"Previs is precomputed visibility data and it is calculated using the precombined NIFs. ![]() You may have heard of similar terminology related to previs such as preculling, occlusion, or occlusion culling. For the sake of performance the game's engine reads a special type of data (previs) that was generated with the Creation Kit which says if you're looking at a large item, items that are visually behind it and therefore not visible won't actually be rendered, therefore saving on the cost of rendering additional items. In addition to the performance loss that happens when you break precombines, there is a secondary problem that scrapping certain items may also cause which is breaking previs. Why do scrap mods create weird visual effects? Many users of Scrap Everything see it listed at the top of their description page and mistakenly think it's required to use but IT IS NOT REQUIRED FOR SCRAP EVERYTHING. ![]() Generally speaking it's just not a good idea to use this setting in general for any reason. This is never recommended for low to medium PC hardware. ![]() ![]() The only reason to use this setting ever is if you don't mind a significant performance drop throughout your entire game in order to be able to scrap items at non vanilla locations (whether you're using extended settlement mods, mod created settlements, or a system like Chesko's Camping mod). Use of the ini setting bUseCombinedObjects=0
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