

On the other hand, if the mod has not extended the sandboxing zone, then you'll be able to build in the extended area, but your settlers might not actually spend any time there. This is because the mod has extended the sandboxing area to include the extended borders, but the city plan is built around the vanilla limitations. For example, if you don't use up all the extended space, such as when using a Sim Settlements city plan, you may find that your settlers are spending a lot of time sandboxing in the empty expanded zone instead of in the city plan itself. I don't know about Settlement Borders Extended, but there are some other things to watch out for. Not all new or extended settlement mods are fully compatible with Sim Settlements (though I know Neeher's are, which is why I mentioned them). That said, I don't know what other unwanted side-effects uninstalling the mod may have. However, this means that any objects which you were only able to scrap because of the broken precombines will reappear. If the mod is breaking the precombines, then uninstalling the mod will restore the precombines. You my think that you're reducing the engine load by scrapping objects, and you are, but if you're breaking up the precombined meshes first, then any performance gain you claw back by scrapping objects is usually dwarfed by the performance hit incurred by the scrapping mod.ĮDIT: I don't have any experience with Settlement Borders Extended, but it sounds like it's breaking the precombines, or at least those close to the settlement. In some of the simpler and emptier worlds-spaces, the hit to performance might not initially be very noticeable, but in more complex locations, or when you start building large settlements, framerates may crash to the floor and CTDs become frequent. It also can destroy performance on weaker hardware. This forces the engine to load and render every object individually, and allows objects to be moved and removed independently. Scrapping mods work by instructing the game engine to unbundle everything, so the game no longer uses the precombined meshes.

The downside is that when you bundle objects together, the individual objects can no longer be manipulated independently, so that means you can't move or remove them. Without this optimization, Fallout 4 simply wouldn't be fully playable on the Xbox One, especially when you get into complex world-spaces like downtown Boston. The upside is that this improves performance when loading objects, because where the game might otherwise have to load in 10 individual objects, it instead just loads in 1 big combined object. It uses a system where objects in the world are bundled together into precombined meshes. The problem has to do with how vanilla Fallout 4 is optimized.
