If your settlement is in the middle of nowhere, it should be fairly negligible.Ģ) The proper way: regenerate previs/precombineds for the cells your mod touches to exclude the stuff you want made scrappable. The downside of this method is that it will have a bigger impact on performance. Use FO4Edit to delete the info in the VISI, RVIS, PCMB, XPRI, and XCRI fields for the cells your settlement occupies*. For a more detailed explanation, check out this thread.ġ) The fast way: do what scrap mods do. It's the reason scrap mods allow you to scrap so much more than vanilla, because they disable precombineds. For this reason (and probably some others), you can't scrap/move/delete/etc.
The problem is, they are also used in calculating previs, another performance optimization system that prevents objects from being rendered if it would be blocked from view by another object. It's a performance optimization system that 'merges' intersecting meshes and doesn't render polygons that are entirely hidden inside the other meshes. The problem you are running into is the precombeined meshes system.