If you are new to modding Fallout 4, follow The Midnight Ride first as it covers installation of this mod and other well known bugfixes to make your game work as it should.
"Where's all the patches for the mods I use?" An update on this, for 74, I'm only supporting Point Lookout building myself. Those using Nuka Word Reborn/Viva Nuka World and the Galac Tac series should migrate to Emiral's patches for support. Nuka World Plus is dropped for compat reasons with the other two nuka mods. Another patch builder will likely take it up.
"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.
The separate PPF installation package is intended for inclusion in collections to pick up if they are otherwise avoiding the main PRP package or for development purposes.
Known issues:
Spoiler:
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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. 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.
Versioning policy:
Spoiler:
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I only keep around the current major release and the previous major release. This minimizes the amount of support both myself and the community has to deal with. The recent Old Gen and New Gen split is being treated as one version, and eventually Old Gen will no longer be supported, around the time 74 is archived.
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): Archived. 69.xx (2.1.5): Moved to old files with associated patches, will be archived when the next stable (after 74) comes out. 74.xx (2.1.5): Marked recommended, in an attempt to make installing the mod less confusing. Both documentation and patches are missing in places. I'm aware. 75.xx (2.1.8): TBD
Issues with the current stable:
Spoiler:
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- The compat patches for mods like UIL, UEL, and others have been discontinued (as of Branch 74, 69 still has them in the fomod) and users should instead use the combination of xEdit and PJM's Scripts to generate their own conflict resolution patches (use the mode that's for MDHT and such, the last one before advanced settings), additional documentation needs to be made to explain this better. - Nuka World Plus has been dropped from the patch build cycle, and NWR/VNW are now covered by Emiral, he also has a patch for the Galac Tac series of mods for those looking for them.
Issues with the next stable:
Spoiler:
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- Painting related exclusions will be excised from the master file as PJM's scripts handle these for us on seed building. This is also a contributor to draw call increases in certain interiors, as this is expected due to a flaw in the precombining system (if not excluded, the worn effect isn't present on meshes that are precombined, so interiors with a lot of paintings will suffer more) - One of the recent containers that UFO4P fixed was also moved a different place before it was added to their plugin, and I forgot about it in development, this has been cleaned. - All duplicate references will now have their layer assignment updated or replaced to a brand new PRP_DeletedDuplicate layer to indicate the reason for their removal, to aid in patch development.
Old Gen/GOG (1.10.163): UFO4P 2.1.5 (old files), PRP 74 New Gen/Best of Both patches (1.10.980 1.10.984 or 1.10.163 EXE with 1.10.980+ plugins/data files and BASS installed): UFO4P 2.1.8, PRP 74
Is PRP compatible with the recently released Fallout London?
Yes, but there's no need to have it installed, as PRP covers the vanilla game, and London makes a tiny amount of changes to the vanilla worldspace to have the game correctly start you off in London. I personally helped one of the developers getting the equivalent of PRP implemented in their mod, so if you are playing London, you don't need this mod, unless someone manages to get a London to Commonwealth setup proper.
I'm crashing after a fresh download of the mod! HALP!!
I've noticed a string of people complaining about crashes and not downloading the resources (Part 1 or the 2GB package) file. Make sure you have that and installed as a separate mod in your mod manager. You will crash your game without it as the game won't find the updated meshes or occlusion tables as expected. If you have both plugins and resources, read just below.
I have the Microsoft Store or Epic Game Store version of the game, is it PRP compatible?
For every area but areas the Far Harbor DLC has touched due to newly found inconsistencies with the game's versions. This will be addressed in Build 75 and newer.
PLEASE DO NOT POST CRASH LOGS IN THE COMMENTS WITHOUT A SPOILER TAG OR EXTERNALLY LINKED. IT MIGHT ALSO BE PRUDENT TO CONSULT THE LINK HERE FOR DECRYPTING THOSE ESOTERIC DOCUMENTS, AS I AM ILL EQUIPPED TO HANDLE THEM. IF PRP IS INDEED ACTUALLY RESPONSIBLE (HINT: 99% of the time, it's not), I'LL HAVE IT IN MY BUG LIST.
050125 Update: Updated the requirements as far as nexus is concerned. There's no way to tell the nexus that some of the DLC is a soft requirement, so if you are installing for the first time, only the season pass is a hard requirement, the CC that came with the NG update and any other purchased CC is a soft requirement, with the exception of the NG Plugins set which requires Remnants specifically due to the addition of location entries that the OG version does not have.
Pardon the mess, tidying up the stickies. maddogfargo's FAQ post should be converted to an article going forward, which is why that's no longer pinned. I'll dig it up when comment search works again.
Status update:
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I've begun working on the mod again, and I'm abandoning my plans to full verify the duplicates for now, so I can sort out the gamepass mess for Far Harbor. Build 75 will have the following changes and be a development build when complete:
- ESL Flag removed from ppf.esm (requires a new save, I won't budge on this as I have plans down the line, and I can't do them with the light flag applied on the master) - Backporting the changes from the Gamepass Epic Games Store Far Harbor version to the Steam release with regard to worldspace stuff. This is in progress, but I've noticed a lot of reference deletions. Doing this backport restores compatibility with the Gamepass release. - I plan in the future to stream a quality assurance type of playthrough for testing and bug checks. More info when available.
03-24-25 Update: Platform Support Status: Steam - Natively (OG or NG) GOG - Tested by others, local copy unchecked but recently purchased Gamepass - Far Harbor is broken when used with this version of the game, known issue, to be fixed in next stable through a backport, also Automatron DLC has technical issues in it's mesh set that I can't address directly. Epic Games Store - Partially supported, same situation as Gamepass
Literally purchased GOG and EGS's versions of the game a few moments ago, so I'll have a more indepth view of the game's differences and be able to standardize them all.
04-29-25 Update: This is just to add this so I don't forget about the future build whenever I finally get something stable.
The next stable will have three distinct versions when it's finally deemed usable enough to be marked stable, the version denotes are for the data files not the executable:
The "BG" version (Base Game, which is Fallout4 itself with no DLC), as a one off (read: won't be updated very often, if at all), and will have a subset of the PRP bugfix set, nor will have a UFO4P dependency (due to requiring DLC masters). The "DG" version (Downgraded, which for the purposes of this build means either GOG currently until they get the NG patch or a full steam downgrade), this will be the last build I make for this patch level, and will only require the 2.1.5 UFO4P along with the backport from CTM if applicable. The "NG" version (Current Steam/EGS/Gamepass, and GOG if they ever get NG's updates), the currently supported patch level for most users. This is the primary patch level target and will always be in sync, with UFO4P as the only additional requirement for obvious reasons.
Patch builders should target the NG version at minimum. The rest is up to you.
In addition, I'm making the decision to remove both 69 (immediate) and 74 (much later) once all or a significant number of patches have caught up with the new stable, due to the new game requirement, to minimize confusion from upgrades.
BenRierimanuif i would give a list of objects to PVC or reverse a list of objects toexclude would you be willing to create a separat PVC version? Basically i would like to see PVCing only the building structures, such as "Bld##" etc. well and all the trash, rubble and some clutter. The rest should be open to modify, edit. Kind regards
Nah, I have no plans to make such an alternate build with that many exclusions, that would be a bit of a nightmare to maintain, but there is an experiment I've been meaning to try and build that might suit that purpose.
Its pretty simple to do. its alot of objects but nothing difficult, i have the list, i have added the required reference markers to exclude the objects from beeing PVC. Here are additonal steps to consider:
Cumbersome:
Menu: View/Layers new PREFIX_DisableForPrecombineLayer (thanks to RedRocketTV for this) Make that layer active, lock all other layers. Right click add any stuff that needs to be excluded from precombine so it works (but is not scrappable) on that layer. (-) minus key to group select in the batch window set Starts Disabled [DO IT] Menu: World/PrecombineGeometry for each modified cell (B in the render window shows cell boundaries). Menu: Visibility/Generate Precombined Visibility for each modified cell. (-) minus key to group select in the batch window set Starts Disabled checkbox clear [DO IT]
Smart 1:
Put the statics into a formlist -> make a scrap recipe -> make a condition that prevents you from scrapping it (optional) -> Redo precombs and previs
Smart 2:
add the NoObjectCombinationReftype location ref type to their reference
I actually did historically, but ever since the migration to the automated method we use to build precombines now (since build 49), it's kind of pointless to do so, else I'll have to not only take up another archive slot and plugin slot to make it work, and I'd also have to split out ppf.esm's changes accordingly.
I hope you will. The only reason to use PreVis and PreCombines is exterior worldspace. Interior worldspace is almost pointless with proper Room Bounds. Loading times are also much faster withput PV and PC (lets call it PVC).
I never came to the point to SCOL (collection of static objects - which was used in FO3 and NV) all the boston objects so for now PVC seems to be superior. But drawcalls can be extremly reduced via SCOLs ...
The only reason to use PVC is exterior worldspace thus im looking forward that you might one day consider splitting it back (again). Next to this, is there a list of the objects occluded and not occluded by the PVC project?
The main reason for doing it all at once is due to the functionality to deduplicate the resulting generated precombine meshes. (For those reading along, the supporting file responsible is the .csg file in your install) It's kind of silly to build both sets separately if I can just pack them together and save more space.
Loading times are a fault of the engine more so than the previs system, and we have mods for that, though also playing on a SSD helps. I had 5 second load times when moving from Vault 111 Cryo to Commonwealth as an example, but we could probably do better. There's also known plugin quirks that hamper load times that can't be worked around without changing a mod user's methodology.
As for interiors, that one is up for benchmarking, but as a general rule, efficiency (frames) tends to be better with previs than just manually placed room bounds due to how umbra calculates.
As for your last question, typically as far as I know, object collision is handled by that if generated right (there's a few objects without collision and other bugs that I'm still working through)
object collision is handled by that if generated right
There are many objects which are STAT which in turn should be a MISC or MSTT object instead, im asking because if you flag these STATs as "Non Occluder" PVC should exclude them from beeing PVCed. WHich would be godsent for future work on making more items scrappable and useable in general, while still allowing for PVC to do its job.
To answer your question FPS is much more stable with proper Room Bounds compared to the Umbra solution. But i dont want to discuss it here.
We already do that on a case by case basis, but marking non occluder doesn't prevent them from being grabbed in precombines.
Also, umbra actually typically is better, but in certain areas it could use more tuning. It does respect placement of the room bounds during generation, I've noticed, though.
Also, umbra actually typically is better, but in certain areas it could use more tuning.
Once the game runs stable at 60 FPS better is relative. Due to how the intense incompatibilites with all the non modder friendly umbra solution, it might be better for number nerds (144 FPS is pretty senseless for a game which has scripts running on 60 FPS ...) but ultimately its worse in many ways for modders and freedom to create. Its interesting to see conjunction with Room Bounds though. So Umbra calls for Room Bounds and Room Bounds tell Umbra ?
I'm basing this on how widely different an interior's resulting precombine tables (XPRI/XCRI) are without them. If I were to guess, umbra probably uses them like a blueprint of where to calculate in, or the precombine toolset considers this differently. Which is typically why they get ignored when precombines/previs are present and loaded, and only used when they are wrong or disabled explicitly.
Then again, I haven't really delved very deeply into the inner workings of the CK. I'll leave that to those that poke and prod and craft F4SE plugins.
I'm basing this on how widely different an interior's resulting precombine tables (XPRI/XCRI) are without them. If I were to guess, umbra probably uses them like a blueprint of where to calculate in, or the precombine toolset considers this differently. Which is typically why they get ignored when precombines/previs are present and loaded, and only used when they are wrong or disabled explicitly.
Im pretty sure the engine uses them as blueprint and the engine also does not disable their abilties totally on runtime. A good example is the Institute Concourse interior. The Room Bounds in that CELL force an Image Space and Lighting Template (not sure if it was both or one of the two) which overrides the CELL image space on top of the PC display. This is also used in many more vanilla cells which obviously have room bounds placed. Something which PVC cannot do is to tell the engine how many lights should be rendered per time. With Room Bounds you can split an interior in many interiors. And you can also add much more shadow caster lights because of that. You trick the engine so to speak. Whoever wrote the Room Bound code was a genius who understood the engine basically ... Umbra is not bad but if you analyse the entire FO4 level design you would want to say, Umbra was forced to use because of the senseless amount of trash objects placed per cell per cluster and so forth ... you needed a new code to handle all that shit. It was and is an unoptimized supercomposition of trash... Back to the Room Bounds, look how ELFX does it. The author uses Room Bounds and adds new Room Bounds, why? Because you can add more shadow caster lights that way ... The only problem which Room Bounds cannot handle so good or at all are Spotlights, these penetrate the bounds all time.
Really appreciate the work you've put into this mod BenRierimanu!
If anyone is having issues with pink (missing texture) bushes/shrubs or railings, I'd look into any texture packs installed. What caused it for me was FlaconOil's Complete Retexture Project.
You should not be getting pink textures as a result of installing PRP. Any newly added material or textures are in PPF's Main and Textures .ba2 archives respectively. FlaconOil's work just has to load lower, but to my knowledge, that project does not conflict (aside from a few meshes that typically get precombined, only thing you would be missing out right now is UV related fixes which haven't been replicated our side yet, even in dev)
Hello BenRierimanu. I found this issue with Sim Settlements 2 on Concord with your new PRP Plugins NG(ver. 74.22). I also tried Plugins NG Experimental Hotfix (ver. 74.23), also tried with PRP SS2 Conflict Resolution ESM by enable and disabling it. I tried removing each SS2 Chapter updates from 3 going back to 1 and still the same. Prior to your Plugins NG ver. 72.22 update it was working fine. If can you by chance upload the old version of Plugins NG I would highly appreciate it. Thank you!
Check your load order. You probably have a conflict, maybe check in xEdit. Typically prp.esp goes low. The experimental update has not changed the tables that would cause this issue to my knowledge. Also maybe look to see if you have a half baked install of PRP.
I'm sorry. Yeah my bad BenRierimanu. It was a load order issue. I used the MO2's sort plugins using LOOT and it fixed it. I tried to replicate the issue by re-arranging manually the plugins 1 by 1 and took me hours and it's not doing it anymore. I even did copied my load order when this issue first occurred and to my surprise, it is not doing it also anymore also. At this point I'm confused lmao. Well at least it is fixed. Thanks again for your response.
kEnJoTz Fix all PRP-patches in a tight sequence after you understand which sequence is correct. If you are using Vortex, this can be done by applying grouping, sequencing, and also by changing load order indexes. A seemingly insignificant change in the order of PRP-patches load-order sequence can lead to various performance and visual problems (Flickering/Occlusion).
Okey-dokey, I'm arriving late to the party! Sorry if this has been asked before; I did a 'Search comments...' for this mod's relation to Scrap Everything, and the info I read was mixed (and a little confusing, lol). Is there any point of using this if I'm using Scrap Everything? Do they work fine with each other? I read about a patch, but I'm assuming it's old and outdated (since I don't see it anywhere). I've installed the Branch 74 - Part 1 (74.17) and Branch 74 - Part 2 - For New Gen Steam (1.10.984) (74.22). Everything is working fine so far. Not sure if I really need this, but I know broken precombines=bad, so I thought I'd try this out? :)
Anyhoo, THANK YOUBenRierimanu, for this! Holey-moley that's a lot of work to fix all that! Hella appreciatin' ya! Endorsed!
For translations, the files I use with xTranslator are stored in the repository and applied on every release. The translated strings are inherited from the unofficial patch, so I'd say just translate that with the correct permissions also translated and I'll grab the updated translation shortly after.
Also PRP Edition is just a patch against Boston FPS Fix that fixed some issues with the cell headers that shipped with it, it's not compatible with PRP.
If you're going to release a new package, please, please increment the version number. I've already downloaded OG Plugins v74.22, and if/when I download the new package I'll have two copies!
Yes, I can check the download dates, but the whole point of version numbers is to tell me what's current.
I normally do, but the last update was just to fix the incorrect version number in the package's fomod (it was reporting 74.21), as StarSkye reported earlier, and nothing changed for the actual mod, so there was no point in updating the version nexus side.
Before that update was out, the fomod/info.xml, which some mod managers reference to track the current version of the installed package was reporting 74.21 internally, despite myself tagging it nexus side as 74.22 (which had a translation update at the time), which potentially is already a headache for users, so I thought late at the night of upload, just fix the issue and don't bother changing the version tag otherwise, as nothing actually changed in the files that matter for the user.
I'm not nearly pedantic enough to use a 74.22.1 just for what amounts to fixing the version reporting inside the plugin archive. I should have at least said something in the comments like usual though, and that's on me, but I did fix this in response to a user complaint, though for what it's worth.
Edit: The thought at the time was "the users don't have to download this update if they already have a working install, so why even bother bumping the version for such a tiny change?"
Ok, here's what my options for running PRP 74 Plugins OG were on 8 May:
Vortex allows me to choose from 74.20, .21 & .22. However, for reasons I'm unaware of, it doesn't display the different options in the order I installed them. So how do I know which to run? I check the version number.
Now, I've just installed the 74.22 release you uploaded on 9 May:
As you can see, I now have two copies of .22 to choose from, and no obvious way to distinguish them. The options aren't sorted in date order, or version number order. Which do I run?
Near as I can tell, Vortex gets version numbers from the version number assigned by the uploader when they upload the file. If you assign the same version number twice, that's what Vortex will show. Vortex users depend upon the version number attached to the file on the Nexus site to tell them which file to use. If we can't rely on version numbers, we're up manure creek.
Oh that's just lovely, I'll try and avoid this in the future if I can. I have not heard anything bad about the experimental hotfix so a 74.23 will be ... soonish? ... eventually?
Hello mates. I don't know if updates have an impact, but I had prp 74.17 OG edition running alongside some mods patches and my game was smooth, then I removed it and installed 74.18, then all the updates until the current one, since then I have fps issues in some parts of the commonwealth even outside the Boston area. Would it be possible to renable the 74.17 so I could test whether it is indeed the problem or not ? Thanks a lot in advance.
As a general rule, I don't typically provide older minor versions of the mod as aside from bug fixes, they don't actually change that much between releases.
4719 comments
Patch notes are here.
Additional install instructions:
"Where's all the patches for the mods I use?"
An update on this, for 74, I'm only supporting Point Lookout building myself. Those using Nuka Word Reborn/Viva Nuka World and the Galac Tac series should migrate to Emiral's patches for support. Nuka World Plus is dropped for compat reasons with the other two nuka mods. Another patch builder will likely take it up.
"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.
The separate PPF installation package is intended for inclusion in collections to pick up if they are otherwise avoiding the main PRP package or for development purposes.
Known issues:
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.
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.
Versioning policy:
I only keep around the current major release and the previous major release. This minimizes the amount of support both myself and the community has to deal with. The recent Old Gen and New Gen split is being treated as one version, and eventually Old Gen will no longer be supported, around the time 74 is archived.
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): Archived.
69.xx (2.1.5): Moved to old files with associated patches, will be archived when the next stable (after 74) comes out.
74.xx (2.1.5): Marked recommended, in an attempt to make installing the mod less
confusing. Both documentation and patches are missing in places. I'm
aware.
75.xx (2.1.8): TBD
Issues with the current stable:
- The compat patches for mods like UIL, UEL, and others have been discontinued (as of Branch 74, 69 still has them in the fomod) and users should instead use the combination of xEdit and PJM's Scripts to generate their own conflict resolution patches (use the mode that's
for MDHT and such, the last one before advanced settings), additional documentation needs to be made to explain this better.
- Nuka World Plus has been dropped from the patch build cycle, and NWR/VNW are now covered by Emiral, he also has a patch for the Galac Tac series of mods for those looking for them.
Issues with the next stable:
- Painting related exclusions will be excised from the master file as PJM's scripts handle these for us on seed building. This is also a
contributor to draw call increases in certain interiors, as this is expected due to a flaw in the precombining system (if not excluded, the
worn effect isn't present on meshes that are precombined, so interiors with a lot of paintings will suffer more)
- One of the recent containers that UFO4P fixed was also moved a different place before it was added to their plugin, and I forgot about it in development, this has been cleaned.
- All duplicate references will now have their layer assignment updated or replaced to a brand new PRP_DeletedDuplicate
layer to indicate the reason for their removal, to aid in patch development.
Old Gen/GOG (1.10.163): UFO4P 2.1.5 (old files), PRP 74
New Gen/Best of Both patches (
1.10.9801.10.984 or 1.10.163 EXE with 1.10.980+ plugins/data files and BASS installed): UFO4P 2.1.8, PRP 74Is PRP compatible with the recently released Fallout London?
Yes, but there's no need to have it installed, as PRP covers the vanilla game, and London makes a tiny amount of changes to the vanilla worldspace to have the game correctly start you off in London. I personally helped one of the developers getting the equivalent of PRP implemented in their mod, so if you are playing London, you don't need this mod, unless someone manages to get a London to Commonwealth setup proper.
I'm crashing after a fresh download of the mod! HALP!!
I've noticed a string of people complaining about crashes and not downloading the resources (Part 1 or the 2GB package) file. Make sure you have that and installed as a separate mod in your mod manager. You will crash your game without it as the game won't find the updated meshes or occlusion tables as expected. If you have both plugins and resources, read just below.
I have the Microsoft Store or Epic Game Store version of the game, is it PRP compatible?
For every area but areas the Far Harbor DLC has touched due to newly found inconsistencies with the game's versions. This will be addressed in Build 75 and newer.
PLEASE DO NOT POST CRASH LOGS IN THE COMMENTS WITHOUT A SPOILER TAG OR EXTERNALLY LINKED. IT MIGHT ALSO BE PRUDENT TO CONSULT THE LINK HERE FOR DECRYPTING THOSE ESOTERIC DOCUMENTS, AS I AM ILL EQUIPPED TO HANDLE THEM. IF PRP IS INDEED ACTUALLY RESPONSIBLE (HINT: 99% of the time, it's not), I'LL HAVE IT IN MY BUG LIST.
Pardon the mess, tidying up the stickies. maddogfargo's FAQ post should be converted to an article going forward, which is why that's no longer pinned. I'll dig it up when comment search works again.
Status update:
I've begun working on the mod again, and I'm abandoning my plans to full verify the duplicates for now, so I can sort out the gamepass mess for Far Harbor. Build 75 will have the following changes and be a development build when complete:
- ESL Flag removed from ppf.esm (requires a new save, I won't budge on this as I have plans down the line, and I can't do them with the light flag applied on the master)
- Backporting the changes from the
GamepassEpic Games Store Far Harbor version to the Steam release with regard to worldspace stuff. This is in progress, but I've noticed a lot of reference deletions. Doing this backport restores compatibility with the Gamepass release.- I plan in the future to stream a quality assurance type of playthrough for testing and bug checks. More info when available.
03-24-25 Update:
Platform Support Status:
Steam - Natively (OG or NG)
GOG - Tested by others, local copy unchecked but recently purchased
Gamepass - Far Harbor is broken when used with this version of the game, known issue, to be fixed in next stable through a backport, also Automatron DLC has technical issues in it's mesh set that I can't address directly.
Epic Games Store - Partially supported, same situation as Gamepass
Literally purchased GOG and EGS's versions of the game a few moments ago, so I'll have a more indepth view of the game's differences and be able to standardize them all.
04-29-25 Update:
This is just to add this so I don't forget about the future build whenever I finally get something stable.
The next stable will have three distinct versions when it's finally deemed usable enough to be marked stable, the version denotes are for the data files not the executable:
The "BG" version (Base Game, which is Fallout4 itself with no DLC), as a one off (read: won't be updated very often, if at all), and will have a subset of the PRP bugfix set, nor will have a UFO4P dependency (due to requiring DLC masters).
The "DG" version (Downgraded, which for the purposes of this build means either GOG currently until they get the NG patch or a full steam downgrade), this will be the last build I make for this patch level, and will only require the 2.1.5 UFO4P along with the backport from CTM if applicable.
The "NG" version (Current Steam/EGS/Gamepass, and GOG if they ever get NG's updates), the currently supported patch level for most users. This is the primary patch level target and will always be in sync, with UFO4P as the only additional requirement for obvious reasons.
Patch builders should target the NG version at minimum. The rest is up to you.
In addition, I'm making the decision to remove both 69 (immediate) and 74 (much later) once all or a significant number of patches have caught up with the new stable, due to the new game requirement, to minimize confusion from upgrades.
Cumbersome:
I never came to the point to SCOL (collection of static objects - which was used in FO3 and NV) all the boston objects so for now PVC seems to be superior. But drawcalls can be extremly reduced via SCOLs ...
The only reason to use PVC is exterior worldspace thus im looking forward that you might one day consider splitting it back (again).
Next to this, is there a list of the objects occluded and not occluded by the PVC project?
Loading times are a fault of the engine more so than the previs system, and we have mods for that, though also playing on a SSD helps. I had 5 second load times when moving from Vault 111 Cryo to Commonwealth as an example, but we could probably do better. There's also known plugin quirks that hamper load times that can't be worked around without changing a mod user's methodology.
As for interiors, that one is up for benchmarking, but as a general rule, efficiency (frames) tends to be better with previs than just manually placed room bounds due to how umbra calculates.
As for your last question, typically as far as I know, object collision is handled by that if generated right (there's a few objects without collision and other bugs that I'm still working through)
There are many objects which are STAT which in turn should be a MISC or MSTT object instead, im asking because if you flag these STATs as "Non Occluder" PVC should exclude them from beeing PVCed. WHich would be godsent for future work on making more items scrappable and useable in general, while still allowing for PVC to do its job.
To answer your question FPS is much more stable with proper Room Bounds compared to the Umbra solution. But i dont want to discuss it here.
Also, umbra actually typically is better, but in certain areas it could use more tuning. It does respect placement of the room bounds during generation, I've noticed, though.
Then again, I haven't really delved very deeply into the inner workings of the CK. I'll leave that to those that poke and prod and craft F4SE plugins.
Im pretty sure the engine uses them as blueprint and the engine also does not disable their abilties totally on runtime. A good example is the Institute Concourse interior. The Room Bounds in that CELL force an Image Space and Lighting Template (not sure if it was both or one of the two) which overrides the CELL image space on top of the PC display. This is also used in many more vanilla cells which obviously have room bounds placed. Something which PVC cannot do is to tell the engine how many lights should be rendered per time. With Room Bounds you can split an interior in many interiors. And you can also add much more shadow caster lights because of that. You trick the engine so to speak. Whoever wrote the Room Bound code was a genius who understood the engine basically ... Umbra is not bad but if you analyse the entire FO4 level design you would want to say, Umbra was forced to use because of the senseless amount of trash objects placed per cell per cluster and so forth ... you needed a new code to handle all that shit. It was and is an unoptimized supercomposition of trash... Back to the Room Bounds, look how ELFX does it. The author uses Room Bounds and adds new Room Bounds, why? Because you can add more shadow caster lights that way ... The only problem which Room Bounds cannot handle so good or at all are Spotlights, these penetrate the bounds all time.
If anyone is having issues with pink (missing texture) bushes/shrubs or railings, I'd look into any texture packs installed. What caused it for me was FlaconOil's Complete Retexture Project.
Fix all PRP-patches in a tight sequence after you understand which sequence is correct. If you are using Vortex, this can be done by applying grouping, sequencing, and also by changing load order indexes.
A seemingly insignificant change in the order of PRP-patches load-order sequence can lead to various performance and visual problems (Flickering/Occlusion).
Anyhoo, THANK YOU BenRierimanu, for this! Holey-moley that's a lot of work to fix all that! Hella appreciatin' ya! Endorsed!
I saw that there was the Boston PRP edition
Also PRP Edition is just a patch against Boston FPS Fix that fixed some issues with the cell headers that shipped with it, it's not compatible with PRP.
Yes, I can check the download dates, but the whole point of version numbers is to tell me what's current.
I'm not nearly pedantic enough to use a 74.22.1 just for what amounts to fixing the version reporting inside the plugin archive. I should have at least said something in the comments like usual though, and that's on me, but I did fix this in response to a user complaint, though for what it's worth.
Edit: The thought at the time was "the users don't have to download this update if they already have a working install, so why even bother bumping the version for such a tiny change?"
Vortex allows me to choose from 74.20, .21 & .22. However, for reasons I'm unaware of, it doesn't display the different options in the order I installed them. So how do I know which to run? I check the version number.
Now, I've just installed the 74.22 release you uploaded on 9 May:
As you can see, I now have two copies of .22 to choose from, and no obvious way to distinguish them. The options aren't sorted in date order, or version number order. Which do I run?
Near as I can tell, Vortex gets version numbers from the version number assigned by the uploader when they upload the file. If you assign the same version number twice, that's what Vortex will show. Vortex users depend upon the version number attached to the file on the Nexus site to tell them which file to use. If we can't rely on version numbers, we're up manure creek.
I don't know if updates have an impact, but I had prp 74.17 OG edition running alongside some mods patches and my game was smooth, then I removed it and installed 74.18, then all the updates until the current one, since then I have fps issues in some parts of the commonwealth even outside the Boston area. Would it be possible to renable the 74.17 so I could test whether it is indeed the problem or not ?
Thanks a lot in advance.