Fallout 4

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  1. BenRierimanu
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    Sticky
    If the Museum of Freedom is showing missing meshes or other bizarre graphical glitches, please check your load order to see if something is clobbering PRP's cell header updates. It's the first interior that gets checked and is a canary if your load order is correct or not. LOOT has rules in place to help handle this for those who use it.

    Mod Changelog (live updated as I work) is here.

    74.5 Notes
    Purged some ITPO remnants from the build process that weren't cleaned previously.

    74.4 Notes
    Additional work to make CC related changes seamless where possible. The affected records were marked initially disable when branch 74 was generated, they just need to be hooked up to an enable parent instead, so generated patches should be unaffected. Associated interiors do need checked, though. Next up is the FOMOD overhaul, which is long overdue, those waiting on translations, 74.5 should have them, provided nothing else needs patching.
    74.4a: I'm an idiot, forgot to do the ESL renumber with PRP.esp loaded. Fixed the new record links to PRP.esp (two new records should not have been renumbered), and finally cleared out the reference group deletion entries.

    74.3 Notes
    Fixed incorrect enable/disable state for a specific set of CC related references for the Vault Suit CC and implemented the missing walls in MassPikeTunnel01 if you do not have the X02 CC installed. Both patches do not require any patch rebuilding, but the Vault Suit related references (just locker statics in vaults, only the VaultCryo111 locker with loot in it would be missed) are not retroactive. The objects are there, just disabled.
    The archives were repacked to better match Build 69 (minus translations, that'll be later), if you are a MO2 user and did a merge, just install PPF's update, as only PPF.esm was updated in this upload. Vortex users and MO2 users should redownload both parts unless they are tech savvy enough to move PRP.esp to the PPF mod installation folder. These instructions only apply to build 74 users, build 69 has not changed.

    74.2 Notes
    Rebuilt MDHT again for Nuka World, I swear to the office gods, I need to setup a trello or something.

    74.1 Notes
    Disabled Previs in RelayTowerInt12. Again. I really need to blacklist that cell.

    74.0 Notes
    Initial upload of new branch.

    69.6 Notes
    Resaved PPF.esm in xEdit 4.1.5b to correct ONAM records as per the patch notes. This may or may not shore up issues that were present in the stable build. No changes otherwise were made to the plugin.
    69.6a was an archive recompress, no changes were made since 69.6. If you previously downloaded that version, there's no need to update.

    Older Release Notes under the spoiler.
    Spoiler:  
    Show

    69.5 Notes
    Disabled Previs in RelayTowerInt12 (This was in the 69.4 hotfix)
    Updated LCTN entries to match FATE, including the one in SS2 Ch3, also adding
    default music and cubemap as per FATE for NukaWorld.
    Too far in to notice that I didn't rebuild the translator caches. PL, JA, ZHTW
    and ES have untranslated entries as a result and I was too far in to
    notice. I'm leaving the 69.3 FOMOD up till I fix this for existing
    users.

    Fixed as of 69.5.1.

    65.6 Notes
    Updated PPF.esm in FalloutVR to inject the missing worldspace references that already exist in Fallout (Flat version, the one most of us use). This fix hasn't been ported to branch 69 yet, trying to decide on the how.
    Fixed FOMOD versioning scheme. (Leftover from the versioning switch, example: 0.65.5 -> 65.5)

    69.0 Notes
    Build 69 has had the new records renumbered to better support VR, as there's a whopping 30ish or so in PPF. Existing saves may crash as a result of this change on release, but limited testing did not show this. The upside is that there will only be a single set of plugins per language, which should simplify patch building depending on the mod.

    So, if you experience crashes after upgrading to this release, see if a new save fixes it or fast travel to an interior that's not Fallon's or DBHighSchool and upgrade. My apologies for the pain and suffering this will likely cause a few people.

    69.1 Notes

    Forgot NW MDHT records again.

    69.2 Notes
    Foreign language players that migrate to the 69 branch should wait for this version, as 69.0 has placeholder english language files in the usual spots. I'm waiting on the stable release of the UF4OP update to see if translation updates need to be made or not. Migrating from 2.1.3 to 2.1.4 strings for French, for example had slight name adjustments, too soon to say.
    Did a bunch of conflict resolution with the compat patches which should now be 100% in sync with the main PRP plugin.

    69.3 Notes
    (Optional if the below fixes aren't applicable to your load order.)
    Translation updates (French, Russian)
    PRP-Compat-RegionNames.esp had an incomplete copy of the generated MDHT data, this has been manually corrected to be in line with the main PRP.esp plugin.


    Known issues:
    Spoiler:  
    Show

    The UEL compat patch needs the ITPO (Identical to previous override) script ran on it to clean duplicated records from UEL's plugin.

    Grass invisible texture replacers don't completely work. The deadbrush meshes were updated with build 69, contributed by ossompossum here on the nexus to restore the branches in the mesh. An adjustment to the meshes were made in development to help make this easier to do in the future, but it won't take effect till next stable's release. This is due to the mesh using a vanilla texture that's also used by tree meshes, and making that transparent might have side effects.

    The material filename assigned to the updated plant meshes has been separated to make this easier.

    F4VR specific notes: Branch 69 and newer expects the Flat version of Fallout4.esm, not the VR version. If you don't have access to that (you can safely copy it over from Flat), three cells will be missing a small amount of references which will break precombines for that cell block. Branch 65's VR specific language page had them injected to the PPF, but I don't plan on doing that for the current release. Someone may have to put together a patch kit for this issue for the VR player base. In addition, this mod doesn't carry over any fixes from the DLCVR project, as I don't have any earthly idea what they even are. For all I know, it might be an issue of missing assets or something that I don't have the time to investigate.

    Broken Creation Club interiors list (as of 69.5, fixes implemented in 74.0 and newer): ConcordSpeakeasy (Antimaterialrifle), SaugusIronworks01 (Heavyflamer), Wattz01 and MassPikeTunnel01 (x02), zPOIJoel06 (neonflats), FensKenmoreStation (tunnelsnakes)

    Most of the CC issues listed above should be solved in some fashion with 74, but more work to make it seamless needs done (example: Missing locker in Vault111 that was supposed to show up if the vault suit CC isn't active.)


    As always, bug reports welcome.
    1. BenRierimanu
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      Current branch status (secondary numbers are the UF4OP versions used in building, not the requirement, unless otherwise noted, assume the latest UF4OP release is required, the only thing lost in upgrading is additional draw calls from the new references added from the later versions that get fixed in later PRP releases):
      As a general rule, the major version number is the main indicator of patch compatibility. If you have 69.6 and the patch was built from 69.1, it'll still work as expected.
      59.xx (2.1.3): No longer supported. Archived.
      65.xx (2.1.4): Still supported, but will no longer be updated, currently in the old downloads section of the mod page. Will be archived when the next recommended stable branch is finally marked as such.
      69.xx (2.1.5): As of 06-13-2023, marked the recommended build. Patch availability expects this build for the significant percentage currently.
      74.xx (2.1.5): Designated next stable build, will be marked recommended when the external patches have caught up. If you don't depend on any, you can upgrade with minimal trouble.
      75.xx (2.1.6): Pending next build.

      Installation quick guide. The Midnight Ride users have already gone through this if you are following their guidebook.

      Spoiler:  
      Show

      "I want Build 69 (Old Stable)."
      Under Main files, PRP Main, download and install that in your preferred mod manager. It's 2GB, and it doesn't update as often.
      Under Main files, PRP Updates, download and install, PPF and PRP should already be selected in the FOMOD dialog box that shows up. Any other selectable options are compatibility patches against mods like Interiors Enhanced and are only needed if you are using them. Use only ONE unless they don't conflict (UIL / UEL for example), or resolve the setting conflicts through xEdit. PJM's scripts has a way to auto-build a compat patch that can be used as well for this purpose.
      IF you have Sim Settlements 2 Chapter 3 installed, download the PRP CR SS2 Chapter 3 plugin as well to resolve an bug with being unable to target a location with one of the mod's mechanics.
      That finishes the baseline installation for PRP. If you have the two Galac-Tac mods, the Nuka-World Plus/Reborn/VivaNukaWorld and/or Point Lookout, specific patches exist in Optional Files for them. Read the descriptions for specific instructions.

      "I want Build 74 (New Stable)."
      Same as above except, download PPF Main, then PRP Main. The files under Optional Files target branch 69 and are not compatible with this build. I'll have patches that work with this build eventually, and a guide for making your own hopefully before the heat death of the universe.

      "I have the Heavy Flamer and Neon Flats Creation Club items."
      Enable the included PPF-HeavyFlamer-CR.esm and PPF-NeonFlats-CR.esm plugins if using branch 74. Branch 69 does not completely support the CC items mentioned here.

      "What's in Misc?"

      CAF 1.2 CR is for use with Cooking Adventures, which I used in testing at one point, but have moved on to another cooking mod. I forget what it did.
      PRP Stable Hotfix is a leftover from Build 65 that corrected map positioning with now ancient patches, that I've kept around for a bit longer just in case. You don't need this, typically.
    2. BenRierimanu
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      03-26-24 Status Report:
      Patches remaining to build for 74: NWR/VNW/NWP in various combinations, Galac Tac
      The fomod needs redone yet, and plugin translations updated

      New issues with the upcoming stable:
      - The UFO4P CC CR plugin is obsoleted, and has been replaced by a pair of ESM flagged plugins that go after PPF.esm if you have either the Heavy Flamer or Neon Flats Creation Club content items (to resolve marker assignment that otherwise would force both as master requirements for the ESM plugin for the mod and also do minor conflict resolution for position moves from UFO4P for Neon Flats specifically.)
      - Landscape Changes! The next stable build has landscape record changes which will further increase the incompatibility profile this mod has if the mod has not been built to make use of the changes in question. The main reason for these changes are to weld cracks in the ground (there's one right now in build 69 right below Sanctuary's bridge) and flatten or stabilize specific areas of ground like in one corner of Drumlin Diner (near the umbrella corner, look by the foundation pieces and you'll see what I mean), Fort Hagen (the Satellite Array has a nasty sized landscape crack that the UFO4P currently masks as per my bug report), and Poseidon Energy (A big dip right near the building as per Glitchfinder)
      Affected cells as of current git PPF: F35B, F53A, F51C, F301, F2E0, F220, 1A5BFF, EC49, EC48
      - Starting with the next stable build, the compat patches are going to not be shipped with the fomod archive (the ones that patch mods like Ultra Interior Lighting and such, not the big actual patches), documentation needs to be made on how to make them yourself.
      - Mass Pike Tunnel has a 'void room' problem in a specific spot if you don't have the X-02 CC installed. This was due to user error in the attempt to try and add compatibility. I'll address this at some point after some research. If you do have it installed, as of build 74, you can reach it without any issue now. The CC adds walls to the room in question that weren't accounted for in PRP.
      - The Vault Suit dynamic disable quest was implemented partially wrong (the refs weren't correctly set as enabled by default, instead copying the disabled state from the CC plugin, due to myself not paying attention while working on it.), this will be fixed in 74.3, but not retroactive as the objects were default to disable before that point. This only affects a handful of lockers in vaults and one specific vault locker with actual lootables just before the big elevator out of 111.


      Future Plans:
      Once the above tasks are done, regardless of builds that are pushed out, the mod will go into maintenance mode, so I can finally try and learn how to make or update meshes myself as needed to fill a hole in the knowledge I need to work on this mod.
      Also, go through and verify/document all bugs fixed by the project in a more easy to read format when time allows.

      Please do not reply to pinned posts. I leave them unlocked for my convenience.
  2. maddogfargo
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    Props:  This was a tremendous undertaking, and I absolutely respect the work you put into this.  But...  

    PSA:  Users should be aware that blanket Precombine / Previs mods like this one WILL CONFLICT with other mods, such as my settlement cleanups, that regenerate their own Precombines / Previs.  

    Compatibility:  To minimize conflicts, PRP should load BEFORE any cell editing mods that generate their own Precombines / Previs.  BOTH PRP + these cell editing mods should be at/near the end of your load order, as stated in the image below.  Or...something like this:

    All other mods
    Cell edits with BROKEN precombines / previs
    PRP
    Cell edits with REGENERATED precombines / previs
    (END)

    Caveats:  
    Spoiler:  
    Show
      This STILL is not a 100% guarantee that you won't have occasional flickering or disappearing near cell borders where the Previs / Precombine data may have a conflict or two.  But it should at least minimize it.  This is a limitation of the engine and the way it optimizes cell geometry. 

     
    Prevention: 
    Spoiler:  
    Show
     You won't NEED mods like PRP if you DO NOT use mods that disable previs / precombines to begin with.  This includes a lot of OLD green mods like Regrowth Overhaul, which asked users to disable bUsePrecombines.  Some mods even turn it off without telling the user, or accidentally break it.  You can check this in game with a console command:  TPC  (Toggle Pre-Culling)  If you can toggle it between disable and enable without errors, your cell has working precombines.  If you get an error, they are broken.  

    For modders who want to edit a cell, there are 2 rules you must follow:  ( 1 )  If you are going to TOUCH ANYTHING VANILLA in a cell, assume you will break precombines, and need to regenerate precombines + previs.  Just CLICKING on a vanilla cell object flags the cell as edited and breaks precombines.  This can be fixed using xEdit / FO4Edit to remove any unintended vanilla cell edits.    ( 2 )  If you don't want to touch vanilla, and just want to ADD CONTENT to a cell, create a layer and do ALL work on that layer.

    Why does this even matter?  Performance!  Many of the "Fallout 4 is not optimized" complaints were coming from users who broke their precombines with mods.  Even Bethesda themselves broke precombines in the General Atomics cell with the Automatron DLC.  This has a HUGE impact.  Here is a video I made comparing on -vs- off:  



    Hope this helps.  
    1. BenRierimanu
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      Readding this here so it doesn't get lost.
    2. xrayy
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      thanks for making this sticky! most important in my opinion is the prevention paragraph! you can add objects and you can change dynamic objects. if you try to change or delete any static object (potentially part of a precombine)  including clutter in settlement areas with previs/precombines set to disabled you are definitely taking the risk to raise draw calls dramatically and to cripple your performance as shown in the videos! everybody should know this before manipulating any object in exterior areas or installing mods doing exactly this!
    3. maddogfargo
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      Agreed!  Thanks for making this a sticky.  I hope this info helps mod users and authors alike.
    4. BenRierimanu
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      @maddogfargo Any chance of wrapping the post contents in a spoiler tag to reduce visual clutter?
    5. maddogfargo
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      Sorry for slow response.  I am not very active on Nexus these days.  Spoiler tags added.  Better?
    6. BenRierimanu
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      Much, thank you.
  3. DCZ0
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    hello i have a question if i use vivid fallout mods would this mod become redundant? 
    1. Stormie
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      No, they do completely different things. And yes, they are compatible.
    2. DCZ0
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      thank you very much
  4. BlushingCreep
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    I need some help because I'm really confused.   I'm not a seasoned modder, so I need a lot of hand-holding.  That's why I chose to go with The Midnight Ride's guide for modding a vanilla+ game.  However, when I get to the Bug Fixes, it tells me to download the 'update files' and when I do that... MO2 flips the eff out, throwing errors, saying files are missing from the v74 mods.  What do I do?  Should I just install the regular v69 version?

    
  5. CommissarHark
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    So with the newest version coming out and patches changing, I have a question: What happens if I use patches that are different than the current version? Like an older branch .69 patch on the new branch .74 version while I wait for things to be updated? Will that break things?
    1. BenRierimanu
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      The mesh filenames and expected list of filenames change with each branch. The result of this is confusing the engine on what set to use which typically results in blocks missing or other visual anomalies.
  6. Vibez22
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    Mod dependency keeps asking for "PRP updates" to be installed. Yet I have installed it several times and tried uninstalling and fresh installing. Not sure if I've missed something but cannot get it to work. Any help would be appreciated. 
    1. xrayy
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      a practical option coming with mo2: i have both, prp and boston aio, installed as two mods, all bsa unpacked to be able to track conflicts. i always activate only one or the other to compare results and compatibility in my mo2 profile. no tedious re-installation. just comparing both. the fps result is about the same. a few more visual glitches with prp but not ground breaking.  
  7. mandarin555
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    I see that some Movable Static and Container are included in the previs reference of the PRP cell,
    so will replacing or disabling those types of references break the previs?
    I've always assumed that the mod that replaces those objects doesn't hurt optimization, but seeing that threw me for a loop.
  8. xrayy
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    info on V69.6, no extra patches:
    i encountered sudden visual glitches (disappearing or misplaced objects) with corvega plant coming from the south.
    *solved* mod containing vis changing data must be always loaded after all main prp files. since many of my mods contain vis data i recommend to tag them as such. the problem is to find all of them...
  9. scdack
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    Hello,

    I have come across a missing wall section with 74 & 74.5 (it is working fine with 69 & 69.6). It is in Vault 81, just opposite of the classroom in the short grey-coloured section leading to the Atrium with sign above it and on the right. Hard to miss, because  it shows a bright white light where a wall should be.
  10. dastrius02
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    Hey all! Was recently playing and hadn't realized I had updated to Branch 74. Was playing until trying to get near vault 95, where the game would ctd. Found out Branch 74 has some issues with that area, because going back down to branch 69 fixed this issue for me. Hope this helps someone else who had the same problem!
    1. handshawk
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      I have no issues with the area around Vault 95, running UFO4P+PRP .74. You probably have another mod with an old PRP patch that needs updating. Run PJMail's script to check previsibines after updating to PRP .74 next time.
  11. BenRierimanu
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    74.5 was a minor update to clear out a set of subrecords in PRP.esp that should have been cleaned out when the build was completed. No other changes.

    Edit: Also pushed the first of the 74 patches, locally untested due to current times (1:35 AM local as of this post), I'll give it a proper thwacking after some sleep. If early adopters see issues, please let me know, as there was some toolchain updates (CKPE and PJM's script updates)

    Also, the reason for the increased filesize was due to the setting to IGNORE the existing previs, see PJM's previs scripts for the methodology behind that change.


    Rebuilding it, existing version didn't generate correctly in the exterior of the DLC. A working replacement hopefully will be up soon.
    1. BenRierimanu
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      For those waiting, 74.1 for the Point Lookout patch fixes the previs issues. The other usual patches are in queue.
  12. fsv17reg
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    Спасибо