Full rebuild of precombined meshes and occlusion (previs) information for Fallout 4, reducing draw calls everywhere, which depending on location, should increase frames per second compared to the vanilla game, and also includes any relevant bug fixes I can find and fix not already handled by UF4OP. Requires Season Pass / All main DLC.
Without this mod installed, you WILL crash in specific cells due to how previs calculation is mapped. It's a required master for a reason. Also, hello /vg/.
Permissions are as follows: - Though mod was made roughly from scratch in CK and existing tools, modified models and materials are from base game, and as such, I don't hold any actual copyright over them. For anything else short of actual bug fixes to Fallout 4 base game content (if you are trying to make a compatibility patch, do yourself a favor and don't, precombine the mod's cells instead like I do and load order after this mod) that would be relevant to the scope of this mod, contact me first.
If I can't be contacted in six months (I'm in several modding discords), assume the mod is abandoned and the above mostly no longer applies.
Regarding translators: Translators should look at the mod's git repo for the .xml files I use to translate with and send pull requests or updated strings there instead of translating and releasing them yourself due to the nature of the project and how often it updates. PRP only carries updated strings from the UF4OP project as a consequence of the work done.
File credits
All mod contents from this package are Bethseda assets, modified or generated via the creation kit and community tools to fix long standing bugs, or forwarded from the Unofficial Fallout 4 Patch where needed, except for newly created records in PPF.esm which are done in house as noted on the git bugtracker. For specific credits, reference that document. If a credit is missing, let me know or send a pull request with the appropriate changes. If you contributed a fix to the AFK tracker and know which bug ID it was and it's listed as U?????, also notify me of that as well or pull request.
Donation Points system
This mod is opted-in to receive Donation Points
Translations
No translation available on the Nexus
Changelogs
Version 0.57.4
Migrated a lot of the archives into one with a fomod for easier user installation. No content changes since 0.57.3, so you don't need to reinstall if you have that version.
Version 0.57.3
For current documentation, reference https://diskmaster.github.io/ModernPrecombines/PRP-BUGTRACK
Version 0.54.xxxx2021
DLC01FortHagenSatelliteArray01 - Fixed a pair of 'void holes' caused by floating point errors in previs calculation
DLC04NukaWorldPowerPlant01 - Moved a countertop to stop object display fighting.
Vault114 - Anti-void hole contributions from krrptd
Vault75 - Fixed void hole on a UF4OP contributed flooring. (Marked solid)
Corvega Assembly - Partial revert of FloorMat fix (Z rotation correction due to xedit x64 rounding errors)
Fallon's Department Store - More krrptd contributions and OSHA related shore ups to make the place less prone to visibility issues
Version 0.54.11062021
Release version of Scrap Everything standalone patch added. Do not mix with 0.53 release.
Version 0.53.12012021
[UF4OP 31732]: [4, 1 in Commonwealth] Removed No LOD Water flag from cell header to fix LOD generation in the area. Not usually a PRP related issue, but we have to pick it up as the flag is in the cell header. UF4OP will also likely have this in their next release. Run xlodgen after upgrading to this plugin release to pick up the fix.
Version 0.53.11192021
APPARENTLY the compat plugins were not correctly synced with PRP 0.53.10282021, skip this update if you only use Region Name's compat patch.
Version 0.53.11092021
Added MHDT entries to NukaWorld's worldspace by request of a user, and then moved the plugin update to the optional category after discussion with MasterLix. Adding the entries won't help you in a vanilla playthrough, though if you intend to use one of a few known vertibird travel extension mods, you'll need that plugin update. Future PRP builds will have it as an alternate as it's trivial to generate the data through the CK. MOFAM modlist users can skip this one, you already have it through CR.
Version 0.53.10302021
Added Fogout-Int to compat grabbag.
All other compat plugins were updated to sync with the 1028 plugin update.
Version 0.53.10282021
Forwarded correct precombine headers to specific worldspace cells that had them cleared due to DLC. Ref UF4OP 31657 for specifics.
Version 0.53.10252021
Main: Compacted and manually corrected mapping to new records in plugin. Compat patch users that depend on the cells the new records were inside should look in the comments section for what numbers to change to for preventing crashes.
Grabbag: Synced with Main, only Region Names and UEL were in need of updating.
FHO Patch: Forwarded PrydwenHull01 from PRP at the request of a LOOT team member for sorting.
Version 0.53.10192021
UDR'd five CITOccluderTest entries at -2, -2 in Commonwealth.
Restored Precombine/Previs header info for: DA86, D90D, D90E, D92C, D92D, D92E, D962, DE14, DE34, DE35, DE36, DE56 (Blame Bethseda on this one, DLCCoast.esm is blank for these cells and they should not be.)
I am a big dummy and didn't correctly name the CDX part of the delta patch. Please check the comments on steps to remedy this if you downloaded the patch pack dated 10/19/21.
Added Non Occluder flag to a specific static to fix an issue near Fallon's. (To the left of the building, the rock fencelike structure was causing occlusion bugs at certain angles.)
Version 0.51.10072021
Added new compat patch for Jenncave's Simple and Clean settlement mod series (the full merged version only)
Version 0.51.09242021
Compat IntEnh, Compat UIL: Minor consistency adjustments (Missing UF4OP forward ports and a missing Has Water flag in one cell), if you use neither of those, don't bother updating.
Version 0.51.09232021
- Removed UF4OP conflicts in General Atomics Factory (non-precombines, thus only plugin update)
- Also forward ported XLCN/XEZN while I was there from UF4OP
Hotfixed DLC04ColaCars01 as the previs or pregen was busted when generating with CKFixes 1.5
- BostonFPSFix / Sean / OcclusionBox in Commonwealth 0, 1
- PRP Hotfixes (Airport Fix, Mass Pike Tunnel Table nudge) merged into baseline
Version 0.49.10262021
Reuploaded Aloot's Home Plate compat patch to include the fixed navmesh from MacSplody. Appreciate the assist!
Version 0.49.07162021
(Previous full package ver 0.49.07092021)
- Complete rebuild of the mod with automated processes.
(Update package ver 0.49.07162021)
- Cleaned out interior and exterior cells that aren't currently used by the game. Only the plugin was changed.
What changed: Forwarded UF4OP changes were appropriate (except for obviously UDP'd entries) and rebuilt precombines/previs with PRP process. Release can be used with or without PRP.
Replaced 0.49 full build with updated package that swaps esm for esp. No other changes.
Added new hotfixes. Changelog is in hotfix package description.
Added beta refurbish patch against CRP as a standalone module. If you don't know what CRP is, you don't need that file package.
Aloot's Home Plate compat patch: Created standalone upgrade patch for https://www.nexusmods.com/fallout4/mods/44101. Users using it will want to install the original release first then extract the upgrade over it or as a separate MO2 mod.
- (31, 31) to (-34, -40) in Commonwealth, DiamondCity, Goodneighbor
- Implemented UF4OP 29277 and 29278 fixes
Version 0.20.11142020
Current coverage in Commonwealth WIP: (25, 25) to (-25, -40)*
*Partially represented due to mod author patience in cherry picking cells from dev build (This is the reason for the occasional flickering you probably will see with this release.)
Version 0.19.12062020
Updated version control information for all affected plugins.
Version 0.19.11142020
Fixed CharlestownHouse01 as reported by Halkonnen. Thanks!
Version 0.19.11102020
Fixed broken visibility in DLC04ColaCars01, pulled from the pig build in development. This release is a hotfix and loads AFTER Interiors and the Compat patches.
Version 0.19.10202020
- Updated Compat combo patches for UIL + Clarity to combine with the previous Clarity standalone (no longer required), and added a separate actual standalone patch for Clarity 4.2, contributed by CyberDanz! Many thanks.
- Ext updated, adds (5, -4) to (7, 13), and fixes (-1, 5 and -1, 6) which had spurious entries from a previous copy and paste job from 10112020. Just as untested as the 10112020. Use the older 1001 build if you want a bit more stability until I give it a proper check.
- Moved 10-01-2020 Ext build to old and promoted 10-20-2020 build to main, as I'm satisfied it's good enough for normal consumption. Moved files around a bit for clarity.
Updated naming scheme for all supported filenames to adjust after noticing a small naming issue with Mod Organizer 2's defaults. Contents have not changed on all files, only filenames.
Version 0.19.10182020
- Compat patches were split up to make installation much more obvious in their intent, plugin contents have not changed since 0.19.10112020
Version 0.19.10112020
- Exteriors expanded to cover (-1, 5) to (4, 13)
- Compat Patches updated as follows:
Added Patches for Clarity with UIL ("standalone patch" actually just covers two cells that UIL does not)
Install order: UIL (no change, skip Dark if you don't have DarkerAmbience), UIL+Clarity (Remove UIL patches, and use UIL+Clarity and the Clarity standalone.)
Version 0.19.10012020
- Expanded Ext cell coverage by 216 cells (filling in areas roughly between existing blocks and the area near boston. Specific cellIDs are recorded in the spreadsheet per usual. Due to not keeping exact track, won't mention exactly which clusters, but those who know their way in FO4Edit merely have to look for previs dates of 10-1-20)
Version 0.19.09272020
- Added optional patch with ESL-tagged replacement esp for Int and updated UIL compat patches. Compat patches for other mods are pending.
Version 0.19
- Begun exterior precombine work. Reference spreadsheet for current cell records affected and comparisons with other popular previs mods. - Int updated cells: DLC03NucleusSubInterior01, DLC04Gauntlet01, DLC04NukaWorldPowerPlant01, ShawHighSchool01 - Added one intentional ITM for ShawHighSchool that will go away on the next UF4OP release, there's a known issue about a world hole that breaks visibility. It's on the todo list. - Ext extended to cover from: -16, 8 to -14, 22 (ConcordExt among others), -25, 17 to -23, 25; -13, 17 to -11, 22 and -4, -4 to 4, 4 as of 09-20-2020 (Note, the last section is the infamous Boston area of the map, and even I dip below 60fps in certain places.)
Version 0.18
Int, Pedantic, Compat: A new problem has come to light after looking at bugs in other previs exterior mods, and a solution has been found. To implement the fix, basically all the precombine records have to be rebuilt from mostly scratch. A new release with corrected texture references will be out when it's done. Initial tests on an Exterior cell cluster brought this issue to light. (The muddy texture issue if one hasn't specified a material swap due to how precombines work.
Hopefully BTI and TOTC compat patches will be available with this release. No promises.
Version 0.17
IntPedantic - Fixed reported collision issue in FanueilHall01, if additional such issues crop up, file a bug with cell names.
Compat: Updated to reflect 0.17 Pedantic changes.
Version 0.16 (Compat r3)
- Extended coverage to match 0.16 Int Pedantic's new cells.
Version 0.16
- Found out that cells marked no previs still need to be precombined anyway after looking at someone else's interior mod that covered the same cell. Nine new cells were found and updated with minor changes, only Pedantic will need reuploading, and the related compat patches. Thanks to ImNotDexDex for helping me discover this.
Version 0.15 (Compat r2)
- Expanded support for Ultra Interior Lighting to fully cover the cells this mod covers. Added alternate pair of patches for use with the Darker Ambiance addon. Use only one set of compat patches if you want to save loadout slots, and load after UIL's mods for full effect.
- The main mod has not been changed.
- Reuploaded archive to rename associated patches to better reflect what they do and not some other project. (BRB -> UIL in all esp filenames.)
Version 0.15 (Compat r1)
Added initial version of compatibility patches package.
- Support for https://www.nexusmods.com/fallout4/mods/22101 (Ultra Interior Lighting) for the Int package and 20% of the IntPedantic package (A future release will have full support, opted not to spend several hours on a manual merge.), but only the 2.3 main mod. The optional module is currently unsupported for now. To be fixed in a future release. Load after both mods.
Version 0.15
- All interior cells that had any changes have been covered as of this release. If a cell was omitted, nothing changed on the precombine/previs runs. Bug reports welcome with load orders.
- Mod has been split into two archives going forward. PrevisPackInt covers cells with 30+ files and PrevisPackIntPedantic covers cells with less than 30 to assist with future compatibility patching.
- Both mods are now tagged ESL
- Top 10 changed cells: MassFusion01, DBTechHighSchool01, GNN01, FallonsDepartmentStore01, UniversityPoint01, CorvegaAssemblyPlant01, EastBostonPrep01, MassStateHouse01, FortHagen02, and HubrisComics01
Version 0.14
- Expanded cell coverage again to 137C87, the name of which escapes me. 36 new cells added. (For reference: 24A3B3 is the last base game interior cell and 6052910 is the last DLC interior to hit)
- Notable FormIDs that got hit with this update: MassFusion01 (176 changed files! 100 less meshes!!), MassStateHouse01, FortHagen02, GreentechGenetics01
- Size: 1.45gb uncompressed, 256mb compressed.
- https://docs.google.com/spreadsheets/d/1fgSzyO9buIuaI6hY1yW7OEa9rNsNd-D6Hwh4jp2WiPM is the place I keep track of changes to cells that gets updated live when I'm working on the mod, for those who want more data.
Version 0.13
- Expanded Cell Coverage up to 941DF (WarrenTheater01)
- Ran Deduplication / Precombine cleaner script against all cells and rebuild vis. Testing after the precombine clean and previs was minimal at best, bugs welcome. Going to test more as I play after this release is up.
Version 0.12
Progress Update
- Expanded cell coverage to FormID 53834. As always, check the spreadsheet link in posts for specific cells, notable cells included with this release: GeneralAtomicsFactory01, HubrisComics01
- Dependencies have not changed.
- Testing coverage was not 100% due to time constraints. Bug reports welcome.
Version 0.11.07262020
Revised Nexus Initial Release
- Completely redid project from scratch per advice from a specific discord. All cells that were touched didn't need to have two stages of visibility due to issues with the CK, or so I've been told.
- Expanded cell coverage up to 3B6ED (LongneckLukowskis01), future releases should have much more cell coverage. Check the spreadsheet in misc for specifics or open in FO4Edit.
- Dependencies properly match what one would expect when using the UF4OP as a master. (Read: You need all the DLC at this time.)
- 0.10's fixed materials and meshes were not included, may not be required in the future, might need additional research.
Version 0.10.07192020
Initial Nexus Release
- Cells that had changes up to 3A16D (Fraternal Post 115) included.
- Five materials and 12 models have had their missing textures deleted where required to kill off missing texture errors in the associated precombine models, only where required.
- Dependencies: Fallout4.esm, UF4OP
This is a PSA intended for the steam discussion forum userbase. This mod is incompatible with the Frost mods. Go here instead for a suitable replacement.
If you are here following the BitRaitRec guide PDF, you want the package in main files instead of what the document tells you, as PRP no longer has split packages. (Historically before 0.49, PRP came in Ext and Int packs.)
This mod assumes your DLC .esm files are pristine and uncleaned, please restore them if you have previously autocleaned them, as there's small differences in record formats that xEdit does not account for when rewriting the master files on save, this might cause unexpected behavior.
Current direct contributors: krrptd, Glitchfinder, VlitS, feeddanoob, VishVadeva, CyberDanz, ... [if you've contributed here and want named, please let me know, I'm going off memory here]
Current Translator credits: Spanish (Spain): kittyowilder, Italian: samyesu, Brazilian Portuguese: Rikintosh2, French: Oaristys and their team, Japanese: Anonymous users from 2game, Polish: Someone from the support discord that I don't know the nexus user ID of, Simplified Chinese: Vozhuo, Russian: Slimer91 (before 2.1.5), Djezendopus (2.1.5), German: SkyHorizon3, any other languages not listed here are currently unsupported, contributions welcome!
Constantly updated changelog/bugtracker: Here. Primary Support Discord (Collective Modding): Here.
Please see the sticky post in comments for more recent information than what's below, and pardon the dust.
History
PRP started out as an attempt to replace the aging and technically broken (the user base patched around it's flaws) Fo4FI_FPS_Fix which it itself was a replacement of Boston FPS Fix, both mods originally attempts to update the information provided to the precombine and previsual system in first the general Boston area (thus the name), and then the entire Commonwealth (the other mod) to improve performance and restore it in some cases where it was previously broken through official patches. For my mod, I historically did it all cell by cell in the Creation Kit the old fashioned way, up till 0.49 was created when several fine people were already figuring out the internals of the Creation Kit and how to set up the hidden command line mode of generation for the system itself. I did some independent testing at first and eventually caught wind of several discord servers that have given me countless advice and assistance in construction of the mod itself. This mod would not have been what it is today without the help of the community.
Special shout outs to ShadowOfTheWind (setting me straight at the beginning regarding visibility generation), VlitS, Searge, Evan, yarrmateys (Various assists and improvements via tools and technical assistance with issues that had came up in the mod's development), CyberDanz, ScreamingLake, Marvesly, MasterLix, and various others in the support discords for so much help and support with QA, feeddanoob, Hap, Poet, krrptd for compat patch development or in the case of Frost, replacement and additional contributed bugfixes. Arthmoor for the obscure history lesson pulled from their bug tracker and the rare piece of advice. Also countless others that have reported bugs and helped out with user support issues that for the life of me, I cannot fit in the mod description.
Though the mod does technically depreciate both of the above mods, I never intended to obsolete BostonFPSFix, as it does have a use in cases where you don't want to have so much of a compatibility window compared to mine. The original mod author is more than welcome to take the accumulated bugfixes and rebuild their mod with them in mind if they apply when they return to active modding.
Ever since 0.51 hit, I've take it upon myself to more or less try and fix what I can in the purview of what the mod touches, and as a result became an extension of the UF4OP itself by virtue of what I do, even submitting bugs myself to their tracker when it's something that either they can fix or I've already fixed and is under their purview. The entire list of changes pending and current lives at this page of the git repository I use for mod development: PRP-Bugtracker. For submitting bugs, I prefer posts with detailed information about the problem or being notified in multiple modding discords that most of the user base are likely already inside of. The primary one is at the Collective Modding discord, though I do frequent the Black Pearl, MOFAM, xEdit, Frost, Horizon, The Midnight Ride, among other obscure discords. If you frequent a certain lesser known but still used imageboard, use the Previsibines term when talking about bugs so I can search for it in the post archives easier.
Installation
PRP at it's core is an entire rebuild of the game's previsibines file set. (VlitS coined the term, it's a portmanteau of Precombines and Previsual or Umbra information.) As the mod is built against UF4OP, it absolutely requires all six mainline pieces of DLC (everything in the Season Pass except for the HD Resolution pack, which most people don't install anyway for various reasons, and I'm not giving you another one.), and thus will not change. If this bothers you, wait for a steam sale or check other places for a steam key. The information is built against the latest steam release in an automated fashion, and thus will likely never be bug free. For most people, you download the current stable release, the expected version is below the logo at the start of the description. Install that like any other mod, as it's self contained, preferably through Mod Organizer 2, but Vortex users have reported success and LOOT does recognize all mods posted on this page.
Due to the nature of the files included, there will always be issues, most of which culminate in a pair of know types of problems that are usually solved by fixing your load order.
Since 0.57, the mod includes a FOMOD and enough compatibility to be manually installed with the Wyre Bash Installers tab if the fomod converter isn't sufficient to deal with it. For most people, PPF+PRP by itself is fine, but if you have any of a small set of mods, patches are included for compatibility. LOOT's masterlist is aware of PRP's plugin set and will get your load order with respect to the mod sorted out. Don't trust it completely for every load order, though.
Common Questions and Answers
Check the pinned in the mod's comments first before reading this, as it's usually up to date with what's going on.
Q: I use FROST, do I need PRP? A: Negative. krrptd and the Frost community maintain an equivalent to PRP that includes some of my fixes (it would be all of them, but the dev has a family to take care of, and I can understand mod dev time being limited.), which can be found here, recently remade as an all in one package in the same style as PRP! If you have questions, peruse their support discord or mod pages.
Q: I use Horizon, I've heard something about incompatibility? A: Only with Enhanced Settlements, it's a known issue, hopefully to be resolved in 1.9. The CK crashes due to missing models. A compat patch is in the works for 1.8, but it'll have settlement cells with previs disabled. This is intended due to the way mod functionality is implemented, and the amount of time required to fix it would be not worth it, as 1.9 will have released by that point. 022823 Update: Tried to build against the recent 1.9 alpha builds, the plugin or some of the meshes have build quality issues that crash the CK. The full version of PRP is still incompat at this time until I can get this resolved. Use the Lite version instead. (PRP-XB1 link above)
Q: The mod I want patched isn't available on your mod page. A: I'm aware of four others currently maintaining compatibility patches, with another currently only supporting an older PRP build. I can only personally vouch for Feeddanoob's UPPC (as of this update only compatible with 0.53, known issue), TheSoundofSnow (Poet)'s OPC, and Hap's work. Mith077's recent works are solid but you should still notify them of any bugs you find. Anyone else making compatibility patches should target the current stable version for best results.
Q: You mentioned CRP. Is it compatible? A: CRP come with their own precombines, though they are older in style. They are not compatible with modern PRP builds. I would have to rebuild the previs from scratch, and that's not worth it currently until Overgrowth is finished.
Q: Any other mods you know that are compatible? A: Pfff, I wish. Generally you'll know if the description mentions PRP or Previsibines (or Previs Repair if older) in the description. I do have a laundry list of patches that need to be made, but it's better if more people do so, you know so I can continue development!
Q: This git repository you mention, does it have documentation on how you are accomplishing this voodoo that you do? A: Right here. Pull requests welcome.
Q: Any advice on texture compatibility? A: All texture mods should be perfectly compatible, we don't change any file name assignments in the meshes unless they are to fix specific bugs or add new entries and they are provided in PPF's .ba2 files. As of the current build, there's only one new material swap that currently exists that's included with the mod and I think only has a 4K upscale on Luxor's main texture page as a replacer for those who use it, if new texture records or such get added, they'll be shoved into PPF's archives and noted on the changelog as usual.
Q: Arthmoor is icky or I hate the UF4OP team for some reason that's stupid. Make a version without it! A: I actively work with Arthmoor at this point and we coordinate where required, though I am just a contributor to the project, I am not part of their team. The bugtracker is my friend, not my enemy. If you are dead set on not using it, the original Boston FPS Fix still doesn't have it as a master.
Q: Can I ESL the mod? A: Under the presumption I remember to keep the new record count below the requirement, you should be able to safely flag it for I think all of the mods on this page. PRP releases 54 or newer should have it flagged already. It's a regression or I forgot if it's not and should be reported as a bug.
Q: Wait, hold up, the tutorial videos from Trosski and RedRocketTV don't match the information in the command line manual. What do I need to do? A: Follow their guides for the GUI, except skip the first visibility generation (only do Precombined Visibility).
Q: Clean? Filtered? A: Explained in the manual. Short version: Filtered is Creation Kit GUI (full size) and Clean is DLC and Base Game style (shared geometry which makes them much smaller, it's what PRP uses.)
Q: Console version? A: Unless I somehow magically reduce the archive size considerably (It's 2.1GB on average), no way in it's full size. There's a cut down version available these days for specific clusters, though, click PRP-XB1 towards the top.
Q: There's been posts in the SS2 Forums about incompatibility with PRP. Is this true? A: As of 2.0.1, at least as far as I'm aware, the two mods do not touch each other's records without the dedicated PRP-SS2 patch which only rebuilds certain interiors in the mod to be in the same style as PRP itself and does not touch the exteriors at all for conflict reasons. If anything would conflict WITH that patch, only missed UF4OP forwards and a specific cell header to push missing precombine headers forward.
Q: You have Delta updates on your mod page, what are those for? A: Those are xdelta3 based file update packages designed to be used if you have previous supported versions of the mod to save on bandwidth and download times. Unpack the archive to your mod folder in MO2 or Vortex, make sure you have the executable present as I don't package it with the update packs if it's not already present in your system's path and run modupdater.bat. These are no longer being issued since 0.65 due to changes in packaging that would make the resulting .ba2 file patch generation so large that it would not even be worth the time.
Q: I use Fallout 4 VR, is PRP compatible with it? A: The VR version of the game does not support the full ESL record space that the 'pancake' or Flat version does. Since PRP's main plugins have new records, they get assigned to the first numerical records. On engines that don't support the 1.0 plugin format (Skyrim also has this limitation), a ESL record is hardcoded, which is the cause of the recent crashing. (eg: new record 000007 overwrites the player record in the Fallout4.esm) An alternate plugin set specifically for this build of the game is in the FOMOD in branch 65, and steps were taken to make sure the new records fit the above in branch 69 to make patches more compatible. Please let me know if it helps at all, as I have no way to test them.
Q: I don't see a mod that has a compat patch or a bigger patch, can I do this myself and help out? A: Read the manual, get the Creation Kit, join the discord, ask around. I'd be more than willing to help people learn how to do this so I don't have to build the patches myself and can actually do mod work!
Q: I have Creation Club content, does PRP support it in any way? A: Pfff, no. I'm not made of money. If you want specific CC content supported by PRP, one would have to donate a specified amount of CC currency so I can pay for it, and that can be arranged in private. I will not resort to piracy for this, as the pirated content may not be pristine or up to date. Edited 050223: I don't support CC specifically with the mod, but I have a selection of CC that is in my test modlist (monthly free CC drops, check the shop, it's typically on a rotation or so). It's the stuff that edit or deletes vanilla object reference entries (buildings, meshes in the worldspace, that sort of thing) that are precombined that would cause compatibility issues. Stuff like weapon and armor skins would be safe for example with PRP, or if the CC item ADDS stuff specifically to an area. Until Bethseda pulls a "Anniversary" Edition gambit like Skyrim, I'm not going to consider any of them in building for the project. Only the season pass DLC is required to use PRP in addition to the base game.
Q: What happened to the patch for Aloot's Home Plate? A: The current caretaker has included my patch for the english version (2.3). Translators should update accordingly. Existing translations are already in the repository for those that contributed them and should just reupload or recreate the translation mod page at this point.
Q: The Scrap Everything patch? A: It's useable but it's standalone and so old it's not funny. Better alternatives exist.
Q: What happened to Flicker Fixer? A: It got removed in 65 and later due to missing or trashed collision and geometry information in certain meshes, likely as a result of tool issues used in 'fixing' the issues. It'll be readded if and when that ever gets fixed.