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.
Sorry, but I'm very new to precombines, I don't really understand the basics, but I know they are essential. I'm having some issues and buffout notified me that it's a prematch issue. I started my mod list based on the 4estgimp spreadsheet, and through it I came to download this mod. I noticed the discontinued notice and that the last update was in 2019. I would like to know if I should continue using this mod. I also noticed another mod, which as I don't understand anything, I would like to know if I should use it in parallel or perhaps even replacing this one. Here is the link.
my mod is still valid for some people but as this mod does not accommodate to other mods it has to be considered base on your mod list when using it.
Regarding PRP mod it is in their mod info page:
Another way to put this is that my mod only touches a few areas. -- I do not know about the PRP mod. If you find issues with compatibility with PRP contact them to see if they can help with your issue. I am happy to help with my mod where needed if you use it instead.
At this point, only use Valyn's old mod here if you are either not wanting to use the unofficial patch, or have an older save (around 2020 or so) that depends on the plugin. The backport mentioned is in the PRP Edition's old files portion, and only updates some cell headers in the original.
Most current modlists or guides recommend either PRP Full or PRP Lite at this point if they don't already have custom built precombines already in some fashion.
If you need more detailed help than that, consult our mod pages or the collective modding discord.
As an aside, I have no problems with Valyn's previous work for back when it was made, the community's just made discoveries since then that have obsoleted the mod. I mean, we can batch generate precombines now and in the format that Bethesda ships with the base game.
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 can not answer that; everyone has a different loadout. You need to use the information available to the community to find out where your issues are. - You need to learn to use the tool available to find conflicts in your games. Asking for help in the Forums helps but remember that details are important. If you can not give them then you will not get any useful help. -- One thing to kind in mind: Load order, Loot load orders, mod page comment sections and bug report, XEdit/Fo4Edit, etc.
Remember the K.I.S.S method (Keep It Simple Stupid). This means do not over think the issue, often your issue is something as simple as load order or not reading the comment and bugs sections of a mod page, Look for a patch on some mods that is not by the author. Use the XEdit to find your conflicts. Use the Xedit and CK to make a patch of your own. or simply do not use the mod you are having conflict with.
My mod is simple, revert the changes done by other mods so that your FPS does not tank. If you want the change that bad then you need to decide if the FPS loss is worth it. If there is no FPS loss but you have issues find out what that mod changes and if you can patch it to work
I figured out what was causing the conflict, now i just need to stop using vortex and start again with mo2 (so i can change the load order) which shouldn't be a problem for me.
this mod has nothing to do with the GPU. the fps loss is CPU based due to the way the engine works and all of the bottleneck going to the CPU. GPU will help but it is only a small part of what is happening
I've been using this mod easily for the last 5 years and never disappoints. Valyn, thank you so, so, so much for keeping this gem still available for those who can't use newer mods like PRP, which requires UFO4P, which touches so many unnecessary records.
I agree, I really appreciate that this MOD is still available, I used to always rely on Unofficial Patches, but I've learn over the last decade that it makes the game more unstable and prone to bugs.
I am sorry but i cannot tell you how or if it will conflict, I do just use that mod. I can only tell you to test and see. my mod affects precombines and Previs. So most texture mods should be fine.
Hmmmm its weird (but not surprising given the nature of the mod ) because I haven't had an issue with Project Mojave or any of the DLC added lands mixing with the ReGrowth version here but with the Point Lookout mod there's some sort of conflict between the trees or grass files that throws up purple geometries across the landscape. Any idea on how to fix it in a not super complicated way anyone? Link to image of example
the color indicates usually missing textures. I can only suggest that you check XEdit and see what mods conflict for that area and see if you can find out what they are. bushes or other objects
The screenshot of the conflict does not tell me which parts are conflicting. With the correct info troubleshooting is possible; without it we have no hope. I need all the info from the right side you did not include.
Please see link on how to troubleshoot conflicts: https://www.nexusmods.com/fallout4/articles/3509
Both load order and type of change will matter. Statics are affected by both Mod and Precombines. if the changes i made lock the old precombines and the regrowth tries to change them you will want to run a fix on the precombines for the cell(s) or just tell the xedit to use the changes from regrowth in that area.
xedit you can drag the change from regrowth to the right into a patch... i have no idea how well that will work without causing flicker or inv objects and such
Of course it works. I still play the game to make sure. - My comment was because the person ask about the UFO patch. My mod is done with base game files and does not change anything that the UFO patch does. If there is a conflict it is just a matter of What change it was and load order.
As always if you find a conflict let me know i can see how to fix it. Most UFO changes will have no effect on my mod
yes that is correct. Some fixes could be blocked in the UFO patch depending on what they are. That is part of the load order and just being aware of what changes matter. Keep in mind that UFO fixes a lot of Minor things not just major. Some of the changes is z fighting and some object placement changes, nothing critical or game breaking
1863 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 -
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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.
I would like to know if I should continue using this mod. I also noticed another mod, which as I don't understand anything, I would like to know if I should use it in parallel or perhaps even replacing this one. Here is the link.
Regarding PRP mod it is in their mod info page:
Another way to put this is that my mod only touches a few areas.
-- I do not know about the PRP mod. If you find issues with compatibility with PRP contact them to see if they can help with your issue.
I am happy to help with my mod where needed if you use it instead.
Most current modlists or guides recommend either PRP Full or PRP Lite at this point if they don't already have custom built precombines already in some fashion.
If you need more detailed help than that, consult our mod pages or the collective modding discord.
As an aside, I have no problems with Valyn's previous work for back when it was made, the community's just made discoveries since then that have obsoleted the mod. I mean, we can batch generate precombines now and in the format that Bethesda ships with the base game.
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!!!!!!!!!!!!!!!!
- You need to learn to use the tool available to find conflicts in your games. Asking for help in the Forums helps but remember that details are important. If you can not give them then you will not get any useful help.
-- One thing to kind in mind: Load order, Loot load orders, mod page comment sections and bug report, XEdit/Fo4Edit, etc.
Remember the K.I.S.S method (Keep It Simple Stupid). This means do not over think the issue, often your issue is something as simple as load order or not reading the comment and bugs sections of a mod page, Look for a patch on some mods that is not by the author. Use the XEdit to find your conflicts. Use the Xedit and CK to make a patch of your own. or simply do not use the mod you are having conflict with.
My mod is simple, revert the changes done by other mods so that your FPS does not tank. If you want the change that bad then you need to decide if the FPS loss is worth it. If there is no FPS loss but you have issues find out what that mod changes and if you can patch it to work
TreeHero01
& TreeElmTree01Static
and if I turn this off the ReGrowth plugin the issue goes away. Is there any obvious easy fix I could employ?
Conflict report here
Please see link on how to troubleshoot conflicts: https://www.nexusmods.com/fallout4/articles/3509
Both load order and type of change will matter. Statics are affected by both Mod and Precombines. if the changes i made lock the old precombines and the regrowth tries to change them you will want to run a fix on the precombines for the cell(s) or just tell the xedit to use the changes from regrowth in that area.
xedit you can drag the change from regrowth to the right into a patch... i have no idea how well that will work without causing flicker or inv objects and such
- My comment was because the person ask about the UFO patch. My mod is done with base game files and does not change anything that the UFO patch does. If there is a conflict it is just a matter of What change it was and load order.
As always if you find a conflict let me know i can see how to fix it. Most UFO changes will have no effect on my mod