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If you have a freakin beast of machine, there is an ini edit that disables pre-combined meshes. I forget what it is offhand, but it should be easy to find with a search. It will severely impact performance, particularly in the areas that are already the worst (like downtown) since those areas have the most meshes. If you're having the idea of trying that trick to scrap objects and then turning it back on, I doubt it will work. Most likely the scrapped meshes would show back up once pre-combined meshes is re-enabled.
I'd recommend looking for mods that add new settlements and tweaks the areas to remove pre-combined meshes... or even make one yourself if you're really invested in having a settlement in a particular area. It shouldn't be too difficult to modify a cell to disable pre-combined meshes. One I can recommend offhand is the nuka settlements mod that adds all the major nuka-world parks and several surrounding locations as settlements. It disables the pre-combined meshes and adds to the list of scrappable objects as well, making each area work nicely. Of course, only use that if you have performance to spare in nuka-world.
Outside of all that, the best you can do is find areas that are just mostly clutter free already. Unfortunately, those areas tend to be the least interesting. Wilderness areas around the edge of the map are a good example. The tops of some large buildings could also work.
I'd say I have a midrange machine, but I might try that edit just to see how horribly it'll affect my game. If it doesn't hit it too hard, I may just keep it that way. I can deal with about 30 FPS, much lower I'd have to turn it back to normal though. Going to start looking around for other places that aren't too cluttered to build in then. Since I know that edit will probably make me run around 5FPS. Lol
As far as building in the "Marsh" around Quincy, you should know that the cells of Warwick Homestead and Spectacle Island intersect with the Marsh. That means that if you have much built in those settlements, building much in the marsh will kill your fps quick. Too much in those cells will have to render all at the same time.
I doubt this is going to work, just from reading up on that .ini addition it looks like I'm going to turn my game into a slogging mess. We'll see though. Might just need a couple extra tweaks to get it playable for me.
* You will probably have to deal with respawning Super Mutants though. :)
As I mentioned, you will have to take into consideration respawning enemies in the area you build. Those spawns are going to be an issue with your building. I got Gunners and Raiders spawning in my hotel common room/livingroom at Somerville. If I shoot any before they get outside, they sometimes will clip into the foundation and I have to remove it to get rid of the body.
I haven't tested this myself specifically to be sure, but it is my understanding that objects marked as being included in the precombined mesh will do so even if scrapped or disabled, causing them to effectively reappear whenever precombined meshes are enabled in the area. I believe it does this because no matter what you do in your save, the objects exist in the map data and it is the map data that is used for creating the precombined mesh. It's a great optimization intended for static objects that are never meant to be moved or destroyed. That's all fine and dandy until we come along with our awesome mods and decide we want to move or destroy those objects.
My experience with the issue comes from Scrap Everything conflicting with other mods. A lot of mods like to modify sanctuary area cells, especially mods that add new gear and decide to create a chest in sanctuary to make the new gear easy to grab. When another mod overwrites the cell, it re-enables the precombined meshes for the area, which then causes all those leaf piles and trash heaps that I scrapped to re-appear. The objects are still marked as scrapped in the save, so I can fix it by making sure Scrap Everything is moved down in the load order so that it takes precedence. I keep Scrap Everything pretty close to the end of the load order now. Lessons learned!
The potential problem with Many locations is the lack of flat ground to build on. I used a mod called "Ground" at Somerville to build up the lower hillside to be level with where the original farmhouse sat. It worked well. Here's the link if you want to try it.
https://www.nexusmods.com/fallout4/mods/17691/?
So far, so good. City dipped into the 30s during a nasty little battle, but nothing major as of yet. Going to have to see how well this works with a built up settlement though. That'll probably be where my major dips come from. Seems stable too, so another point in the good column.