be the best, just like Bethesda! Fixing it was my real test and getting Bethesda to see my career! I'll be editing across the entire map, searching far and wide! Teach everyone to understand the power within, the Creation Kit! To modify everything!

(No nasty news for the last part using the Pokémon theme song)

Additional note: If the mod only adds, but does not change, existing objects in the cell/game, it will not conflict. Unfortunately this is rarely seen as most mods don't simply add to an area, most want to change the area to fit their vision and thus break the preset in that area and the game will disable the preset to suit. This is why you lose FPS; this is why when you install a new mod you see it sink in certain areas.

  • I also want to make it clear that in many cases disabling the object using the console command will have better results; but this will also break preassembly and cause VIS issues; don't let anyone try to tell you that.
  • The only difference between using console commands and ESP is that it manages to keep pre-composed and visible data performance in the game, but objects are lost, you can pass the area and everything disappears for a while. This is because the occlusion from the object exists and tells the game to stop rendering things on that object. If anyone finds evidence to the contrary please let me know in the comments. Also note that there are always exceptions.

==== BUG REPORT REQUIREMENTS ====

Please read the bug list for known issues

Anyone reporting a bug or conflict must follow the steps listed in the comments:

Do you have the following INI changes? bUseCombinedObjects = 0: (If yes, delete it. If not, or your ini missed it, that would be great.)

====Important Notes====

Using any INI setting that prohibits the use or preprocessing of data prevents my mod from working.

Please be aware of this before reporting a bug.

Always place SCRAP MOD at the bottom of the load order.

Please include a list of mods you are us …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
波士顿FPS修复 - 又名BostonDT预览 - PreCombine
File size
126.0 MiB