Fallout 4

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  1. BenRierimanu
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    If you are new to modding Fallout 4, follow The Midnight Ride first as it covers installation of this mod and other well known bugfixes to make your game work as it should.

    Additional install instructions:
    Spoiler:  
    Show
    "Why does the The Midnight Ride tell me to hide a pair of files?"
    It's because they are used to address marker assignment with the Heavy Incinerator (internally as Heavy Flamer) and Neon Flats Creation Club mods. This cannot be addressed directly in PPF.esm plugin - users who don't own the aforementioned content will need to disable/hide/delete these patches. A future update will install them correctly if they are detected and ignore them if they aren't. If you are reading this after following TMR and obtain the CC later on, just unhide the relevant ESM files or reinstall the mod to retrieve them.

    "Why are there so many individual language versions of the plugins?"
    The FOMOD's not ready yet for Branch 74, so it's provided like that until I can get that fixed up.

    "Where's all the patches for the mods I use?"
    Originally planned to address the missing patches today, but decided to wait until after the upcoming patch to handle this.There are other patch repositories that should have some for mods you have, but not all of them support 74.

    "What's in Misc?"

    CAF 1.2 CR is for use with Cooking Adventures, which I used in testing at one point, but have moved on to another cooking mod. I forget what it did.

    The separate PPF installation package is intended for inclusion in collections to pick up if they are otherwise avoiding the main PRP package or for development purposes.


    Recent patch notes:
    Spoiler:  
    Show

    74.9 Notes (DEV)
    Resaving PRP.esp in the current CK increased the plugin filesize due to reasons I haven't figured out yet, aside from some minor record changes that I don't think would result in such an increase. Marking this as a development build for testing. Don't use it in a typical playthrough.

    74.8b Notes
    Fixed the description on PRP.esp so that it doesn't show '74.8Previsibines' in Loot and instead '74.8' like it's supposed to.

    74.6b (OG), 74.8a (NG) Notes
    Removed default cubemap in Commonwealth, a leftover from what I was attempting to resolve last night to assist in TMR load order, this matches the puddle fix mod (which makes the order between PRP.esp and the Puddle fix mod now irrelevant). Apologies for the sudden amount of updates.

    74.7, 74.8 Notes
    Did conflict resolution with the Next Gen master files and synced header updates, also adding the requirement of a pair of newly added CC items to minimize requirements for PPF/PRP (HeavyFlamer and Remnants are now required as of this patch due to header location updates, but also frees up a slot taken by a CR plugin that's now pointless)

    74.6 Notes
    Updated SCOL meshes with the patched versions DoubleYou sent to resolve conflicts with the Flutter Flicker Fixer for Foilage mod which will be fully fixed in the next branch, and added a patched mesh to fix a model seam, contributed by Glitchfinder. Patches generated after upgrading to 74.6 will pick up this fix, it's not important enough to merit a full branch rebuild.
    74.6a: QAC'd and PartialForm'd PRP.esp at request, english only due to time constraints. Future updates will do this for next gen users and translated versions.

    74.5 Notes
    Purged some ITPO remnants from the build process that weren't cleaned previously.

    74.4 Notes
    Additional work to make CC related changes seamless where possible. The affected records were marked initially disable when branch 74 was generated, they just need to be hooked up to an enable parent instead, so generated patches should be unaffected. Associated interiors do need checked, though. Next up is the FOMOD overhaul, which is long overdue, those waiting on translations, 74.5 should have them, provided nothing else needs patching.
    74.4a: I'm an idiot, forgot to do the ESL renumber with PRP.esp loaded. Fixed the new record links to PRP.esp (two new records should not have been renumbered), and finally cleared out the reference group deletion entries.

    74.3 Notes
    Fixed incorrect enable/disable state for a specific set of CC related references for the Vault Suit CC and implemented the missing walls in MassPikeTunnel01 if you do not have the X02 CC installed. Both patches do not require any patch rebuilding, but the Vault Suit related references (just locker statics in vaults, only the VaultCryo111 locker with loot in it would be missed) are not retroactive. The objects are there, just disabled.
    The archives were repacked to better match Build 69 (minus translations, that'll be later), if you are a MO2 user and did a merge, just install PPF's update, as only PPF.esm was updated in this upload. Vortex users and MO2 users should redownload both parts unless they are tech savvy enough to move PRP.esp to the PPF mod installation folder. These instructions only apply to build 74 users, build 69 has not changed.

    74.2 Notes
    Rebuilt MDHT again for Nuka World, I swear to the office gods, I need to setup a trello or something.

    74.1 Notes
    Disabled Previs in RelayTowerInt12. Again. I really need to blacklist that cell.

    74.0 Notes
    Initial upload of new branch.

    69.6 Notes
    Resaved PPF.esm in xEdit 4.1.5b to correct ONAM records as per the patch notes. This may or may not shore up issues that were present in the stable build. No changes otherwise were made to the plugin.
    69.6a was an archive recompress, no changes were made since 69.6. If you previously downloaded that version, there's no need to update.

    69.5 Notes
    Disabled Previs in RelayTowerInt12 (This was in the 69.4 hotfix)
    Updated LCTN entries to match FATE, including the one in SS2 Ch3, also adding
    default music and cubemap as per FATE for NukaWorld.
    Too far in to notice that I didn't rebuild the translator caches. PL, JA, ZHTW
    and ES have untranslated entries as a result and I was too far in to
    notice. I'm leaving the 69.3 FOMOD up till I fix this for existing
    users.

    Fixed as of 69.5.1.

    65.6 Notes
    Updated PPF.esm in FalloutVR to inject the missing worldspace references that already exist in Fallout (Flat version, the one most of us use). This fix hasn't been ported to branch 69 yet, trying to decide on the how.
    Fixed FOMOD versioning scheme. (Leftover from the versioning switch, example: 0.65.5 -> 65.5)

    69.0 Notes
    Build 69 has had the new records renumbered to better support VR, as there's a whopping 30ish or so in PPF. Existing saves may crash as a result of this change on release, but limited testing did not show this. The upside is that there will only be a single set of plugins per language, which should simplify patch building depending on the mod.

    So, if you experience crashes after upgrading to this release, see if a new save fixes it or fast travel to an interior that's not Fallon's or DBHighSchool and upgrade. My apologies for the pain and suffering this will likely cause a few people.

    69.1 Notes

    Forgot NW MDHT records again.

    69.2 Notes
    Foreign language players that migrate to the 69 branch should wait for this version, as 69.0 has placeholder english language files in the usual spots. I'm waiting on the stable release of the UF4OP update to see if translation updates need to be made or not. Migrating from 2.1.3 to 2.1.4 strings for French, for example had slight name adjustments, too soon to say.
    Did a bunch of conflict resolution with the compat patches which should now be 100% in sync with the main PRP plugin.

    69.3 Notes
    (Optional if the below fixes aren't applicable to your load order.)
    Translation updates (French, Russian)
    PRP-Compat-RegionNames.esp had an incomplete copy of the generated MDHT data, this has been manually corrected to be in line with the main PRP.esp plugin.


    Known issues:
    Spoiler:  
    Show
    F4VR specific notes: Branch 69 and newer expects the Flat version of Fallout4.esm, not the VR version. If you don't have access to that (you can safely copy it over from Flat), three cells will be missing a small amount of references which will break precombines for that cell block.
    In addition, this mod doesn't carry over any fixes from the DLCVR project, as I don't have any earthly idea what they even are. For all I know, it might be an issue of missing assets or something that I don't have the time to investigate.


    Mod Changelog (live updated as I work) is here.

    As always, bug reports welcome.
    1. BenRierimanu
      BenRierimanu
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      Current branch status (secondary numbers are the UF4OP versions used in building, not the requirement, unless otherwise noted, assume the latest UF4OP release is required, the only thing lost in upgrading is additional draw calls from the new references added from the later versions that get fixed in later PRP releases):
      As a general rule, the major version number is the main indicator of patch compatibility. If you have 69.6 and the patch was built from 69.1, it'll still work as expected.
      59.xx (2.1.3): No longer supported. Archived.
      65.xx (2.1.4): Archived.
      69.xx (2.1.5): Moved to old files with associated patches.
      74.xx (2.1.5): Marked recommended, in an attempt to make installing the mod less confusing. Both documentation and patches are missing in places. I'm aware.
      75.xx (2.1.6): Pending next build.
    2. BenRierimanu
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      05-08-24 Status Report:
      On hiatus while I wait for toolchain updates (F4SE development to shake out and CKPE to be useable with the new build), and fix my broken windows installation. (Flaky SSD is flaky.)

      TODO:
      Patches remaining to build for 74: NWR/VNW/NWP in various combinations, Galac Tac (held for after the upcoming patch to see if anything will break with the toolchain)
      The fomod needs redone yet, and plugin translations updated

      Issues with the current stable:
      - The UFO4P CC CR plugin is obsoleted, and has been replaced by a pair of ESM flagged plugins that go after PPF.esm if you have either the Heavy Flamer or Neon Flats Creation Club content items (to resolve marker assignment that otherwise would force both as master requirements for the ESM plugin for the mod and also do minor conflict resolution for position moves from UFO4P for Neon Flats specifically.)
      - Landscape Changes! The next stable build has landscape record changes which will further increase the incompatibility profile this mod has if the mod has not been built to make use of the changes in question. The main reason for these changes are to weld cracks in the ground (there's one right now in build 69 right below Sanctuary's bridge) and flatten or stabilize specific areas of ground like in one corner of Drumlin Diner (near the umbrella corner, look by the foundation pieces and you'll see what I mean), Fort Hagen (the Satellite Array has a nasty sized landscape crack that the UFO4P currently masks as per my bug report), and Poseidon Energy (A big dip right near the building as per Glitchfinder)
      Affected cells as of current git PPF: F35B, F53A, F51C, F301, F2E0, F220, 1A5BFF, EC49, EC48
      - The compat patches for mods like UIL, UEL, and others have been discontinued (as of Branch 74, 69 still has them in the fomod) and users should instead use the combination of xEdit and PJM's Scripts to generate their own conflict resolution patches (use the mode that's for MDHT and such, the last one before advanced settings), additional documentation needs to be made to explain this better.
  2. maddogfargo
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    Props:  This was a tremendous undertaking, and I absolutely respect the work you put into this.  But...  

    PSA:  Users should be aware that blanket Precombine / Previs mods like this one WILL CONFLICT with other mods, such as my settlement cleanups, that regenerate their own Precombines / Previs.  

    Compatibility:  To minimize conflicts, PRP should load BEFORE any cell editing mods that generate their own Precombines / Previs.  BOTH PRP + these cell editing mods should be at/near the end of your load order, as stated in the image below.  Or...something like this:

    All other mods
    Cell edits with BROKEN precombines / previs
    PRP
    Cell edits with REGENERATED precombines / previs
    (END)

    Caveats:  
    Spoiler:  
    Show
      This STILL is not a 100% guarantee that you won't have occasional flickering or disappearing near cell borders where the Previs / Precombine data may have a conflict or two.  But it should at least minimize it.  This is a limitation of the engine and the way it optimizes cell geometry. 

     
    Prevention: 
    Spoiler:  
    Show
     You won't NEED mods like PRP if you DO NOT use mods that disable previs / precombines to begin with.  This includes a lot of OLD green mods like Regrowth Overhaul, which asked users to disable bUsePrecombines.  Some mods even turn it off without telling the user, or accidentally break it.  You can check this in game with a console command:  TPC  (Toggle Pre-Culling)  If you can toggle it between disable and enable without errors, your cell has working precombines.  If you get an error, they are broken.  

    For modders who want to edit a cell, there are 2 rules you must follow:  ( 1 )  If you are going to TOUCH ANYTHING VANILLA in a cell, assume you will break precombines, and need to regenerate precombines + previs.  Just CLICKING on a vanilla cell object flags the cell as edited and breaks precombines.  This can be fixed using xEdit / FO4Edit to remove any unintended vanilla cell edits.    ( 2 )  If you don't want to touch vanilla, and just want to ADD CONTENT to a cell, create a layer and do ALL work on that layer.

    Why does this even matter?  Performance!  Many of the "Fallout 4 is not optimized" complaints were coming from users who broke their precombines with mods.  Even Bethesda themselves broke precombines in the General Atomics cell with the Automatron DLC.  This has a HUGE impact.  Here is a video I made comparing on -vs- off:  



    Hope this helps.  
    1. BenRierimanu
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      empty_billboard.png
    2. xrayy
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      thanks for making this sticky! most important in my opinion is the prevention paragraph! you can add objects and you can change dynamic objects. if you try to change or delete any static object (potentially part of a precombine)  including clutter in settlement areas with previs/precombines set to disabled you are definitely taking the risk to raise draw calls dramatically and to cripple your performance as shown in the videos! everybody should know this before manipulating any object in exterior areas or installing mods doing exactly this!
  3. BenRierimanu
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    If you all haven't heard, the Next Gen update is coming up in a few weeks (April 25th). For now, you'll want to make sure your steam is set to not automatically update, otherwise the update may or may not disrupt your game.

    We don't know yet. We know now.


    I've made the decision to drop support for both F4VR (due to the changes brought by the NG version of the game [the archive format revision change] and the ESL limitations, as mentioned before, I'm aware there's a project to resolve one of the issues, and the other requires a port of a SkyrimVR mod) and the data files that shipped with 1.10.163 (that's pre-NG for those keeping track). This change will go into effect starting with Revision 75 or newer. If you need to stay on the old gen data files for whatever reason, the last supported release is PRP 74.6b as noted below.

    Current version recommendations:

    Old Gen/GOG (1.10.163): UFO4P 2.1.5 (old files), PRP 74.6b (74.6 works for translated versions, I'll update them later)
    New Gen/Best of Both patches (1.10.980 1.10.984 or 1.10.163 EXE with 1.10.980+ plugins/data files and BASS installed): UFO4P 2.1.6, PRP 74.8a or newer
  4. BenRierimanu
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    Translations tracker (74.8a):

    Russian: Perchik sent me updates based on 2.1.6c.
    French: Updated to 2.1.6c, french translation is flawed and needs reuploaded. Fixed.
    German: 2.1.5, update needed.
    Italian: ??
    Japanese: ??
    Polish: ??
    Portuguese: ??
    Simp. Chinese: Pull request received and merged against 74.8b/2.1.6, the plugins just need redone against the xml.
    Spanish: 2.1.5, needs updated.

    All other languages haven't been looked at yet.
  5. al1ve2020
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    Hello, developer. Some time ago i saw a post where requirement of this mod - to begin new game, save files may be broken. Is it true? Or i can to use PRP in my saved files?
  6. BenRierimanu
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    I've pushed an 'update' of sorts, but it's a strange one. So, I recently resaved PRP.esp in the NG Creation Kit and it ballooned the filesize of the PRP plugin by a megabyte, and I haven't figured out why. The updated plugin is offered under Misc, instead of the usual place as I don't know if it'll work as expected or not. I'm aware of minor record changes as a result of the resave, but I don't believe them to be the cause.

    A few eyes that are on NG data files would be great. For everyone else, nothing to update today.
  7. DrewBrown410a
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    i installed part 1 and then installed part 2 when it popped up i hit rename and added part 2 onto the end using MO2 and i have an error here are the screenshots idk what i did wrong? i downloaded the version for 1.10.163 https://imgur.com/a/3MyRZoU
    1. BenRierimanu
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      Disable that specific plugin. You don't have the Neon Flats CC.
    2. DrewBrown410a
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      ok thanks for the help
  8. Poringe
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    When I ran between region for the 1st times of load save (for example sanctuary > red rocket) it  sluttering for a sec  (my fps drop from 90 fps > 30 fps) 

    is that normal ?

    edit - okay i just read sticky post sorry
  9. TiberiusY1508295327
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    When I open the game with this module, the game crashes. When I uncheck this module and then open the game, the game works fine. I installed branch74 Simplified Chinese. Here is my module sorting:
    DLC:Wasteland Workshop
    DLC: Vault-Tec Workshop
    DLC: Nuka-World
    DLC: Far Harbor
    DLC: Contraptions WorkshopDLC: Automatron
    Address Library for F4SE Plugins Unofficial Fallout 4 Patch - UFO4P
    Chinese - Unofficial Fallout 4 Patch-ANK
    Wetness Shader Fix
    Mod Configuration Menu
    Mod Configuration Menu - ChineseMCM Booster
    Chinese - MCM Booster
    HUDFramework
    Armor and Weapon Keywords Community Resource (AWKCR)
    Armor and Weapons Keyword Community Resource (AWKCR) -Chinese
    Armorsmith Extended
    Armorsmith Extended - Chinese
    Armorsmith Extended Diamond City Guard Patch
    Papyrus Script Runner
    Unlimited Fast Travel - F4SE
    Simplified Sorting
    Simplified Sorting (CN)
    DEF_Ul lconlibs Rescaled and Fixed
    Extended Dialogue Interface
    Extended Dialogue Interface MCM - Chinese
    Workshop Framework
    Workshop Framework - Chinese
    Better Console - F4SE
    Unlimited Survival Mode - F4SE
    Unlimited Survival Mode - F4SE - Chinese
    Realistic Headshots (Legendary)
    Realistic Conversations
    Pip-Boy Flashlight
    NPCs Travel
    NPCS Travel - Fixes
    Chinese - NPCs Travel
    Companions Can Sneak
    Better Vertibird Minigun
    Vault 81 Molerat Disease lmmunity
    Power Armor Voiced Operating Systems (PAVOs)
    Backpacks of the Commonwealth
    Backpacks of the Commonwealth - Chinese
    K-9 Harness -- Tactical Body Armor and Backpack for Dogmeat
    K-9 Harness -- Tactical Body Armor and Backpack for Dogmeat - Chinese
    Interiors Enhanced - Darker Ambient Light and Fog
    Interiors Enhanced - Darker Ambient Light and Fog Chinese Translation
    Dynamic Interior Fog Removal
    Dynamic Interior Fog Removal - Chinese (Simplified) translation
    Gun Smoke (Weapon muzzle smoke and Smoke Trails)
    Realistic Death Physics - No Animations
    Immersive Animation Framework
    Chinese - Immersive Animation Framework
    Diamond City Radio Extended
    Diamond City Radio Extended - Chinese Translation
    Diamond City Radio Extended - Fix Radio
    High FPs Physics Fix
    Immersive Pip-Boy Radio
    Faster Terminal Displays
    Fallout Priority - CPU Performance FPS Optimizer
    Diamond City Expansion 1.6.2
    Diamond City Expansion - Chinese
    Eyewear and mask retexture
    Enhanced Blood Textures
    Lucy's Vault-Tec Backpack
    Lucy's Vault-Tec Backpack Chinese translation
    Easy Hacking
    True Storms Wasteland Edition v1.4
    True Storms - Wasteland Edition (Thunder-Rain-Weather Redone) - Simplified Chinese
    True Nights (for True Storms with ENB)TrueGrass
    True Grass Crash Fix
    Dialogue Camera SensitivityBurst lmpact Blast FX 9.5
    Burst lmpact Blast FX - Faster ProjectilesWeapon Debris Crash Fix
    Improved Map with Visible RoadsScreen Flicker Killer
    Grass Reworked
    True Grass - Floating Grass Fix
    longer Power Lines
    TAA Flicker Fixer
    Button Lowered Weapons - First and Third Person
    Better Companions - All ln One
    Better Companions - MCM Settings Menu
    Better Companions Mandarin translation 1.36
    Everyone's Best Friend (Dogmeat and Companion At Same Time - No Console - No Hack)
    Everyone's Best Friend(Dogmeat and Companion At Same Time)-CHS
    DirectHit
    Bastion - A Power Armor Overhaul
    Bastion - A Power Armor Overhaul Chinese translation
    Insignificant Object Remover
    Move (Get Out the Way)Glowing Animals Emit Light
    UNnaked Power Armor
    Power Armor Immersive Carry Weight
    Power Armor Immersive Carry Weight Chinese
    Portable Junk Recycler Mk 2
    Portable Junk Recycler Mk 2 Chinese
    Fallout Texture Overhaul Power Armors UHD 4KPower Armor Airdrop
    PowerArmorAirdrop CHS
    Edmond's Brotherhood Power Armor Drop Team
    Edmond's Brotherhood Power Armor Drop Team Chinese
    Extended Diamond City Security Dialogue
    Extended Diamond City Security Dialogue Chinese Translation
    Marine Combat Armor Material Fix
    1st to 3rd Person Forced Reload Fix
    Perception Bug Fix
    Power Armor Footstep Sound Fix
    Not Great Not Terrible - Scarier Geiger Counter Sounds
    FallUl - Sleep and Wait
    FallUl - Sleep and Wait(CN)
    HoloTime - HUD Clock Widget
    k9 harness bandana fix dogmeat
    Minutemen Takeover - Nuka World
    Minutemen Takeover - Nuka World (Chinese)
    We Are The Minutemen
    We Are The Minuteman-Simplified Chinese
    Armored General by Hothtrooper44
    Militarized Minutemen
    Militarized Minuteman-We are the Minuteman Compatibility Patch
    Militarized Minutemen - Uniforms Patches and Insignias Addon v2.3 (.BA2 Archive Version
    Chinese - Militarized Minutemen
    Militarized Minutemen - Uniforms Patches and Insignia Addon - SC Translation
    Lootable Vertibirds
    Crafting Highlight Fix
    Armored General Chinese
    Crafting Highlight Fix - SC
    Minutemen Paint Job
    SS Patches - Simplified Sorting - No AWKCR Replacers
    SS Patches - Simplified Sorting - No AWKCR Replacers-Chinese
    Better Vertibird - A Vertibird Overhaul
    Flyable Personal Vertibird
    Better Vertibirds Patch for V1.6.3-7 (or Later)
    Flyable Personal Vertibird Chinese
    Vertibird Faction Paint Schemes
    Vertibird Camouflage Texture Pack
    Vertibird Camouflage Texture Pack Chinese
    FPV-P - VFPS and CAMO (1.5.x)
    FPV-P-VFPS and CAMO - Chinese
    Provisioner and Supply Line Management System
    Provisioner and Supply Line Management System Chinese
    No wandering Guards - The Castle
    Faster Workshop (Workshop Lag Fix)
    Diamond City Auto Close Gate
    Long Save Bug Fix
    Long Loading Times Fix
    Autosave Manager Loose Files
    Autosave Manager Loose Chinese
    Classic Holstered Weapons System (CHW)
    Sim Settlements 2
    Sim Settlements 2 MCM Chinese Translation
    SS2 Chapter 2
    SS2 Chapter 3
    SS2 DLC Settlers Patch
    SS2 SC translate All Chapter
    Sim Settlements 2 - Far Harbor Expansion
    Sim Settlements 2 - Far Harbor Expansion CN
    Sim Settlements 2 - Nuka World Expansion
    Sim Settlements 2 - Nuka World Expansion CN
    SS2_XDI Compatibility Patch
    SS2 - XDI Compatibility Patch SC translate
    Sim Settlements 2 Automatron Mod
    SS2_RobotMod Chinese
    Automatron Robot Faction Paint Jobs
    Rusty Face Fix
    More Immersive Movement - Player Movement Speed Tweaks
    Fixed Alpha Maps
    SS2 Addon - Unlock Vanilla Recruitable Vendors
    SS2 Addon Chinese
    Shaun Goes To Bed - Synth Kids Need Sleep Too
    Shaun Goes To Bed Chinese
    Fix Automatron Headlight and ShockClaw effects
    Moddable Graygarden (Automatron)
    ModdableGreygarden Chinese
    Automatron Expanded Weapons System
    Automatron Expanded Weapons System (CN)
    Automatron - Protectrons Expanded 2.0
    Automatron - Protectrons Expanded Chinese
    Sprint Stuttering Fix
    Demolitions Expert and Grenade Arc Fix
    Baka MaxPapyrusOps
    Godrays Performance Fix Redux - ESPless
    PhyOp (Light) Base Game 1.2a
    PhyOp (Light) Base Game 1.2a Face Sculpting Fix
    PhyOp (Light) Base Game 1.2a (2k Brahmin Pack Textures)
    PhyOp (Light) DLC 1.2a
    PRP Main
    PRP Plugins
    PRP SS2 Previsibines Expansion Pack
    PRP SS2 Previsibines Expanishon Pack Chinese
    1. TiberiusY1508295327
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      Also, I've hidden the PPF-NeonFlats-CR.esm 
  10. JaxonHellsing
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    So I have tried everything to get PRP to work and I have no clue what's causing me to crash, because Buffout 4 keeps popping up telling me the game crashed. I'm not sure if it's a PRP thing but PRP seems to cause more issues for different reasons if I have it enabled. I've even tried adjusting the load order but nothing seems to work. When I said if I have PRP Enabled and it makes things worse, what I mean is for some reason it hates when I use things like start me up with itenabled. Here's my crash log My Crash Log Also no diea why but the comment creator is making me take longer as I type this as it keeps switching font colors without me telling it to(╯‵□′)╯︵┻━┻

    edit: So it turns out it was due to me hitting my archive limit. Nvm then

  11. CapsBuster10
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    What's the difference between PRP 69 and PRP 74? Better performance I assume? 🤔
    1. BenRierimanu
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      Short version: Fixes and Improvements as discoveries have been made and patched, while also finishing most of the deduplication efforts (which cuts down on wasted draw calls in interiors, as the exterior part was already done around 69's release)

      Long version: Check here and start from the 69 marker, scrolling up.
    2. CapsBuster10
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      So mods that only modify exterior (like better goodneighbor) and have patch only for prp 69 could well work with 74 installed, right?
    3. BenRierimanu
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      The mesh list that patches expect changes enough for it to matter between branches of PRP, so trying a 69 patch with 74 will probably cause pain and suffering with few exceptions.
    4. CapsBuster10
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      That's it then :(
      Btw, when are the 74.6b translated versions coming out? 
    5. BenRierimanu
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      For now, at the heat death of the universe as I need to sort out the 74.8b versions and slap them all into a FOMOD again.

      What language are you waiting on?
    6. CapsBuster10
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      I feel you, take your time.
      Spanish :) for old-gen version
  12. Furrikku
    Furrikku
    • member
    • 0 kudos
    (Sorry I am not good at English i use DeepL)

    Installing this mod will cause the bleachers behind Sheng Kowalski's house to disappear.
    I have this mod placed last in the load order. No mods that alter Diamond City are installed.
  13. KRUMEN666
    KRUMEN666
    • member
    • 0 kudos
    when I downloaded this mod, textures disappear in my shelter 111 inogapd, also in the freedom museum sometimes textures disappear from the outside and when I go into it it crashes from the game, what should I do?
    1. BenRierimanu
      BenRierimanu
      • premium
      • 461 kudos
      ... Install PRP Resources, then try again.
    2. KRUMEN666
      KRUMEN666
      • member
      • 0 kudos
      resourses?can you give me a link pls?
    3. exeris666
      exeris666
      • premium
      • 1 kudos
      Under the files tab on this page.
  14. MrBaloneyPony
    MrBaloneyPony
    • supporter
    • 16 kudos
    You absolute legend.  I can't thank folks like you enough who continue to clean up Bethesda's tomf*ckery.  I extra appreciate that update support has been extended to the pre-NG build.  I'm personally staying on branch 69, because that's what my mods were built in expectation of, at least until I can learn how to patch more betterly lol.

    I appreciate the hard work and effort.
    1. BenRierimanu
      BenRierimanu
      • premium
      • 461 kudos
      Branch 74 does support pre-NG as long as you have the 74.6b versioned plugins. I don't plan on updating that any further though in favor of NG's data files.

      So you will eventually have to upgrade, but not right away. Hopefully the rest of the F4SE plugins have sorted out by then.
    2. MrBaloneyPony
      MrBaloneyPony
      • supporter
      • 16 kudos
      Pfft, never!  NEVER!