Some notes that might be of use. The mod will fit in the ESL space, provided the mod author does Compact FormIDs for ESL in FO4Edit. Also, the method used to build precombines/previsual information for the cell is wrong. There's a few ways to do it, and the most common one is on youtube, done by a few folk. If you go that route, ignore what they say on generating the previs twice, just do precombined visibility after precombine mesh generation and you should be good.
Use Archive2 (Inside Tools subfolder for Fallout 4) to create the .ba2
For the PRP users that eventually read this. 1.2 isn't compatible. The future 1.3 if the above advice is taken, should be, as PRP does not change that cell to my knowledge, then just load after as usual.
It's been actual years since I have modded this game. it might take me a while to get things fixed with the lack of time I have for it. I will see what I can do but if anyone wants to create a patch they are in the clear to share it. I would prefer my mods to work for people whether or not I have the time to maintain them. I will try my best in the meantime.
Great mod but not compatible with PRP .74 even with the patches. Thank you to, NordKitten
As many have already mentioned, if you use this mod with PRP (Previsibines Repair Pack), which let's face it most people are, the mod is not compatible. When you enter the Prydwen It would just be a void of empty space with NPCs floating around unless you load it below PRP in your load order.
This mod alters an interior so it *shouldn't cause problems with that cell in the game world or the surrounding ones, but it's not guaranteed. I did notice that it seemed to reset the cell and ones around it. My knowledge is not good enough to know if this would potentially cause problems but I suggest, like me, you do a full save, then back up that save just in case you later have to roll back. Losing a few dozen hours of gameplay is much better than losing an entire playthrough.
A few people have posted patches in the comments for PRP but I could not get any of them to work with PRP .74. I spoke with a few well-known mod creators on different forums and Discord as they have far greater knowledge than I do, and they pointed out these patches were made using a different PRP method and for a different version of PRP, so if you're using the latest version that doesn't appear to be a patch for that.
The mod itself is really good and also pairs well with the mod Prydwen Food Vendor, they are 100% compatible. It feels like this is how the Prydwen should have looked. Very nicely done.
well dang, the compatibility was for an old version of PRP so its not up to date fully then. hopefully loading it below PRP dosnt cause problems, It hadn't in the past when that was the only solution I had for it, I will talk to the person who made the PRP patch and see if it can be updated for .74
Hi all, I'm the guy who made the latest update. If you still have issues with flickering/invisible interiors, please check the following:
Main download consists of two (2) plugins. Make sure both are ENABLED and that the load order is sensible. If you are using any version of PRP, make sure that the plugin with "Previs" in the name loads after PRP (it won't do this automagically).
If you have built a "final" patch for ironing out the wrinkles between different previs/precombine patches, you need to make sure that it doesn't touch Prydwen's main interior.
If you still have issues after that, make sure that the "Previs" plugin is the last one to touch that interior (PrydwenHull01). The easiest way to check that is starting xEdit and let it load ALL plugins (entire load order). Once it's done, find the "Previs" plugin in the left column (typing previs in the filter box at the bottom makes it easier). Browse the plugin's content by clicking the + in front of it, opening each level until you find "PrydwenHull01". Click on that record in the left pane, the right pane will update to show more details about that record. At the top you can see which plugins touch that record.
The "Previs" plugin should be the one furthest to the right. If not, you need to make it so or it won't work right.
Hi, thank you for the info and update. I'm going to try the new update again hopefully tonight, I did try it briefly yesterday but it completely broke the interior for me. I had NPCs floating on invisible chairs, tables, and beds. Also, many of the big shipping containers were in the vanilla locations and clipped through the beds and showers.
I didn't have time to test or play around trying to fix it I just quickly rolled back to the old version.
I tried the new update again and the result was the same, missing textures all over the place, and the entire interior is just messed up. And that's with the PreVis.ESP being second to last on my load order only before the complex sorter. However, I tried again moving both .ESP to the bottom below everything except the complex sorter, and this resolved the issues. At least at first glance, I will have to test it more thoroughly later.
If moving both plugins to the bottom (highest priority) resolves the issue, then you have another mod(s) that were changing stuff in that interior. Or you are hitting the ba2 limit.
Normally adding stuff is not an issue as long as existing objects that have been precombined remain untouched. The Previs plugin needs to load last though, so that the cell header contains the correct information for the rebuilt previs/precombines. If another mod loads after adding or changing something, then it will break previs/precombines.
It's also possible that you are above the ba2 limit if you have a lot of mods installed (as I have). I'm not totally sure what the exact limit is or what happens when trying to load more ba2 archives when the limit is reached (are older archive slots overwritten or does it simply stop?). One modder (X-Cell author?) described the vanilla limit as 256 general + 256 texture ba2 archives. The original Buffout 4 (oldgen) have a method to increase the limit and also X-Cell had a method that have been removed since due to being too unreliable.
I've moved this mod bottom to the bottom of my load order, along with the PRP patch (b/c I'm running PRP), and I'm still seeing the issue of missing base textures in the Prydwen (ie no walls and floors, just void space). Posting here b/c I haven't found a definitive resolution in the Bugs section. I'm not running any mods, other than PRP and the recommended patch, that touch the Prydwen. Oh also, I've recently completely wiped and reinstalled Falllout 4, validated files, and have been playing without any crashes or other issues for 30+ hours.
I think the issue may be that I have the most up to date PRP (.69) and the patch is for an older version of PRP (.64). Crossing my fingers that removing the patch and moving this mod beneath PRP brings the walls and floors back.
Yep, that fixed it. If you're using PRP .69, using the recommended patch will result in the walls and floors missing. I assume that's because the patch is made for PRP .64. If you're using PRP .69, to resolve this issue, remove Cannibal Toast's patch from your load order and move this mod beneath PRP. In my testing, this was the only way to get the walls and floors to reappear.
Update for full disclosure: during this process, I also realized that I hadn't installed PRP correctly. I was missing it's BA2 archives b/c I install everything manually and didn't know the archives were in a folder labelled "Universal'. I don't know if that would or wouldn't contribute to the missing walls and floors I was seeing, but figured the info might help someone.
I love you man, you gave me light on this headache that I didn't even know where or how to look for the answer. On this date a few weeks ago they updated to patch 74, I put it and the one in my native language, tested it and it worked perfectly. Thanks again.
Interesting. I don't use PRP and I'm having the same issue with all walls and floors missing, I'm completely in the void. Will update if I find a solution.
Edit: Yep, as noted by someone else below, it was a load order issue. Didn't realize it was loading before Eli's faction housing overhaul.
if you used Eli's player home on Prydwen, I would say 'No'. But you can still find some way to make it compatible if someone help you and explain very well on this subject.
It's load order problem if you still insist on using Eli's player home on Prydewn, you need standalone version and load before this mod in plugins menu.
Is this the only overhaul to add bathrooms? When i read there are no bathrooms on the Prydwen it just really bothered me. The can't unsee idea. This looks like a good overhaul just wanted to know if any others that add bathrooms to? Is this the best of them? Thanks!
From what ive seen this feels like the best cause it doesnt touch everything while keeping it lore friendly looking good and not messing with s#*! that it shouldnt be like most mods
159 comments
Some notes that might be of use. The mod will fit in the ESL space, provided the mod author does Compact FormIDs for ESL in FO4Edit. Also, the method used to build precombines/previsual information for the cell is wrong. There's a few ways to do it, and the most common one is on youtube, done by a few folk. If you go that route, ignore what they say on generating the previs twice, just do precombined visibility after precombine mesh generation and you should be good.
Use Archive2 (Inside Tools subfolder for Fallout 4) to create the .ba2
For the PRP users that eventually read this. 1.2 isn't compatible. The future 1.3 if the above advice is taken, should be, as PRP does not change that cell to my knowledge, then just load after as usual.
I will see what I can do but if anyone wants to create a patch they are in the clear to share it. I would prefer my mods to work for people whether or not I have the time to maintain them. I will try my best in the meantime.
As many have already mentioned, if you use this mod with PRP (Previsibines Repair Pack), which let's face it most people are, the mod is not compatible. When you enter the Prydwen It would just be a void of empty space with NPCs floating around unless you load it below PRP in your load order.
This mod alters an interior so it *shouldn't cause problems with that cell in the game world or the surrounding ones, but it's not guaranteed. I did notice that it seemed to reset the cell and ones around it. My knowledge is not good enough to know if this would potentially cause problems but I suggest, like me, you do a full save, then back up that save just in case you later have to roll back. Losing a few dozen hours of gameplay is much better than losing an entire playthrough.
A few people have posted patches in the comments for PRP but I could not get any of them to work with PRP .74.
I spoke with a few well-known mod creators on different forums and Discord as they have far greater knowledge than I do, and they pointed out these patches were made using a different PRP method and for a different version of PRP, so if you're using the latest version that doesn't appear to be a patch for that.
The mod itself is really good and also pairs well with the mod Prydwen Food Vendor, they are 100% compatible. It feels like this is how the Prydwen should have looked. Very nicely done.
hopefully loading it below PRP dosnt cause problems, It hadn't in the past when that was the only solution I had for it, I will talk to the person who made the PRP patch and see if it can be updated for .74
Main download consists of two (2) plugins. Make sure both are ENABLED and that the load order is sensible. If you are using any version of PRP, make sure that the plugin with "Previs" in the name loads after PRP (it won't do this automagically).
If you have built a "final" patch for ironing out the wrinkles between different previs/precombine patches, you need to make sure that it doesn't touch Prydwen's main interior.
If you still have issues after that, make sure that the "Previs" plugin is the last one to touch that interior (PrydwenHull01). The easiest way to check that is starting xEdit and let it load ALL plugins (entire load order). Once it's done, find the "Previs" plugin in the left column (typing previs in the filter box at the bottom makes it easier). Browse the plugin's content by clicking the + in front of it, opening each level until you find "PrydwenHull01". Click on that record in the left pane, the right pane will update to show more details about that record. At the top you can see which plugins touch that record.
The "Previs" plugin should be the one furthest to the right. If not, you need to make it so or it won't work right.
Also, many of the big shipping containers were in the vanilla locations and clipped through the beds and showers.
I didn't have time to test or play around trying to fix it I just quickly rolled back to the old version.
I tried the new update again and the result was the same, missing textures all over the place, and the entire interior is just messed up. And that's with the PreVis.ESP being second to last on my load order only before the complex sorter.
However, I tried again moving both .ESP to the bottom below everything except the complex sorter, and this resolved the issues. At least at first glance, I will have to test it more thoroughly later.
Normally adding stuff is not an issue as long as existing objects that have been precombined remain untouched. The Previs plugin needs to load last though, so that the cell header contains the correct information for the rebuilt previs/precombines. If another mod loads after adding or changing something, then it will break previs/precombines.
It's also possible that you are above the ba2 limit if you have a lot of mods installed (as I have). I'm not totally sure what the exact limit is or what happens when trying to load more ba2 archives when the limit is reached (are older archive slots overwritten or does it simply stop?). One modder (X-Cell author?) described the vanilla limit as 256 general + 256 texture ba2 archives. The original Buffout 4 (oldgen) have a method to increase the limit and also X-Cell had a method that have been removed since due to being too unreliable.
Anyway, thanks for a great mod NordKitten!
On this date a few weeks ago they updated to patch 74, I put it and the one in my native language, tested it and it worked perfectly.
Thanks again.
Edit: Yep, as noted by someone else below, it was a load order issue. Didn't realize it was loading before Eli's faction housing overhaul.