If you are using the mod Spring Cleaning please abandon that mod and switch to Scrap Everything
Please read the Bugs list for known issues ANYONE REPORTING A BUG OR CONFLICT MUST FOLLOW THE STEPS LISTED BELOW: Bug Template:
Spoiler:
Show
Are you using Mod Organizer or Nexus?:(This is CRITICAL to understand if you have a possibly dirty data directory. MO NEVER installs a mod to your actual game directory.) What version of my mod are you using?:(AIO, FH, NW, Auto, Vanilla [.28, .29, etc]) Do you have the following INI change?bUseCombinedObjects=0:(If YES, Delete it. If NO or It is missing from your ini, Great! Please submit your conflict or bug report) Do ANY of your mods contain LOOSE FILES in the DATA folder? (Disable ALL mods, check the data folder and if you still see a 'Data/meshes/Precombine' or 'Data/Vis' folder the answer is yes):(IF you are in doubt screenshot the data folder and provide that as well.) Did you test with NO mods enabled, EXCEPT mine?:(I MEAN IT, NO MODS ENABLED.) Did you test my mod ABOVE and BELOW the mod you are having issues with?:(IF YOU DO NOT PROVIDE THIS INFO, I WILL REFER YOU BACK TO THE MAIN MOD PAGE!) Where is the problem?:(Provide details based on your PIPBOY map and any landmarks you are aware of. If you know the cell, even better!) If you have ANY issues with flashing Textures or invisible objects, you please provide a Screenshot of the area, and a copy of your saves: (The save will let me see if the issue is save related and what mods and the load order you had when the save was made. You should always have two saves when testing, you original save with mods and the Test save with no mods enabled except mine.) - When 98% of issues I am told about are not present in my game during testing, this leaves only two factors: I am missing critical details, or the issue is not with my mod.
What version do you need:
Spoiler:
Show
BostonFPSFix-Vanilla.esp (Use this with, if you DO NOT have Automatron. You can also use the DLC versions below) BostonFPSFixFarHarbor.esp BostonFPSFix-NukaWorld.esp BostonFPSFixAutomatron.esp (Use this of you HAVE Automatron, Use ONLY ONE of the DLC versions below; otherwise try the AIO) BostonFPSFixFarHarbor.esp BostonFPSFix-NukaWorld.esp BostonFPSFixAIO.esp (If you have ALL the DLCs (Auto/Robot, FH, NW) use this one) FOMOD(This is the Installer program and was created because people wanted one. It contains all the versions of the FPSFix (except for Paladin Baileys). Just run the FOMOD and it will ask you a few simple questions of which dlc you have. No Automatron, Yes Automatron, ALL DLCs (AUTO, FH, NW). It installs ONLY the ESP(s) you need base on the DLC you say are installed.)
If you have a mod that is causing issues try the following: -If you have Xedit the best thing you can do is load ALL mods into it. Then check the area of game that you are having issues with and find your conflict. Take a screenshot if need and sent it to my email for this mod [email protected]. - Subject line should indicate the name of the mod you are reporting about (BostonFPSFix (AIO, NW, FH, etc), TrashBeGone, NamedNPCProtect)
LOAD ORDER NOTES: Start at top for most compatible, but least effective. Move down to override mods that kill performance or Start at bottom, before scrap mods for most effective; but more conflicting. move up based on the mods you have conflict with.
Any Resolution above 1920x1080, will drop your FPS by 10-20 on average, even with the Titan or 1080TI. Please include your Processor Model as well. This will also determine your games Draw Calls and thus FPS and overall performance. For anyone that wants to find out how my mod works or was done, check out the Fallout 4 Creation Kit Precombine & Previs Tutorial in the Video Section There are lots of guides and mods that educate you on why Precombines, Preculling/PreVis is so important to understand. I want to share this for posterity Double FPS in Boston
I have Condensed the sticky Posts into ONE clickable post. I will still leave a few pinned but removing most of them. (Note this will take you to the Forum, If you have not been there it will ask you to create an Account).
This is mod is complete but any updates to the game may make this incompatible. - I do not have the time to work on this mod for the foreseeable future; but, if and when i get time i will do my best to update the mod. Regrowth Completed (I am sorry it took so long to complete) Note 1: The original mod only include the commonwealth and Far Harbor. So there are areas in the Commonwealth where the Nuka World and Automatron DLC change a few things and cause conflicts. For those area I will be making an update patch before moving on to the other mod projects I have planned. Please do your best to let me know where you find issues. Note 2: I will be making an optional Previs Patch for regrowth as well to see if this further improves the performance of the game. - BFPS is not needed nor recommended with this. If you use BFPS and have issues let me know, but i do not expect any issues.
This should be all the FormIDs for object in this mod.
2/28: PreVis Generations have been completed. Testing will start this weekend and uploaded pending positive results 09/01/19: still seeking more info about the issues with patch but otherwise It seems to be looking good. I will have to take a more inclusive look at drawcalls with the orig and this patch - ================================================= Placeholder for RustBelt Flora Test (On Hold for the foreseeable future) Placeholder for DustBowl Test (On Hold for the foreseeable future)
Remember that a full game revis will mean lots of incompatibility should you choose to use mods. Any change you make will likely need some kind of patch to be compatible.
I limited my mod to only the problem areas of the game.
Valyn, thought I'd bring you up to speed on a recent issue that porting mods has brought up and all mods are affected.
So, a few months ago while trying to figure out a long running unofficial patch issue, I've recently learned that the XB1 version (and the PS4 version as well to a different extent)'s precombine file set and headers are NOT the same as PC. (eg: The XCRI entries are a different set of names and such over there due to differences in building back in 2016.)
This is what's causing the crashing and object flicker on ported mods unless the cells are specifically rebuilt like we do them. (Even the older method you used back in the day still works for this.)
For those reading this post, this is also why the unofficial patch 'breaks' Far Harbor. We'd need the console header information to port it over for mods that don't explicitly rebuild themselves, and that's being looked into.
No, not exactly. You know the XCRI entries that are in the cell headers? They get copied to any plugin from whatever master file is relevant when working on a plugin when a reference (object) is moved or created. The set we use in the PC version of the game is not the same as the XB1/PS4 versions, which is what's going on. The engine's looking for meshes that don't exist or are different named.
If the cell's explicitly rebuilt the way we do it, it's up to date and accurate if the meshes are packed along, but only for that cell.
Since we don't have access to the headers right now (I spoke to Cartogriffi about this, and last I heard, a dev is looking into this), we can't fix it proper, without taking up significant amounts of the reserve space on the console.
The crashes you mentioned in Far Harbor on the XB1 ports are likely because of this.
May 2023 Edit: To any XB1 players reading this, do not use the Boston FPS Fix VD AIO Beth.net addon due to the contents of this pinned post. The VD plugins carry the PC precombine header information, which is not what the XB1 consoles expect, generated blocks in the BFPSFix plugins are fine, but are incomplete per 3x3 cluster (back in the day, cells were done by hand in the CK and not in an automated fashion as I do them now)
You might be able to get away with the vanilla version of the VD addon, but we don't know the XB1 master file contents.
Mar 2025 Edit: This has recently changed as the Microsoft Store version of the game matches the XB1 version and we can now fix this long standing issue. PS4 is undetermined as of yet, but I'm assuming the same. VD vanilla addon is safe, AIO is not. (Fallout4.esm matches steam vs gamepass)
Good to know it has issues with Next Gen, i will add that note as a pin. Thank you for your playtime with my mod. You have all been a great motivation for the work I put into it. Before life took me away from moding.
Valyn, I've discovered something awful as of recent.
The console version of Far Harbor has it's own set of precombine headers. The VD addon should either be updated to account or it should remove that specific worldspace. I'm working on a porting kit to help address this.
Edit: The kit's not ready yet, but I've uploaded a replacement based on my findings here for the XB1 crowd.
As i do not have the game installed to update and will not likely go back to FO4; I am going to leave it up to the mod community. I delete my mods in Beth.net as advised
Only the Vanilla Data addon needs removed, imo, as the problem stems from the older precombine generation, the BFPS builds might be salvageable if they fully replaced the existing meshes, but I have replacements (PRP Lite line) if not.
This is so much better than PRP actually. Tested the same areas with the latest PRP installed then only Boston FPS fix. Boston FPS fix easily gives 5-10 better fps
Does this work with Next gen? PRP is imo overrated as it drastically limits what can and cannot be added for game compatibility. PRP simply isn't wanted if you are adding a lot off new content. Hope this works with 1.10.984.
The thing that gets me about this post is the idea that PRP limits what can and can't be added, as that's only partially true. Adding content is never the problem (as the precombined mesh system, the real reason for why this limitation is in place is the real issue here and I'm just trying to patch on top of it), as it's when changing or deleting content that's in use by the meshes system is when things break.
Also, BFPSFix should work with the 984 build, as it reads the old format archives.
yeah from what i understand the updates to Fallout have made some major changes. So i do not know if this is going to still work for new new updates. I just got a new computer so i can see what has changed; but, as for updating this mod i do not think that will happen.
The game has changed a lot, new previs methods have been discovered it seems. I am gong to have to learn what has change in the community since i last did updates. If I do make a mod update I would likely make a new mod for the updates.
Still the GOAT a must have for anyone playing FO4 you have to downgrade to use it which is fine with me but does suck for others makes the game so much smoother sucks you don't play anymore Valyn this is a must have edition to FO4 you made.
When using this, go to NVIDIA Control Panel and turn the option "Vulkan/OpenGL Present Method" from "Auto" to "Preferred layered on DXGI Swapchain."
Download THIS: https://www.reddit.com/r/yuzu/comments/sbr7hr/yuzu_nvidia_profile_vulkan_gsync_fix/ Then, download "Nvidia Profile Inspector." Import this config into Nvidia Profile Inspector.
In the top bar of Nvidia Profile Inspector, press the magnifying glass icon. Scroll DOWN to the bottom and turn option "0x2049A8BD" to profile "0x00000001 (Rage2, Second Extinction, The Surge 2, Red Dead Redemption 2, Quake 2 RTX Remaster, Strange Brigade)."
Make sure "GSYNC - Application Mode" and GSYNC - Global mode" is changed from "Fullscreen" to "Fullscreen and Windowed", and GSYNC is ON. (I'm pretty sure it doesn't matter if you don't have GSYNC, just may not have as much consistent FPS).
Turn Max Pre-Rendered Frames to 1 (I'm pretty sure Nvidia Reflex overrides this to 0. Still, set to 1 just in case.)
Set Preferred Refresh Rate to "Highest available."
Set VSYNC to "Use 3D Application Setting" and turn Triple Buffering OFF!
Turn Ultra Low Latency mode to OFF (Reflex overrides this and is better, so it doesn't matter if you keep this on. Still, I'd keep it at 0 to avoid any chances of conflict.)
Scroll down to "Common" in Nvidia Profile Inspector, and turn rBAR Feature - Enabled, rBAR Options - 0x00000001 (Returnal, Red Dead Redemption 2), and rBAR - Size Limit -0x0000000040000000.
In Nvidia Profile Inspector, turn Shader Cache to ON, and set Cachesize to 4GB, 10GB, 100GB, or Unlimited depending on free space on SDD/HDD. - I put 100GB since I have 1TB SDD. If you have HDD, get rid of that slow ass decrepit piece of gluten-free squirrel s#*! and get an SDD. Install Windows onto the SDD, not HDD.
Make sure PhysX config is set to GPU in Nvidia Control Panel. ONLY set to CPU if you have a s#*! GPU.
Turn Hardware Accelerated GPU scheduling to ON in Windows graphics settings, but keep OFF if you have a s#*! GPU.
Download the NVIDIA Reflex mod for FO4, then copy and paste this into the config file:
^^^^^ NO fps cap!!!!!!!!!!!! ONLY set bLowLatencyBoost = true if you have a s#*! GPU. Boost will keep your GPU working on max, but this uses lots of power and opens you up to the possibility of throttling speeds.
Download "High FPS Physics Fix" mod, and do this: Turn "EnableVsync=true (Don't let these idiots tell you to disable this!! Game WILL tear no matter what in Fullscreen, regardless of Nvidia settings. The reason why you don't tear in Borderless with this disabled is because your monitor is forcing its own VSYNC on which means LAG and LATENCY!!) Fullscreen=True Borderless=True
In Fallout4Prefs.ini, do this: bBorderless=1 bFull Screen=1
In Baka MaxPapyrusOps, set MaxPapyrusOpsPerFrame = 1500. When set to 2000, in-world radios will make your speakers produce static and sound like your s#*! is going to blow a gasket. At least, for me it did. For me, after testing, this made FPS more stable, and less laggy when a lot of things are happening in-game.
Download "Optimized Vanilla Textures" Download "PRP - Stable Branch + Updates Download "Vivid Fallout All In One (Best Choice option and applicable LODs)
DO NOT use "Disk Cache Enabler" unless you have s#*! RAM. This will use swap, and swap is always slower than normal operations.
Last but not least,
Download Shadow Boost FO4, press F12 while in-game, and set Godrays to OFF! Edit shadow settings in-game through this plugin if game looks flat or shadows flicker. (SHADOWS MATTER!! Game looks like s#*! without shadows, and shadows are used to make weapons, robots, environment, etc. look sharper!!) This plugin is optional, but it could help boost FPS and/or make frametimes more stable.
I know the mod is discontinued, but is there any chance of a last update? The new next gen patch broke this mod, I'm back to running around downtown Boston at 40fps on a 3060.
BenRierimanu might have some more updated advice on how things have changed since i last updated this mod. I would consider an update but I don't know where to begin looking to educate myself on the new methods.
I have played the game in the last year but not in the last 6 months; I have a 4070 and did not use any mods that change the world other than the HORIZON overhaul mod.
technically you could just leave it out. But please check the mod in xedit to make sure there are no missing or broken precombines if you don't use it.
This is not a mod with configurable parts and scripts... this is a Precombine and Vis change and not subject to any shape or form of menu configurations.
1889 comments
If you are using the mod Spring Cleaning please abandon that mod and switch to Scrap Everything
Please read the Bugs list for known issues
ANYONE REPORTING A BUG OR CONFLICT MUST FOLLOW THE STEPS LISTED BELOW:
Bug Template:
What version of my mod are you using?:(AIO, FH, NW, Auto, Vanilla [.28, .29, etc])
Do you have the following INI change? bUseCombinedObjects=0:(If YES, Delete it. If NO or It is missing from your ini, Great! Please submit your conflict or bug report)
Do ANY of your mods contain LOOSE FILES in the DATA folder? (Disable ALL mods, check the data folder and if you still see a 'Data/meshes/Precombine' or 'Data/Vis' folder the answer is yes): (IF you are in doubt screenshot the data folder and provide that as well.)
Did you test with NO mods enabled, EXCEPT mine?:(I MEAN IT, NO MODS ENABLED.)
Did you test my mod ABOVE and BELOW the mod you are having issues with?:(IF YOU DO NOT PROVIDE THIS INFO, I WILL REFER YOU BACK TO THE MAIN MOD PAGE!)
Where is the problem?:(Provide details based on your PIPBOY map and any landmarks you are aware of. If you know the cell, even better!)
If you have ANY issues with flashing Textures or invisible objects, you please provide a Screenshot of the area, and a copy of your saves: (The save will let me see if the issue is save related and what mods and the load order you had when the save was made. You should always have two saves when testing, you original save with mods and the Test save with no mods enabled except mine.)
- When 98% of issues I am told about are not present in my game during testing, this leaves only two factors: I am missing critical details, or the issue is not with my mod.
What version do you need:
BostonFPSFix-Vanilla.esp (Use this with, if you DO NOT have Automatron. You can also use the DLC versions below)
BostonFPSFixFarHarbor.esp
BostonFPSFix-NukaWorld.esp
BostonFPSFixAutomatron.esp (Use this of you HAVE Automatron, Use ONLY ONE of the DLC versions below; otherwise try the AIO)
BostonFPSFixFarHarbor.esp
BostonFPSFix-NukaWorld.esp
BostonFPSFixAIO.esp (If you have ALL the DLCs (Auto/Robot, FH, NW) use this one)
FOMOD (This is the Installer program and was created because people wanted one. It contains all the versions of the FPSFix (except for Paladin Baileys). Just run the FOMOD and it will ask you a few simple questions of which dlc you have. No Automatron, Yes Automatron, ALL DLCs (AUTO, FH, NW). It installs ONLY the ESP(s) you need base on the DLC you say are installed.)
If you have a mod that is causing issues try the following:
-If you have Xedit the best thing you can do is load ALL mods into it. Then check the area of game that you are having issues with and find your conflict.
Take a screenshot if need and sent it to my email for this mod [email protected].
- Subject line should indicate the name of the mod you are reporting about (BostonFPSFix (AIO, NW, FH, etc), TrashBeGone, NamedNPCProtect)
LOAD ORDER NOTES:
Start at top for most compatible, but least effective. Move down to override mods that kill performance
or
Start at bottom, before scrap mods for most effective; but more conflicting. move up based on the mods you have conflict with.
Any Resolution above 1920x1080, will drop your FPS by 10-20 on average, even with the Titan or 1080TI.
Please include your Processor Model as well. This will also determine your games Draw Calls and thus FPS and overall performance.
For anyone that wants to find out how my mod works or was done, check out the Fallout 4 Creation Kit Precombine & Previs Tutorial in the Video Section
There are lots of guides and mods that educate you on why Precombines, Preculling/PreVis is so important to understand. I want to share this for posterity Double FPS in Boston
- CLICK HERE to see a few examples of different Ini settings that will not be needed when the optimization is done
BEANTOWN INTERIORS PATCH: Feedback
New Pic of Beantown Map Locations changes - non patch.
Please go to bug section and add your findings to that report
https://www.nexusmods.com/fallout4/mods/26286/?tab=bugs&issue_id=391383
(Note this will take you to the Forum, If you have not been there it will ask you to create an Account).
Comment - Main Tips Post. The post above
- Regrowth (Completed), RustBelt and DustBowl (Canceled for now) This Comment (see Spoiler below)
Comment - My RL updates related to BFPS progress Unpinned
Comment - F4FPSFix and Previs Repair Pack ESL recommendation. Unpinned
Comment - Boston FPS Fix - HOTFIX for UF4P 2.1.1a Unpinned
- Comment - UFO4P incompatible notice (Related mod Wasteland Water Revival) Unpinned
Comment - Previs Repair Pack suggestion 2nd sticky
- Overhaul Mods have HIGH Conflict potential - Use Caution when using mods like this. First Comment in 2nd sticky
Regrowth Completed (I am sorry it took so long to complete)
Note 1: The original mod only include the commonwealth and Far Harbor. So there are areas in the Commonwealth where the Nuka World and Automatron DLC change a few things and cause conflicts. For those area I will be making an update patch before moving on to the other mod projects I have planned. Please do your best to let me know where you find issues.
Note 2: I will be making an optional Previs Patch for regrowth as well to see if this further improves the performance of the game.
- BFPS is not needed nor recommended with this. If you use BFPS and have issues let me know, but i do not expect any issues.
This should be all the FormIDs for object in this mod.
0012154dBlastedForestBurntTreeStump01 (BlastedForestBurntStump01)
0012154eBlastedForestBurntTreeStump02 (BlastedForestBurntStump02)
00121552BlastedForestBurntTreeStump03 (BlastedForestBurntStump03)
00121551BlastedForestBurntTreeUpright01 (TreeBlastedForestBurntUpright01)
00121550BlastedForestBurntTreeUpright02 (TreeBlastedForestBurntUpright02)
0012154fBlastedForestBurntTreeUpright03 (TreeBlastedForestBurntUpright03)
001236B1BlastedForestDestroyedTreeStump01 (TreeBlastedForestDestroyedStump01)
001236B2BlastedForestDestroyedTreeStump02 (TreeBlastedForestDestroyedStump02)
001236B3BlastedForestDestroyedTreeStump03 (TreeBlastedForestDestroyedStump03)
001236B4BlastedForestDestroyedTreeUpright01 (TreeBlastedForestDestroyedUpright01)
001236B5BlastedForestDestroyedTreeUpright02 (TreeBlastedForestDestroyedUpright02)
001236B6BlastedForestDestroyedTreeUpright03 (TreeBlastedForestDestroyedUpright03)
0013c377BlastedForestFungalTreeLarge01 (TreeBlastedForestFungalLarge01)
0013c378BlastedForestFungalTreeMedium01 (TreeBlastedForestFungalMedium01)
0013c379BlastedForestFungalTreeSmall01 (TreeBlastedForestFungalSmall01)
0013384dBramble01
0013384eBramble02
0013384fBramble03
00133850Bramble04
000498ccDeadFlower01
00133853DeadShrub01
00188845DeadShrub01Obscurance
00133854DeadShrub02
00133855DeadShrub03
00133856DeadShrub04
00133857DeadShrub05
00133858DeadShrub06
0013385aForsythia02
0013385bForsythia03
00133861HollyShrub01
00133862HollyShrub02
00133863HollyShrub03
00133864HollyShrub04
010025a4TreeBeachPine02
00000000TreeblastedM03Lichen [NOT USED IN GAME]
00000000TreeblastedM03LichenFX [NOT USED IN GAME]
000a7403TreeblastedM04Lichen
000a7404TreeblastedM04LichenFX
000d9ca8TreeElmForest01Static (TreeElmForest01)
000d9ca9TreeElmForest02Static (TreeElmForest02)
000d9ca7TreeElmTree01Static (TreeElmFree01)
000f35ccTreeGS01
000f4791TreeGS02
0003a28bTreeHero01
0004d93bTreeMapleblasted01
000503b6TreeMapleblasted02
000a7405TreeMapleblasted02Lichen
000a7406TreeMapleblasted02LichenFX
000521bbTreeMapleblasted03
000531aeTreeMapleblasted04
000531b3TreeMapleblasted05
000531bcTreeMapleblasted06
0003e08fTreeMapleblasted07
0004a073TreeMapleForest1
0004a074TreeMapleForest2
0004a075TreeMapleForest3
0004a076TreeMapleForest4
0004a071TreeMapleForest5
0004a072TreeMapleForest6
0003e0d1TreeMapleForest7
0006c6d0TreeMapleForestsmall1
0006c6d2TreeMapleForestsmall2
01004f4cTreePineSmall01
01004f4dTreePineSmall02
01004f4eTreePineSmall03
01001b5aTreeRedPineDead01
010024faTreeRedPineDead02
01001b58TreeRedPineFull01
01001b59TreeRedPineHalf01
010024f9TreeRedPineHalf02
010024fbTreeRedPineHalf03
01002519TreeRedPineHero01
0019182TreeSMarsh01
001918dTreeSMarsh02
0010a2c0TreeSMarsh03
0010fa79TreeSMarsh04
001103d3TreeSMarsh05
00106fbfdTreeStumpSMarsh01
00109180TreeStumpSMarsh02
00109184TreeStumpSMarsh03
========SCOL=========
000bbd3fTree_NF_Cluster01
000bbd43Tree_NF_Cluster02
000bbd45Tree_NF_Cluster03
000bbd4bTree_NF_Cluster04
000bbd4eTree_NF_Cluster05
000bbd58Tree_NF_Cluster06
000bbd62Tree_NF_Cluster07
000bbd48Tree_NF_FallenCluster01
000bbd50Tree_NF_FallenCluster02
000bbd52Tree_NF_FallenCluster03
000bbd55Tree_NF_FallenCluster04
000bbd64Tree_NF_FallenCluster05
000bd5c0Tree_NF_RockGroundCluster01
000bd5c2Tree_NF_RockGroundCluster02
01004f59TreeBeachPineSCCluster01_DLC03
01005cefTreeBeachPineSCCluster02_DLC03
0100c44aTreeBeachPineSCCluster03_DLC03
0013463aTreeBlastedForestCluster01
0013463cTreeBlastedForestCluster02
0013463eTreeBlastedForestCluster03
00134641TreeBlastedForestCluster04
00135cf7TreeBlastedForestCluster05
00134638TreeBlastedForestClusterFallen01
00035887TreeCluster01
000358d1TreeCluster02
00035871TreeCluster03
00035813TreeCluster04
0003581aTreeCluster05
000358d6TreeCluster06
0003589fTreeCluster07
0003e000TreeCluster08
00046e66TreeCluster09
00046e64TreeClusterDead01
0005e20cTreeClusterDead02
0005e20dTreeClusterDead03
0005e20eTreeClusterDead04
0014ec0aTreeClusterDestroyedFallen01
0014ec0bTreeClusterDestroyedFallen02
0014ec0cTreeClusterDestroyedFallen03
0014f6c7TreeClusterGSFallen01
0014f6c9TreeClusterGSFallen02
0014f6caTreeClusterGSFallen03
00039709TreeClusterTall01
0002c7afTreeClusterVines01
0014825dTreeForestCluster01
0014b7c1TreeForestCluster02
0014b7c3TreeForestCluster03
0002c7acTreeLeanCluster01
0003581cTreeLeanCluster02
0002c7b3TreeLeanDead01
00046e61TreeLeanDead02
00046e62TreeLeanDead03
00046e63TreeLeanDead04
00046e65TreeLeanDead05
00046e6fTreeLeanDead06
0002716eTreeLeanScrub01
0002c808TreeLeanScrub02
00027785TreeLeanScrub03
00031a08TreeLeanScrub04
00031a0aTreeLeanScrub05
00031a0dTreeLeanScrub06
00031a0eTreeLeanScrub07
000321aeTreeLeanScrub08
01003d04TreeRedPineSCCluster01_DLC03
01003d05TreeRedPineSCCluster02_DLC03
01003d08TreeRedPineSCCluster03_DLC03
01003d0aTreeRedPineSCCluster04_DLC03
01004f56TreeRedPineSCCluster05_DLC03
01005cf0TreeRedPineSCCluster06_DLC03
01005cf1TreeRedPineSCCluster07_DLC03
00031a10TreeScrubVines01
00031a11TreeScrubVines02
00026feaTreeScrubVines03
00032028TreeScrubVines04
2/28: PreVis Generations have been completed. Testing will start this weekend and uploaded pending positive results
09/01/19: still seeking more info about the issues with patch but otherwise It seems to be looking good. I will have to take a more inclusive look at drawcalls with the orig and this patch -
=================================================
Placeholder for RustBelt Flora Test (On Hold for the foreseeable future)
Placeholder for DustBowl Test (On Hold for the foreseeable future)
I limited my mod to only the problem areas of the game.
I've created a replacer that includes those patches and applicable UF4OP fixes as a tideover until I can get a worthwhile replacement up.
It lives at this mod page. Users HAVE to download the original mod for the supporting assets, as it only updates the plugin.
So, a few months ago while trying to figure out a long running unofficial patch issue, I've recently learned that the XB1 version (and the PS4 version as well to a different extent)'s precombine file set and headers are NOT the same as PC. (eg: The XCRI entries are a different set of names and such over there due to differences in building back in 2016.)
This is what's causing the crashing and object flicker on ported mods unless the cells are specifically rebuilt like we do them. (Even the older method you used back in the day still works for this.)
For those reading this post, this is also why the unofficial patch 'breaks' Far Harbor. We'd need the console header information to port it over for mods that don't explicitly rebuild themselves, and that's being looked into.
If the cell's explicitly rebuilt the way we do it, it's up to date and accurate if the meshes are packed along, but only for that cell.
Since we don't have access to the headers right now (I spoke to Cartogriffi about this, and last I heard, a dev is looking into this), we can't fix it proper, without taking up significant amounts of the reserve space on the console.
The crashes you mentioned in Far Harbor on the XB1 ports are likely because of this.
May 2023 Edit: To any XB1 players reading this, do not use the Boston FPS Fix VD AIO Beth.net addon due to the contents of this pinned post. The VD plugins carry the PC precombine header information, which is not what the XB1 consoles expect, generated blocks in the BFPSFix plugins are fine, but are incomplete per 3x3 cluster (back in the day, cells were done by hand in the CK and not in an automated fashion as I do them now)
You might be able to get away with the vanilla version of the VD addon, but we don't know the XB1 master file contents.Mar 2025 Edit: This has recently changed as the Microsoft Store version of the game matches the XB1 version and we can now fix this long standing issue. PS4 is undetermined as of yet, but I'm assuming the same. VD vanilla addon is safe, AIO is not. (Fallout4.esm matches steam vs gamepass)
The console version of Far Harbor has it's own set of precombine headers. The VD addon should either be updated to account or it should remove that specific worldspace. I'm working on a porting kit to help address this.
Edit: The kit's not ready yet, but I've uploaded a replacement based on my findings here for the XB1 crowd.
Also, BFPSFix should work with the 984 build, as it reads the old format archives.
The game has changed a lot, new previs methods have been discovered it seems. I am gong to have to learn what has change in the community since i last did updates. If I do make a mod update I would likely make a new mod for the updates.
THX a lot SIR!
i7-7700HQ + 1050Ti + 60hz
159 Regular plugins, 155 Light plugins
Download "Fallout 4 Vulkan Renderer"
When using this, go to NVIDIA Control Panel and turn the option "Vulkan/OpenGL Present Method" from "Auto" to "Preferred layered on DXGI Swapchain."
Download THIS: https://www.reddit.com/r/yuzu/comments/sbr7hr/yuzu_nvidia_profile_vulkan_gsync_fix/
Then, download "Nvidia Profile Inspector."
Import this config into Nvidia Profile Inspector.
In the top bar of Nvidia Profile Inspector, press the magnifying glass icon. Scroll DOWN to the bottom and turn option "0x2049A8BD" to profile "0x00000001 (Rage2, Second Extinction, The Surge 2, Red Dead Redemption 2, Quake 2 RTX Remaster, Strange Brigade)."
Make sure "GSYNC - Application Mode" and GSYNC - Global mode" is changed from "Fullscreen" to "Fullscreen and Windowed", and GSYNC is ON.
(I'm pretty sure it doesn't matter if you don't have GSYNC, just may not have as much consistent FPS).
Turn Max Pre-Rendered Frames to 1 (I'm pretty sure Nvidia Reflex overrides this to 0. Still, set to 1 just in case.)
Set Preferred Refresh Rate to "Highest available."
Set VSYNC to "Use 3D Application Setting" and turn Triple Buffering OFF!
Turn Ultra Low Latency mode to OFF (Reflex overrides this and is better, so it doesn't matter if you keep this on. Still, I'd keep it at 0 to avoid any chances of conflict.)
Scroll down to "Common" in Nvidia Profile Inspector, and turn rBAR Feature - Enabled, rBAR Options - 0x00000001 (Returnal, Red Dead Redemption 2), and rBAR - Size Limit -0x0000000040000000.
In Nvidia Profile Inspector, turn Shader Cache to ON, and set Cachesize to 4GB, 10GB, 100GB, or Unlimited depending on free space on SDD/HDD.
- I put 100GB since I have 1TB SDD. If you have HDD, get rid of that slow ass decrepit piece of gluten-free squirrel s#*! and get an SDD. Install Windows onto the SDD, not HDD.
Make sure PhysX config is set to GPU in Nvidia Control Panel. ONLY set to CPU if you have a s#*! GPU.
Turn Hardware Accelerated GPU scheduling to ON in Windows graphics settings, but keep OFF if you have a s#*! GPU.
Download the NVIDIA Reflex mod for FO4, then copy and paste this into the config file:
[NVIDIA Reflex]
bLowLatencyMode = true
bLowLatencyBoost = false
bUseMarkersToOptimize = true
bUseFPSLimit = false
fFPSLimit = 57.000000
^^^^^
NO fps cap!!!!!!!!!!!!
ONLY set bLowLatencyBoost = true if you have a s#*! GPU. Boost will keep your GPU working on max, but this uses lots of power and opens you up to the possibility of throttling speeds.
Download "High FPS Physics Fix" mod, and do this:
Turn "EnableVsync=true
(Don't let these idiots tell you to disable this!! Game WILL tear no matter what in Fullscreen, regardless of Nvidia settings. The reason why you don't tear in Borderless with this disabled is because your monitor is forcing its own VSYNC on which means LAG and LATENCY!!)
Fullscreen=True
Borderless=True
In Fallout4Prefs.ini, do this:
bBorderless=1
bFull Screen=1
Download "Buffout 4, Baka Framework, Baka Scrapheap, BuffBaka Settings, and Baka MaxPapyrusOps.
In Baka MaxPapyrusOps, set MaxPapyrusOpsPerFrame = 1500.
When set to 2000, in-world radios will make your speakers produce static and sound like your s#*! is going to blow a gasket. At least, for me it did.
For me, after testing, this made FPS more stable, and less laggy when a lot of things are happening in-game.
Download "Optimized Vanilla Textures"
Download "PRP - Stable Branch + Updates
Download "Vivid Fallout All In One (Best Choice option and applicable LODs)
DO NOT use "Disk Cache Enabler" unless you have s#*! RAM. This will use swap, and swap is always slower than normal operations.
Last but not least,
Download Shadow Boost FO4, press F12 while in-game, and set Godrays to OFF!
Edit shadow settings in-game through this plugin if game looks flat or shadows flicker.
(SHADOWS MATTER!! Game looks like s#*! without shadows, and shadows are used to make weapons, robots, environment, etc. look sharper!!)
This plugin is optional, but it could help boost FPS and/or make frametimes more stable.
PROFIT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! AHHHHHHHHHHH!!!!!!!!!!!!!!!!
(i5-11300H + RTX 3050 Laptop + 144hz + 12GB RAM)
I have played the game in the last year but not in the last 6 months; I have a 4070 and did not use any mods that change the world other than the HORIZON overhaul mod.