4698 comments

  1. BenRierimanu
    BenRierimanu
    • premium
    • 544 kudos
    Locked
    Sticky
    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.

    Patch notes are here.


    Additional install instructions:
    Spoiler:  
    Show

    "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:  
    Show

    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:  
    Show

    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:  
    Show

    - 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:  
    Show

    - 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.
  2. BenRierimanu
    BenRierimanu
    • premium
    • 544 kudos
    Locked
    Sticky
    Current version recommendations:

    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.
  3. BenRierimanu
    BenRierimanu
    • premium
    • 544 kudos
    Locked
    Sticky
    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:
    Spoiler:  
    Show

    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.
  4. dferstat
    dferstat
    • premium
    • 23 kudos
    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.
    1. BenRierimanu
      BenRierimanu
      • premium
      • 544 kudos
      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.
    2. dferstat
      dferstat
      • premium
      • 23 kudos
      Except, that by not updating, you render the version number useless, and create headaches for users.
    3. BenRierimanu
      BenRierimanu
      • premium
      • 544 kudos
      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?"
    4. dferstat
      dferstat
      • premium
      • 23 kudos
      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.
    5. BenRierimanu
      BenRierimanu
      • premium
      • 544 kudos
      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?
    6. dferstat
      dferstat
      • premium
      • 23 kudos
      Many thanks!
  5. kEnJoTz
    kEnJoTz
    • member
    • 0 kudos
    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!


    1. BenRierimanu
      BenRierimanu
      • premium
      • 544 kudos
      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.
    2. kEnJoTz
      kEnJoTz
      • member
      • 0 kudos
      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.
  6. Miertosl
    Miertosl
    • member
    • 0 kudos
    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. 
    1. BenRierimanu
      BenRierimanu
      • premium
      • 544 kudos
      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.
    2. Miertosl
      Miertosl
      • member
      • 0 kudos
      Thanks for you answer. 
  7. BenRierimanu
    BenRierimanu
    • premium
    • 544 kudos
    74.23 (NG English only, Experimental hotfix plugins update, found in optional files, does not replace 74.22 or earlier, install as separate mod after the existing plugins install in your mod manager)

    Changes: Adds missing offset and large reference records like all master files should have through the CK's byzantine version control system. Marked experimental for community feedback, if there's no issues, it'll be rolled into 74.23's fomod. Please be careful which variant you download, the ESM+ESL one is intended for all ESM type load orders (like Starfield and this game if the community actually had went that route beforehand), and the other isn't. Apparently having both plugins with this information helps more than just the actual master file, but that would upend the status quo for plugins so I don't want to do it if I can possibly avoid it, as the information won't get used in the secondary plugin if it's not ESM.
  8. MgSolidus
    MgSolidus
    • member
    • 6 kudos
    Cell e094

    warehouse building door, while its open everything is ok if close then everything start flicker. Cell is effected only by prp.
    1. BenRierimanu
      BenRierimanu
      • premium
      • 544 kudos
      Known issue, caused by a fellow mod author's submission to the unofficial patch actually. I have a fix in the works (apparently this door was in the collision calculation table or something and we are just now finding this out), but it won't hit till next stable.
  9. StrifeTheDragon
    StrifeTheDragon
    • member
    • 0 kudos
    Hello there! First of all, I love your work, thank you very much for the constant updating!

    Second, I'm having an issue that I know is probably related to load order but i'm stupid and can't figure it out: several internal spaces, including for example Vault 114, are partly or entirely deloaded, as in, the level is there, the textures just don't appear. Now, I know my prp.esp needs to load as late as possible in the load order. But it is loading very late, and I still have the issue. Also, is it normal that prp is flagged as light?
    I'm quite confused as to what I'm doing wrong. The esm should load early, right? Again, thank you for your work, and I hope I can figure it out. 
    1. StrifeTheDragon
      StrifeTheDragon
      • member
      • 0 kudos
      Well I figured out what mod is causing the issues, it's ELFX. I disabled it and all my issues were fixed. Still don't know why because PRP loads after, but I'm good now, thank you very much.
    2. BenRierimanu
      BenRierimanu
      • premium
      • 544 kudos
      You might want the patch from here then.
  10. Qrsr
    Qrsr
    • premium
    • 307 kudos
    BenRierimanu could you release a split plugin for exterior and interior worldspace at some point?
    1. BenRierimanu
      BenRierimanu
      • premium
      • 544 kudos
      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.
  11. Lyziix
    Lyziix
    • premium
    • 0 kudos
    Hey, I just wanted to mention that I have around 230 active mods running at the same time, and this one alone was responsible for making it basically impossible to enter the area around Covenant without an immediate crash.
    BR
    1. walrossmaus2
      walrossmaus2
      • member
      • 4 kudos
      Hello,
      I'm very curious to see if you'll get an answer.
      I've been waiting since May 2nd for a brief response on how to uninstall the mod.
      When I disable the corresponding files in the Mod Manager (YAFOMM), FO4 crashes constantly when loading the main menu (!).
      Good luck with this!
    2. BenRierimanu
      BenRierimanu
      • premium
      • 544 kudos
      Just the plugins download will not make the mod magically work. Download the 2GB resources file and the unofficial patch and make sure both are installed, as they are both required.

      To walrossmaus2, uninstalling the mod is simple as all PRP related files start with PPF or PRP, but I don't know what kind of voodoo YAFOMM handles for mod management, so you may have to fiddle with it yourself. Perhaps read the documentation?
    3. walrossmaus2
      walrossmaus2
      • member
      • 4 kudos
      Hey,
      thx for your reply.
      Best regards.
  12. 1549815305
    1549815305
    • member
    • 0 kudos
    Been playing with NG v1.10.984, found that the elevator could not play its animation correctly when exiting vault 111. I checked the plugins one by one and located ppf.esm/Cell/Block 8/Sub-Block 4/Vault111Cryo. So I had that removed with FO4Edit. And the elevator acted normally. Not sure if it was a conflict or something else.
    1. BenRierimanu
      BenRierimanu
      • premium
      • 544 kudos
      Conflict and load order issue, as prp.esp's version of that header is supposed to win to have that work as intended.
    2. Qrsr
      Qrsr
      • premium
      • 307 kudos
      Fyi, the reason why the elevator is not working, is the occlusion planes in that spot. BGS should have removed these. If PRP cannot win and one mod for example blanks the CELL header entries, the occlusion planes will be "actived" by the engine and thus the elevator is not working, due to not fully rendered.

      Chances are one of your mods also added Room Bounds, if these are not scaled to match the bounds of the elevator activator the elevator activator will not work. You can fix it by resizing the room and or occlusion markers and all is fixed with or without PRP. ;)
  13. FatorNerd
    FatorNerd
    • member
    • 0 kudos
    Hey there!
    Is there a version I can download that doesn't need the Unnoficial Patch?
    I'm running Freefall already and I have a big LO so the UFO4P doesn't run very well with it :(
    1. BenRierimanu
      BenRierimanu
      • premium
      • 544 kudos
      I don't support non UFO4P installs outside of XB1, so no.