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:
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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.
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.
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.
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:
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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:
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!
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
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.
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?
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.
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
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)
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
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
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.
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.
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.
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?
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.
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.
3983 comments
Additional install instructions:
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:
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, ZHTWand 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 NotesForeign 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:
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.
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.
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.
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:
Prevention:
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.
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 (
1.10.9801.10.984 or 1.10.163 EXE with 1.10.980+ plugins/data files and BASS installed): UFO4P 2.1.6, PRP 74.8a or newerRussian: 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.
A few eyes that are on NG data files would be great. For everyone else, nothing to update today.
is that normal ?
edit - okay i just read sticky post sorry
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
edit: So it turns out it was due to me hitting my archive limit. Nvm then
Long version: Check here and start from the 69 marker, scrolling up.
Btw, when are the 74.6b translated versions coming out?
What language are you waiting on?
Spanish :) for old-gen version
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.
I appreciate the hard work and effort.
So you will eventually have to upgrade, but not right away. Hopefully the rest of the F4SE plugins have sorted out by then.