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About this mod

This mod improves performance (FPS) in Boston and surrounding area. It includes other areas upon request. External areas only. The glory if this mod is beneficial to anyone that roams the boston area but also anyone that has mods that disable previs in the area or break precombines.

Permissions and credits
Mirrors
Changelogs
Donations

====MOD DETAILS====
This mod was created using the Creation Kit and FO4Edit. It rebuilds the Vis and, when needed, Precombined data.  Vis data does the same thing as occlusion planes, and should not be needed; but, if Precombines and Vis data do not fix something, occlusion planes will be used in future areas. As always check the changelog if you are not sure.

In a mostly unmodded game this mod would be loaded at the top of your load order, after the main game and any UFO Patches.

Since most GREEN mods like Regrowth Overhaul, Rust Belt Flora, Conifers Redux, etc; OVERHAUL mods that add new places (Beantown Interiors, and a few others),break precombines by changing the existing Precombines/Vis data in their esp; They will conflict with this mod.

Additional Note:  
This mod is designed to make the game load better and Improve FPS. Performance​ increases​ have been 10-20 fps better than vanilla, with most players reporting avg of 50-60 FPS in most areas. 
Compatibility should be high with most mods if they are loaded after my mod, but it is advised that you test this mod both above or below the mods you want to use.
Any mod that deletes or changes the Vis data will conflict. So, provide me with locations and the mods you know conflict, as well as what happens with different load orders.

Watch the videos in the Video section: It helps you understand what this mod does and why DETAILED feedback is VERY important, or if you feel adventurous, how to make your own patches/changes.

This mod was made with the intention that people could learn from and even use my mod as a base for their own mods. As this mod irons out the last few conflicts within itself, I will be moving on to optimization for other mods and making patches or replacer ESPs as needed.

If my mod becomes obsolete, and Bethesda actually optimizes the game for both Console and PC, I will jump for joy.

Till then;
I want to make it the very best, Like like Bethesda never was! To fix it is my real test, and make Bethesda see my cause! I will edit across the map, Searching far and wide! Teach everyone to understand, The power that's inside, The Creation Kit! Got to Mod it all!
(Plz no hate message for using the Pokemon Theme Song for that last part)

Additional note: If a mod simply adds, BUT does NOT change existing objects in the cell/game, it will not conflict. Unfortunately this is rarely seen as most modders do not simply add to an area, most want to change the area to suit their vision and thus breaks the precombines in the area, and the game will disable previs to accommodate. This is why you are losing FPS; this is why you will see it sink in some areas when you install a new mod.
-  I would also like to make clear that using the console command to disable objects will have better results in many cases; BUT this too WILL break precombines and cause VIS issues;  Do not let anyone try to tell you otherwise. 
-  The ONLY difference from using the console command, vs ESP, is when it manages to retain precombine and vis data performance in game, but the object is missing, you can pass through the area and everything with vanish for a moment. This is because the occlusion from the object is there and is telling the game to stop rendering things were that object was. If anyone finds evidence to the contrary, please let me know in the comments. Also make note that there are always exceptions.

====BUG REPORT REQUIREMENTS====
Please read the Bugs list for known issues

ANYONE REPORTING A BUG OR CONFLICT MUST FOLLOW THE STEPS LISTED IN THE COMMENTS:
  • Do you have the following INI change? bUseCombinedObjects=0: (If YES, Delete it. If NO or it is missing from your ini, GREAT.)

====IMPORTANT NOTES====
THE USE OF ANY INI SETTINGS THAT DISABLES VIS OR PRECOMBINED DATA WILL PREVENT MY MOD FROM WORKING.
MAKE NOTE OF THIS BEFORE REPORTING BUGS.
  • ALWAYS place your SCRAP MODs at the BOTTOM of load order.
  • Please include a list of mods you are using, ESPECIALLY if they add or change meshes in environment and/or the downtown area. The easiest way is to just send me your load order, but if you can do the deductive work for me great!
If anyone is still having issues with FPS, after this mod, please let me know if you are running above 1080p. This will have profound effects on FPS, dropping them down by 10-20 FPS on average

====KNOWN INTEL GPU ISSUES WITH FALLOUT 4====
tekmage has asked me to remind anyone with an Intel GPU; that, do to Intel GPU's limited performance capability and Fallout 4's Graphics demands, you may be forced to use INI fixes to make the game work. This goes directly against what I have said above, but seeing as INTEL left you with no choice, I am sorry if you are force to use that option. 
-  Please make every effort to find a better way to get around the INTEL issues so that you can enjoy your game the way it was intended

====Thanks for Testing this mod====
TODO list:
  • XB1 version complete;  (PS4 does not allow archives; trying to find a valid work around)
  • Make Vanilla Version (Done)
  • Make FH Version (Done)
  • Make NW Version (Done)
  • Make AIO Version (Done)
  • FOMOD installer (Done)
  • Make several compatibility patches for common mods that affect the Boston area.

UPDATE and Clarifications:
BostonFPSFix-Vanilla: For anyone this does NOT have Automatron DLC
BostonFPSFix-Automatron: For anyone WITH Automatron DLC. (Replaces Vanilla, do NOT use Vanilla if you have this)
DLC Only (FH, NW): For anyone that does NOT want the Commonwealth changed or only has some of the DLCs.
AIO: This is for anyone that has ALL DLCs. It will be the all inclusive mod and most updated once done.
Alpha/Test Updates: They are intended for helpful testers that want to provide feedback. The sooner you get me the feedback the sooner I can make them main mods.
-  Never use the Main file version when testing the Alpha Patch.
-  Testing Alphas helps players that do not want to be forced into testing a patch, that may not have the intended results. This way of testing makes it so you do not have to update every 3-5 days or rollback to a previous update when things do not work out.
-  DO NOT install an Alpha patch if you are not willing to provide feedback. I will eventually make the update a main file if it works out.



My Other Mods:
=============================================================================================
Compiled list of my mods:
NamedNPC Protection by BetaVirus
PowerArmor - x2 Fusion Core Life and Find Fewer Cores by BetaVirus
SettlementHeight Unlocked by BetaVirus
TrashBe gone by BetaVirus
BostonDowntown PreVis-PreCombine by BetaVirus
AutoHotkeyObject Mover by BetaVirus

Compiled list of mod I feel compliment my mods:
Warof the Commonwealth
NPCsProtected Not Essential by Keydtra
ConfigurablePower Armor Fusion Core Drain by RAWberry400
RestorePower Armor Frames by CDante

Honorable mentions and amazing mods:
SimSettlements by kinggath
Markand Recall Holotape - with portable storage and
merchants by borjoyzee

PortableWorld Space by HighHive
AsharaFO4 Under Armours - CBBE - BodySlide - Vanilla by SydneyB
CompanionsCan Sneak by TAJocelyn
WorkshopSynth Production by Kentington
IncreasedBuild Limit Enhanced 4K by DDProductions83
SanctuaryStartup - Clean and Simple by jenncave
SolarPanels by Andrew van Sickle
Buildand Scrap Beyond Workshop Boundaries by Red Dragon
ScrapEverything by shadowslasher410
Achievements by Expired6978
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