You can test any mod in your load order if it can be processed. This is also way to actually process your favorite mod, if you want to.
When processing an individual mod, all you need to do is to set up the tools as described in landing page. You can ignore all other articles. But please get this file:
- Download DIY Previsibines Repair Toolkit - REDUX package from this mod Files section. Extract it to temporary folder.
- From temporary folder, subfolder PreVisibine_generation_scripts_for_your_plugin copy file named 1_process_your_mod.cmd to the root folder of Fallout 4 directory (where Fallout4.exe is).
Green means it is working on something.
Yellow means it is waiting for your input.
Red means there has been an error and something needs to be done with it.
Black and white means all is done.
With individual mods the process does not take days to complete. Even larger ones can be processed in couple of hours.
There are two possible ways to process your favorite mod: Merging and Override.
DIY Previsibines Repair Toolkit - REDUX package script 1_process_your_mod.cmd with F4 Creation Kit fixes 1.7 (and newer) can handle spaces in plugin name, but be aware of some oddities. For example Commonwealth Underground and Forgotten Spaces2.0.esp. For unknown reasons Creation Kit "interprets" file name to 0.esp when doing merging. So, please, before processing mod with merging, rename it to Commonwealth Underground and Forgotten Spaces2.esp to get it to work right (remove .0). Also remember to rename archives too. They need to be identical. There should be no need to rename plugins file names back to original after you processed them. Mod should work fine even it is renamed. Or you can if you want to: unpack %MODNAME% - Main.ba2 archive, rename %MODNAME%.esp (or .ESL or .ESM) subfolder in \VIS and \Meshes\Precombined back to original and then archive it back again.
NOTE: File name problem only applies when calling plugins from command-line arguments (when doing merging), This problem does not apply when plugin is loaded as a master (when doing an override).
1. Execute 1_process_your_mod.cmd.
2. Script will soon turn command console to yellow and asks for your plugin name. Type it in the command console, for example BTInteriors_Project, but do not add file extension to it. For example:
If plugin file name is plaa.esm, just type in plaa.
Or unga bunga.esp, just type in unga bunga.
But leave file extension .esm, .esp or .esl out.
3. After this, script opens Creation Kit and command console is yellow again, do following steps:
1. In Creation Kit. Choose File, choose Data…, select only mod you want to process, for example BTInteriors_Project.esp (check it) and then select OK.
NOTE: No need to set active plugin or select any others. Just press OK.
2. When loading is complete: Select File, select Data..., select only mod you want to process, for example BTInteriors_Project.esp. Choose Details..., choose Yes, tap keyboard combination SHIFT+CTRL+B and choose Yes.
NOTE: No need to press + sign. That only signifies that these keys need to pressed at the same time.
3. Then choose Close, choose Cancel and close Creation Kit.
1. Open FO4Edit.
NOTE: use X64 version of FO4Edit. X86 version of FO4Edit may crash on "out of memory" message.
2. In module selection right click and choose Select none. Then select plugin or plugins that you want to process, official masters and if Unofficial Fallout 4 Patch is present, select that too. Then choose OK.
3. In FO4Edit select only plugin or plugins you want to process. Do not choose official masters
or Unofficial Fallout 4 Patch. Then right click and 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 Best_override_ever.esp.
NOTE: Script will ask to add masters to your plugin. Always choose Yes.
5. When copying is done, choose your override, for example Best_override_ever.esp, right click it. Choose Apply script..., select script 03 - Copy version control info from another plugin, select all plugins and press OK.
6. Right click root of your plugin, for example Best_override_ever.esp, choose Sort masters.
7. Save and close FO4Edit.
8. Execute 1_process_your_mod.cmd.
9. Script will soon turn command console to yellow and asks for your plugin name. Type it in the command console, for example Best_override_ever, but do not add file extension to it. For example:
If plugin file name is plaa.esm, just type in plaa.
Or unga bunga.esp, just type in unga bunga.
But leave file extension .esm, .esp or .esl out.
10. After this, script opens Creation Kit and command console is yellow again, do following steps:
1. In Creation Kit. Choose File, choose Data…, select only your mod, for example Best_override_ever.esp (check it) and then select OK.
NOTE: No need to set active plugin or select any others. Just press OK.
2. When loading is complete: Select File, select Data..., select only your mod, for example Best_override_ever.esp. Choose Details..., choose Yes, tap keyboard combination SHIFT+CTRL+B and choose Yes.
NOTE: No need to press + sign. That only signifies that these keys need to pressed at the same time.
3. Then choose Close, choose Cancel and close Creation Kit.
11. When script is done and command console is black and white, there are four new files in the root of Fallout 4 directory subdirectory Data. For example:
Best_override_ever.esp (your override).
Best_override_ever - Geometry.csg (compressed spatial geometry database).
Best_override_ever.cdx (cell resource index file list).
Best_override_ever – Main.ba2 (compressed archive with Previsibines files in it).
12. Open only your override, for example Best_override_ever.esp, in FO4Edit. Then apply script Remove identical to previous override records to our override to it, remove ESM flag and save it. And done!
If 1_process_your_mod.cmd script can process mod or override without crashing Creation Kit in any of stages it goes trough, it is safe to use. If it crashes, then it is not.
At the time of writing reasons why some plugins crash the process is unknown.
Below are some mods that I have tested and also few recommendations to what to choose and not to choose when selecting plugins to process.
Please leave a comment of a mod that you have tested and found either processable or not. I will try to update this page accordingly.
do not choose these if you got them:
- UrbanFoodExpanded.esp
- SOTS.esp (completely FUBAR. Please use this instead)
- InsideJobs.esp (delete Cell\Block 4\Sub-Block 4\tbRaidersDigestHQ from your plugin before processing it)
- Stm_DiamondCityExpansion.esp (completely FUBAR)
- probably any custom merge created with zMerge
- ESL plugins (more information below).
When we copy a record from ESL flagged plugin into a regular plugin with FO4Edit, its FormID gets "remapped" into low "normal" FormID number. In most cases, this will turn copied record into an override of a vanilla record because its low FormID numbering.
In mild cases copied record FormID collides and overrides something small, like a CarryWeight which just causes irregularities (non-functioning scripts, quests etc.). Worst cases it overrides PlayerCharacter (0x00000007), which causes game not to even start. And in catastrophic cases copied record overrides NPC perk or other attributes (luck, strength etc.) and after this broken record gets "distributed" everywhere with leveled lists and causes random CTDs when random NPC (raider, turret etc.) is spawned.
choose these if you got them
- BUM.esp
- Rsiyo'sLocationPack.esp
- Atomic World.esp (*)
- Cannibal.esp (*)
- CrimeTown.esp
- GoodneighborExpanded.esp
- Immersive_Lexington.esp (from Optimization Patches Collection)
- DWUK_LexingtonInteriors.esp (*)
- JalbertBrotherSettlement.esp
- RynsFallout4.esp
- Hunkered Down No AtomCatsGarage.esp
- WelcometoGoodneighbor.esp
- BTInteriors_Project.esp
- RailroadRedone.esp
- Commonwealth Underground and Forgotten Spaces2.0.esp (*)
- brotherhood of steel overhaul.esp
- SuperMutantRedux.esp (No AWKCR version)
- RaiderOverhaul.esp (No AWKCR version)
- NEST_BUNKER_PROJECT.esp (but from Optimization Patches Collection) (*)
- subwayrunnnerdynamiclighting.esp
- FallonsBasementOverhaul.esp
- moreXplore.esp (from Optimization Patches Collection)
- SalemEXPANDED.esp (from Optimization Patches Collection)
- HagenEXPANDED.esp (from Optimization Patches Collection)
- The Metro.esp
- Raider Children and Other Horrors of the Commonwealth (*)
- stumbleuponinteriors.esp
- MutilatedDeadBodies.esp (from Optimization Patches Collection)
- 0_Vault120.esp
- TheSewers.esm (*)
- CombatZoneOverhaul.esp
- ImmersiveGunnersPlazaExterior.esp
- ImmersiveGunnersPlazaInterior.esp
- TerrainUndersides.esp
- Simple_lighting_Merge.esp (see more information about this plugin from article: Completely optional. Introducing: Version Control Merge - Not so handy replacement for zMerge.)
When override is processed, Creation Kit assumes that override is the owner of empty root cell, because root cell data is not pointing to a master as a reference, and then fills missing records. But since cell already contains temporary and persistent objects as references from a master, it creates unusual situation where Creation Kit “interprets” object references so that override is the owner of them (even they are references). On these kind of cells, when processed, PreVisibines data will point in to a wrong plugin (override) and Creation Kit creates duplicate, “ghost”, CELL and WORLDSPACE records that overrides original master data. In-game this causes graphical anomalies and in worse case CTD.
NOTE: You should see corresponding mod page if it is compatible with another mod. For example, GoodneighborExpanded.esp is not compatible with WelcometoGoodneighbor.esp. RynsFallout4.esp is not compatible with Hunkered Down No AtomCatsGarage.esp. If you do not do this, you may face notorious problem of NavMesh conflict, which almost every time causes CTD.
NOTE: You can process tree (for example A Forest), flora and grass (for example True Grass) or other shrubbery (for example commonwealth conifers) mods, but PreVis will create strange visual effects when looking trough branches, or walking trough or past a bush. FPS gain is there (+2 to even +12), but it is not worth it because visual glitches.
- Grass or flora mods: these are procedurally generated and therefore has nothing to do with Previsibines.
- Tree mods: trees seems to not work at all with PreCombines.
- Landscape mods: these mods do not seem to have anything to do with Previsibines.
- LOD mods: these usually do not contain any data that can be used in the process.
- Weather mods: these usually do not contain any data that can be used in the process.
- Utility mods: (companion tweaks, AI tweaks, Canary save game monitor, etc).
- Beautification mods: (Hairdos, HiPoly Faces, etc).
- NPC or creature mods: (ghouls, kids, gunners, etc).
- Object mods: (weapons, ammo, armour, etc).
4 comments
Name | Processable | Notes
Sim Settlements 2 | No | requires Workshop Framework.
Sim Settlements 2 - Chapter 2 | No | requires Workshop Framework.
Universal Working Bathroom Fixtures | Yes | possible candtidate for permanent ESM flag, CWSS at would have to be ESM flagged also. A mod from dropbox (google you must, young padawan).
Atomic World | Yes | possible candtidate for permanent ESM flag.
The Sewers | Yes | possible candtidate for permanent ESM flag.
Lima Detatchement | No | possible candtidate for permanent ESM flag.
3DNPCs - Tales From The Commonwealth (3DNPC_FO4.esp) | Yes | possible candtidate for permanent ESM flag, use version from Optimized Patches Collection.
Settlers of the Commonwealth (3DNPC_FO4Settler.esp) | Yes |
Fusion City Rising | No |
Hookers of the Commonwealth (HotC) | No |
Outcasts & Remnants | No |
Xanders Aid | Yes | possible candtidate for permanent ESM flag, use version from Optimized Patches Collection. Rename plugin and BA2 files to Firelance2_5 to process. Switch filenames back to Firelance2.5 after merge test is finished to maintain other mod dependancies. Also unpack main BA2 & rename in VIS folder. Repack.
Project Valkyrie | Yes | Requires OutcastsAndRemnants.esp as Master.
Depravity - A Harmless Bit of Fun | Yes | possible candtidate for permanent ESM flag.
50 Ways to Die at Dr. Nick's - Quest Mod | Yes |
Operation Manhattan - New York BoS Quest | Yes |
20 Leagues Under the Sea - Vault 120 | Yes | use replacer plugin from Vault 120 restored cut rooms and clean up desired.
Children of Ug-Qualtoth | Yes | possible candtidate for permanent ESM flag.
David Hunter - A Brotherhood Story | Yes |
Echo - An Employment Adventure | Yes |
Companion Ivy | Yes | A mod from loverslab.com.
Companion Ivy - Quest | Yes | A mod from loverslab.com.
Companion Ivy - Nuka World | Yes | A mod from loverslab.com.
Fourville | Yes | possible candtidate for ESMifyer script, may cause dependency issues, plugin replacer from Optimized Patches Collection.
Hilda Hughes - An Institute Story | Yes |
Nuka World Plus | Yes |
Old Time Religion | Yes |
Ransacked Relays and Shuddersome Subways | Yes |
The Bleachers - A Diamond City Story | Yes | possible candtidate for ESMifey script, may cause dependency problem. If using Author's choice textures replacer the BA2 must be added to process as well.
The Hollow | Yes | plugin & asset replacer from Optimized Patches Collection.
The Kelly Manor Horror - Quest | Yes |
The Secret of Huntress Manor - A Far Harbor Story | Yes |
South of the Sea - Atoms Storm | Yes | mod comes with it's own previs files seperately generated. Do not use these for mod testing merge or master mega mod previs generation.
Highway Runner | Yes | possible candtidate for permanent ESM flag.
Hunkered Down - Commonwealth Overhaul | Yes | possible candtidate for permanent ESM flag.
Better Drumlin Diner 2.0 | Yes | should no longer require 4estGimp Hunkered Down patch. Test in game.
Better Skylanes Flight 1981 Crash-site | Yes |
Better Skylanes Flight 1665 (Glowing Sea) | Yes |
Better Atom Cats Garage | Yes |
Better The Third Rail | Yes |
Better UFO Crash Site | Yes |
Better Goodneighbor | Yes | replacer plugin from Goodneighbor Expanded (choose compatibilty version needed, for me Neon Flats).
Goodneighbor Expanded | Yes |
Commonwealth Wilderness Overhaul | Yes |
USAF Satellite Station Olivia How It Should Be | Yes |
Railroad Redone Improved | Yes | requires master from Railroad Redone. Will need the patch if using 3DNPC but doesn't need to be processed.
Combat Zone Restored | Yes | replacer plugin from Combat Zone Restored-Restored.
A Sensible Prydwen Overhaul | Yes | needs original mod and update, delete VIS folder before process, may be issues with PRP & update.
Convenient Bridges | Yes | possible candtidate for permanent ESM flag.
MoreXplore | Yes | possible candtidate for permanent ESM flag, use version from Optimized Patches Collection.
Far Better Far Harbor - Exploration Expanded | Yes |
Stumble Upon Interiors | Yes |
Rsiyo's Location Pack | Yes |
Inside Jobs - A Commonwealth Interiors Add-On | Yes | remember to delete Cell\Block 4\Sub-Block 4\tbRaidersDigestHQ from your plugin before processing it. Likely needs Inside Jobs V4.1 Small Fixes loaded after.
UFO4P Hilda Hughes - An Institute Story | Yes | overwrite original Hilda Hughes mod with these updated assets.
Hunkered Down - Commonwealth Overhaul - No Atom Cats Garage | Yes | possible candtidate for permanent ESM flag.
Immersive and Extended Nahant | Yes | use version from Optimized Patches Collection.
Immersive Beantown Brewery | Yes | use version from Optimized Patches Collection.
Immersive and Extended Lexington | Yes | use version from Optimized Patches Collection.
Immersive South Boston Military Checkpoint | Yes | use version from Optimized Patches Collection.
Immersive Vault 95 | Yes |
Immersive Hub City Auto Wreckers | Yes |
Immersive Gunners Plaza - Exterior | Yes |
Immersive Gunners Plaza - Interior | Yes |
Immersive Covenant Compound | Yes |
Open Hagen | Yes |
Fort Hagen EXPANDED (More Loot Buildings and Enemies) | Yes |
Lexington Interiors | Yes | "This plugin contains wild edits beyond ITM and UDR records and deleted navmeshes and may require additional manual cleaning to not interfere with other mods. Remove edit 000E081D and 0006496C from LexingtonInteriors.esp. Modify edit xx00266B's X position to -36328.718750 to solve the issue."
Minuteman Watchtowers | Yes | In order to provide compatibility with Plenty 'o' Exploration, one of the Watchtowers needs removing. Remove: Worldspace > Commonwealth > Block -1, 0 > Sub Block -3, 1 > 000MinutemanTower01.
The Waste Landfill | Yes |
Abandoned Hub - Underground Railroad ReRedux | Yes |
Flourishing Salem - Overhaul | Yes | possible candtidate for permanent ESM flag.
Diamond City Enhanced Security | Yes |
Femshepping's Diamond City Edit | Yes | install files as instructed including optimization one. Unpack & repack BA2's.
Diamond City Outskirts (The Hole REDUX) | Yes |
DC Vendor Shops Overhauled | Yes | recommend use compatibility version. Unpack then repack BA2 files & make sure they are same name as plugin.
Home Plate Exterior Revamped | Yes | A mod from bethesda.net.
Diamond City Expansion | No |
AWARHERO - The Great Green Jewel | No | A mod from interwebs (google you must, young padawan)
Hangman's Alley Interior Apartments | Yes |
Hangmans Alley Optimized | Yes |
Aloot's Home Plate | Yes | mod already includes vanilla previs, but I redid it anyway to be sure.
Super Mutant Redux | Yes | using replacer plugin from 4estGimp - Super Mutant Redux-No AWKCR
NPCs Travel | Yes |
4estGimp - Raider Overhaul ONE - All Files - No AWKCR | Yes |
We Are The Minutemen | Yes | Rename plugin and BA2 files to WAT_Minutemen to process. Switch filenames back to W.A.T.Minutemen after merge test is finished to maintain other mod dependancies.
Ad Victoriam. A Brotherhood of Steel Overhaul Apocalyptic Edition | Yes |
Raider Children and Other Horrors of the Commonwealth | Yes |
Children of Fallout | Yes |
Raider Gangs Extended | Yes |
Flashy(JoeR) - Crime And Punishment | Yes |
Flashy(JoeR) - Gun For Hire - Commonwealth Mercenary Jobs | Yes |
Immersive Cleaning | Yes | probably most similar scrapping mods like, "This is Trash" will be OK. Likely some won't. Too many variables. Don't think anyone has come a up with a great way to scrap settlements without some issues.
Deadlier Deathclaws | Yes |
Eli's Armour Compendium | Yes | only needed if you have a lot of mods affecting Diamond City exterior. Maybe not even then. Recommend packing asssets in BA2 also.
A Cannibal In Concord | Yes | Remove the entire 01000F99 record from Cannibal.esp >
Worldspace > Block -1, 0 > Sub-Block -2, 2 > 0000DDDF >
Temporary > 01000F99.
Nuka World Fizztop Grille Enhancements | Yes |
Mika999s Better Series Merged | Yes | it's recommended to not use airport version to avoid conflicts with BoS storyline & mods. Also pack any assets from the Better series mods into a BA2 tied to the plugin version you are using.
maybe wrong? If you are talking about just landscape retextures they don't need to be included, if you are talking about mods that edit the landscape records then it needs to be included.
Are there any mods which actually alters landscape records? I want to test it out.
I do not remember where I read this, but there was a statement that meshes used in landscapes are handled differently by game-engine, that they have no connection to PreCombines, but more of PreVisibility. Do not know for sure if this is true?