Estimated completion time up to an 3 hours

Preface

In this article you create a plugin that is to be processed, from which Previsibines will be generated and calculated. This mod is going to be an override to all vanilla Previsibines and mods that edit vanilla, or add new, interiors and exteriors. Unfortunately you can not just choose all mods and be on your way. You need to be little bit picky.

Preparing plugin, the mod.

1.
Open FO4Edit.
NOTE: use X64 version of FO4Edit. X86 version of FO4Edit will crash on "out of memory" message.
2. In module selection, from down to up, uncheck any plugin that you know has nothing to do with interior or exterior areas. Leave checked only those plugins which you know that they alter or add exterior or interior areas. When you get up to official masters, or if Unofficial Fallout 4 Patch is present, leave them all checked. When ready press OK.

Warning!

Some mods cannot be processed. Unfortunately, at this point, there is no easy way to detect can this or that mod be processed. It has to be tested. Please, see article 4. Testing mods for more information of what mods can be processed and what cannot. Check/uncheck plugins accordingly.

Optional: If you have Previsibines Repair Pack (PRP) installed, uncheck PRP.esp, but leave PPF.esm checked. Also make sure that in the Load Order PPF.esm is just under Unofficial Fallout 4 Patch.esp, before any other mods (use your favorite mod organizer to organize it).
3. Choose one of loaded plugins. Any one will do. Open it. Browse down either CELL or WORLDSPACE record holder, browse in to a single subrecord, any record will do. Right click it. Choose Apply script..., select script 02 - CopyCELLsIntoAutoPreCalc.
4.
Script will ask "Create new plugin [YES] or use last one [NO]?". Choose YES and give plugin a name. For example PreCalc. This is your plugin. The mod!
5.
Choose this newly created plugin. For example PreCalc.esp. It should be last plugin in FO4Edit plugin window. Open it. Remove any records you copied in step 3.
6.
Click root of your plugin, for example PreCalc.esp, choose Add masters... choose all plugins that FO4Edit suggest.
7.
Click root of your plugin, for example PreCalc.esp, choose Sort masters.
8.
In FO4Edit in plugin window, select all plugins, except your plugin. Right click, choose Apply script..., select script 02 - CopyCELLsIntoAutoPreCalc. When script asks "Create new plugin [YES] or use last one [NO]?". Choose NO because you already have a last plugin. That is your plugin, for example PreCalc.esp.
NOTE: Above steps speeds up copying of records from 3 hours to 30 minutes and minimize amount of errors you will get. And after copy, when plugin is bloated with references, it will take about 5 hours just to sort masters. So it is much more simpler and faster to manipulate plugin while it is empty.
9. After script execution is done, in FO4Edit open your plugin, for example PreCalc, and see that it only has two record holders CELL and WORLDSPACE in it. If there are more, you may have a small problem:
If your plugin, for example PreCalc.esp, contains more record holders than CELL and WORDSPACE, for example Armor, water, imagespace etc, after using 02 - CopyCELLsIntoAutoPreCalc, you may have corrupted plugin selected. Normally the script does not copy anything else, but CELL and WORDLSPACE records. And if there are other records present, something has gone very wrong and usually culprit is corrupted plugin. So, open these other records (not CELL or WORDLSPACE), see what plugins are there (for example fallout4.esm, FallonsBasementOverhaul.esp, Unofficial Fallout 4 Patch.esp, etc.) reinstall, or redownload and reinstall these plugins and start your plugin creation from beginning. Do this as many times is necessary until 02- CopyCELLsIntoAutoPreCalc only copies CELL and WORDLSPACE record holders into your plugin. If you do not do this, also process of generating/calculating Previsibines will fail.
10. Choose your plugin, for example PreCalc.esp. Select root of your plugin, right click it and select Apply script..., select script 03 - Copy version control info from another plugin. Script will ask from which plugins you want to copy this information. Right click and choose Select All and press OK.
11. Save your plugin and close FO4Edit.
12. Open FO4Edit. In module selection let it load all modules. Make sure that your plugin, for example Precalc.esp, is also selected. Press OK.
NOTE: You plugin, for example PreCalc.esp, should automatically have ESM flag in it. This is not a problem.
13. Right click anywhere in empty area of plugins list, choose Apply script..., choose script 01 - Count loaded refs in load order.
  • In messages tab, see that grand total of xxxxxxx loaded references is under 2 million. If it is not, do not continue! You either need to "ESMify" or remove masters from your plugin, which unfortunately means start from beginning.
14. Save your plugin and close FO4Edit.

Done! To next article!

Article information

Added on

Edited on

Written by

muucow

8 comments

  1. MarkVarley
    MarkVarley
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    Step 10, I keep getting "Error in unit 'CopyVCInfo' on line 57 : Type Mismatch."
    Line 57 of the script reads: "  r := RecordByFormID(fromPlugin, FixedFormID(e), False);"
    I have no idea.....

    Skipping this step hits a problem with the first step on the next article, so I'm stuck right here...
    1. MrBaloneyPony
      MrBaloneyPony
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      I got a ton of "Failed to copy cannot be mapped to file" x 200 :D
  2. MrBaloneyPony
    MrBaloneyPony
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    I wasn't able to uncheck everything.  I uncheck PRP.esp and it only turns into a square.  I couldn't find anything dependent on it.  On top of that, seems like if I run the script on a plugin low in the order it does less work..so I tried it out like this instead.

    I just ran it on the Fallout4.esm to be safe, on cell subrecord.  Creates 3 masters.  Then I ran it on Worldspace immediately after and suddenly it wants to add more stuff?  The guide makes it sound like either one works, but they produce different results.  I'm not clear if that's normal or not.  I know that's not what the guide said to do but im a curious little carrot and I want to know why it does like it do.
  3. radbeetle
    radbeetle
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    At step 10 I run into 'Error in unit 'CopyVCInfo' on line 57: Type mismatch'. Any idea what is going wrong or what I might have missed?
  4. ikillyou233
    ikillyou233
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    I understand the need for using x64 xedit, but you have to warn that it does create wild edits on either the position or rotation of references (floating points). You will get errors in the creation kit if any of the master files are not esms, not just the heavy hitters, if you are using searge's copycellsintoautoprecalce script.
    1. muucow
      muucow
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      So, do we need to wait better version of FO4Edit or do we need to find a Guru with exceptional Pascal skills to fix that copy script?
    2. ikillyou233
      ikillyou233
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      BenRierimanu has a git which has the script that fixes this here (he did not create the script, mscheeeetham from the collective modding discord did). Idk if the xedit devs can fix this for the x64 version.
    3. deleted97418943
      deleted97418943
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      what even is the X64 version there doesn't seem to be multiple versions of FO4EDIT anywhere i looked

      edit: dumbass alert^