I have a couple of big mods I'm trying to finish in 2023 and I will post screenshots and more information about those mods when they are closer to release, join my Discord server for more information and to be notified when I release new mods. Simply Better Weather v10.2 & v11.2 have been released for preview.
Most of my mods received a minor update 16/12/2022, the main reason for this update to was to allow you to install multiple versions / options of the mods at the same time so that you can switch between the versions whenever you like. Some files had to be renamed in order to accomplish this but this will not effect your save games. All of my mods can be installed/uninstalled or swapped out at any time without harming your save games. All files are ESL flagged .esp's (except Puddle Remover Plus), these files can edited and sorted by load order but do not use an ESP plugin slot. I am no longer creating ESP or Loose files versions of my mods because there is no performance or compatibility improvements to be gained by using them. FYI: Fallout 4 and Skyrim Special Edition can have up to 253 ESP (Full) and 4096 ESL (Light) plugins installed at the same time.
If you want to say "Thanks" for this mod press the "Endorse" button at the top of the page, it's appreciated.
Hello and Welcome, If you need help, but your not a forum person (I understand that), you can send me a PM, I'll reply as soon as I can. If you treat me with respect, I will treat you with respect, and I'll try to help you. If you disrespect me or my work, I'll ban you. * Mod Authors: If you have mod related questions/issues to discuss, contact me by PM or on Discord.
Tips & Common Sense:
Before you install any mod or make any changes to your game, you should back up your save games and/or relevant files. I recommend zipping up your My Games\Fallout4 folder and labeling and dating that zip file as part of your backups. Then thoroughly test the mod / changes before you add any other mods or advance the game.C:\Users\YOUR NAME\Documents\My Games\Fallout4 This creates a backup of your "Saves" folder, your Fallout4.ini, Fallout4Pref.ini and your Fallout4Custom.ini if you have one.
Use FO4Edit to easily view the changes made by a mods ESP/ESL/ESM, check for compatibility, resolve conflicts, est.
If this mod does not fit your play-style or if you simply don't like it, don't use it, no one is asking you to.
Flicker Fixer
Page Updated: 27-7-2022
About Flicker Fixer: In v4 I have fixed probably 90% of all exterior z-fighting throughout the game, however the games Previs/Precombined system nullifies some of the fixes made by this mod, but I do not recommended disabling your precoms just to fix z-fighting because you will experience (Interior and Exterior) performance and FPS loss.
* If v5.7 of Flicker Fixer is loaded below/after Snappy HouseKit in your Load Order it will fix the z-fighting in that mod. * Mods such as Boston FPS Fix and settlement or location mods that regenerate or create new Previs/Precombines may nullify some of the changes made by this mod in the regenerated cells, adjusting Flicker Fixer's position in your Load Order will not solve this issue. This is not a fault in these mods or Flicker Fixer, this is due to the way the Previs/Precombine system works. For more information about Previs and Precombines see: Fallout 4 Optimization and Performance Systems Explained
Known Issues: (1) There is z fighting occurring in this location, this is caused by two pieces of placed plywood and would require a cell edit to fix. Screenshot. (2) SCOL Bldg types (Yellow, Orange and Red Brick) and in some places other random bldg types: Screenshot 1, Screenshot 2 These building types are fixed by the mod, however they will still flicker in game because they are part of the precombines. (3) Red Rocket and Thicket Excavation signs/decals on the side of some buildings: Screenshot These signs are fixed by the mod, however they will still flicker in game because they are part of the precombines. (4) Trinity Church window: Screenshot I haven't been able to fix this window at all, precoms on or off. (5) The v5.0 installer will show as v4.5 in your mod manager, this is only because I forgot to change version #'s in the installer's info.xml, this has no effect on the mod, and you will still be notified if the mod is updated.
How to see what this mod can do with precombines disabled:
Spoiler:
Show
You can see for yourself what this mod can really do by temporarily disabling your precoms. Disable your precombines by adding busecombinedobjects=0 to your Fallout4.ini under [General] like this: [General] busecombinedobjects=0
After testing make sure to re-enable your precoms by removing the line or changing it to busecombinedobjects=1 I do not recommended disabling your precoms just to fix the remaining z-fighting because you will experience (Interior and Exterior) performance and FPS loss. For more information see: Fallout 4 Optimization and Performance Systems Explained
Locked Post(s): I've started locking comments after replying if I think the conversation is completed to prevent bumping of old threads. Feel free to start a new post if I've locked yours too soon or if you have a new question or comment.
No bother. ESP flagged files are considered "Full" modules or plugins, this is the default used by the Creation Kit and xEdit when creating mods, ESL flagged files are considered "Light" modules or plugins. The game has a default limit of 253 ESP flagged plugin slots. Previously the workaround for this has been to merge mods together, but 2 or 3 yrs ago (I don't know exactly when) Bethesda introduced ESL flagged files (Light modules), now many mods like this one can be converted by the Author or the user to ESL flagged files meaning you can have up to 4096 ESL flagged files installed in addition to 253 ESP flagged files. This guide and the FAQ has more detailed information: How to convert ESPs into ESLs using xEdit & Your Welcome
Thanks TheMothMan And yeah there's still going to be some z-fighting on certain buildings and some signs but there's nothing I can do about it, unless I've straight up missed something, which is possible. You can test that by temporarily disabling your precoms and see if the flickering stops, if it does then you know that building or whatever is part of the precombines, if it doesn't fix it then take a couple of screenshots and let me know where they are and I'll take a look at them. I won't be making any cell edits in this mod, but if I can fix it by editing the meshes used I will. I know of one building close to Greentech that has z fighting on an ornamental piece they put on the building, but it's due to bad placement not the meshes themselves so it would take a cell edit to fix, and that just creates too many potential conflicts to do in a mod like this.
Honestly, at this point I really think Bugthesda Zenimax is doing this sort of poor development deliberately. Less work they have to do, since they know the modding community would fix their sloppy work, and they can still charge full price for a title they only put in half the work for. Either way, thanks for the mod.
Hi anyone help I need to find my load order in vortex so I can post it here to fix it, I think I have a mod conflicting somewhere with the above and need to find it, vortex is not finding it and needs a human eye and mind on it cheers
I can't help you with your load order or Vortex. You'll need to post in the Vortex Support forum or maybe in the Fallout 4 Mod Troubleshooting forum if you want someone to troubleshoot your load order for you.
Mods that regenerate Previs/Precombines may nullify some of the changes made by this mod, that's just how this game works. Adjusting Flicker Fixer's position in your Load Order will not solve this issue.
The only mod that I can think of that would appear to a user as a conflicting with this mod is Boston FPS Fix, that mod regenerates Previs/Precombines for the Boston area, it was made before Flicker Fixer was so he was not able to use the fixed meshes in this mod meaning Boston FPS Fix might nullify many of the changes made by this mod. There may be other settlement or location mods that regenerate previs/precombines for portions of their surrounding areas, in those cases those mods may override the changes made by this mod in those areas only.
A couple things you can try: * First reinstall this mod and make sure the mod has been activated/turned on. * Temporarily disable any mod that is regenerating Previs/Precomines in the Boston and Cambridge areas, if that solves the issue then you need to decide which mod you want to use, or accept that you will still have z-fighting in those areas. * Temporarily turn off your precoms globally, see the sticky above for instructions. If you still see a lot of z-fighting in Boston and Cambridge then this mod is not properly installed or is not activated.
Rowlando, Nexus isn't showing that you have downloaded this mod. You should start by re-downloading, try the manual download option and just drag and drop the file into your Mod Manager if you still have problems. Screenshot
Blaze, I don't think it matters. I seriously doubt there many mods out there that would or could conflict with this mod. But if I had to say, I'd just load this toward the top of your load order so that "if" there is a conflicting mod that that mod will win. (Mod on bottom wins all conflicts.)
Edit: Me and Valyn (Author of Boston FPS Fix) discussed whether our mods conflicted and if I remember correctly we decided they didn't conflict, but that his mod would nullify a lot of the changes made by mine because of the previs/precombines.
124 comments
Comments locked
The author has locked this comment topic for the time beingSimply Better Weather v10.2 & v11.2 have been released for preview.
Most of my mods received a minor update 16/12/2022, the main reason for this update to was to allow you to install multiple versions / options of the mods at the same time so that you can switch between the versions whenever you like. Some files had to be renamed in order to accomplish this but this will not effect your save games. All of my mods can be installed/uninstalled or swapped out at any time without harming your save games. All files are ESL flagged .esp's (except Puddle Remover Plus), these files can edited and sorted by load order but do not use an ESP plugin slot. I am no longer creating ESP or Loose files versions of my mods because there is no performance or compatibility improvements to be gained by using them.
FYI: Fallout 4 and Skyrim Special Edition can have up to 253 ESP (Full) and 4096 ESL (Light) plugins installed at the same time.
If you want to say "Thanks" for this mod press the "Endorse" button at the top of the page, it's appreciated.
Later,
Glass
If you need help, but your not a forum person (I understand that), you can send me a PM, I'll reply as soon as I can.
If you treat me with respect, I will treat you with respect, and I'll try to help you.
If you disrespect me or my work, I'll ban you.
* Mod Authors: If you have mod related questions/issues to discuss, contact me by PM or on Discord.
Tips & Common Sense:
I recommend zipping up your My Games\Fallout4 folder and labeling and dating that zip file as part of your backups. Then thoroughly test the mod / changes before you add any other mods or advance the game.C:\Users\YOUR NAME\Documents\My Games\Fallout4 This creates a backup of your "Saves" folder, your Fallout4.ini, Fallout4Pref.ini and your Fallout4Custom.ini if you have one.
Page Updated: 27-7-2022
About Flicker Fixer:
In v4 I have fixed probably 90% of all exterior z-fighting throughout the game, however the games Previs/Precombined system nullifies some of the fixes made by this mod, but I do not recommended disabling your precoms just to fix z-fighting because you will experience (Interior and Exterior) performance and FPS loss.
* If v5.7 of Flicker Fixer is loaded below/after Snappy HouseKit in your Load Order it will fix the z-fighting in that mod.
* Mods such as Boston FPS Fix and settlement or location mods that regenerate or create new Previs/Precombines may nullify some of the changes made by this mod in the regenerated cells, adjusting Flicker Fixer's position in your Load Order will not solve this issue. This is not a fault in these mods or Flicker Fixer, this is due to the way the Previs/Precombine system works.
For more information about Previs and Precombines see: Fallout 4 Optimization and Performance Systems Explained
Known Issues:
(1) There is z fighting occurring in this location, this is caused by two pieces of placed plywood and would require a cell edit to fix.
Screenshot.
(2) SCOL Bldg types (Yellow, Orange and Red Brick) and in some places other random bldg types: Screenshot 1, Screenshot 2
These building types are fixed by the mod, however they will still flicker in game because they are part of the precombines.
(3) Red Rocket and Thicket Excavation signs/decals on the side of some buildings: Screenshot
These signs are fixed by the mod, however they will still flicker in game because they are part of the precombines.
(4) Trinity Church window: Screenshot
I haven't been able to fix this window at all, precoms on or off.
(5) The v5.0 installer will show as v4.5 in your mod manager, this is only because I forgot to change version #'s in the installer's info.xml, this has no effect on the mod, and you will still be notified if the mod is updated.
How to see what this mod can do with precombines disabled:
[General]
busecombinedobjects=0
After testing make sure to re-enable your precoms by removing the line or changing it to busecombinedobjects=1
I do not recommended disabling your precoms just to fix the remaining z-fighting because you will experience (Interior and Exterior) performance and FPS loss.
For more information see: Fallout 4 Optimization and Performance Systems Explained
Locked Post(s):
I've started locking comments after replying if I think the conversation is completed to prevent bumping of old threads. Feel free to start a new post if I've locked yours too soon or if you have a new question or comment.
This guide and the FAQ has more detailed information: How to convert ESPs into ESLs using xEdit
&
Your Welcome
Kudos
Tracking this Mod now! :D
And yeah there's still going to be some z-fighting on certain buildings and some signs but there's nothing I can do about it, unless I've straight up missed something, which is possible. You can test that by temporarily disabling your precoms and see if the flickering stops, if it does then you know that building or whatever is part of the precombines, if it doesn't fix it then take a couple of screenshots and let me know where they are and I'll take a look at them. I won't be making any cell edits in this mod, but if I can fix it by editing the meshes used I will. I know of one building close to Greentech that has z fighting on an ornamental piece they put on the building, but it's due to bad placement not the meshes themselves so it would take a cell edit to fix, and that just creates too many potential conflicts to do in a mod like this.
Thanks for posting,
Kudos
Kudos
I can't help you with your load order or Vortex. You'll need to post in the Vortex Support forum or maybe in the Fallout 4 Mod Troubleshooting forum if you want someone to troubleshoot your load order for you.
Mods that regenerate Previs/Precombines may nullify some of the changes made by this mod, that's just how this game works. Adjusting Flicker Fixer's position in your Load Order will not solve this issue.
The only mod that I can think of that would appear to a user as a conflicting with this mod is Boston FPS Fix, that mod regenerates Previs/Precombines for the Boston area, it was made before Flicker Fixer was so he was not able to use the fixed meshes in this mod meaning Boston FPS Fix might nullify many of the changes made by this mod.
There may be other settlement or location mods that regenerate previs/precombines for portions of their surrounding areas, in those cases those mods may override the changes made by this mod in those areas only.
A couple things you can try:
* First reinstall this mod and make sure the mod has been activated/turned on.
* Temporarily disable any mod that is regenerating Previs/Precomines in the Boston and Cambridge areas, if that solves the issue then you need to decide which mod you want to use, or accept that you will still have z-fighting in those areas.
* Temporarily turn off your precoms globally, see the sticky above for instructions. If you still see a lot of z-fighting in Boston and Cambridge then this mod is not properly installed or is not activated.
Edited for clarification.
Nexus isn't showing that you have downloaded this mod. You should start by re-downloading, try the manual download option and just drag and drop the file into your Mod Manager if you still have problems.
Screenshot
Things like this make fallout 4 just that much better.
Endorsed and appreciated.
Edit: Me and Valyn (Author of Boston FPS Fix) discussed whether our mods conflicted and if I remember correctly we decided they didn't conflict, but that his mod would nullify a lot of the changes made by mine because of the previs/precombines.
P.S.: And thx for the update!
Kudos
~thank you for this gift
Kudo's
It's always nice when other Mod Authors appreciate your work. Thanks for posting. Kudo's