Fallout 4
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feeddanoob

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ikillyou233

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  1. ikillyou233
    ikillyou233
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    Description Page has been updated Oct 9, 2021 (or you could look at mod page activity in logs for a timestamp).
    Basically this mod page will be in a stand still until I get more reports of oddities when using my patches or decide to upload more.
    As for reporting problems with my mods, posting a pic and providing the area it happened would definitely help in tracking the issue for me.
    That being said I do have plans on incorporating Optimization Patches Collection's (relevant) esp replacers when regenerating precombine/previs data. Though that won't happen until f4 ck fixes 1.6 gets released.

    Update: Oct 13, 2021
    I think I will do the patches when prp 0.52 gets released instead of waiting for the f4 CK fixes to get updated (f4 CK fixes apparently will update in 2022 I don't think I'm that patient to wait that long).
  2. TacticalShrubbery
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    I think you updated the file name for the TFTC patch, but not the name the TFTC Visual Fixes patch is looking for as a dependency
    1. ikillyou233
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      The file name is the same...
  3. alexo2008
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    Could you make a patch collection for the mod CWSS working bathroom fixtures and sinks. That mod has all kinds of previs errors
    1. ikillyou233
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      Are you talking about Universal Working Bathroom Fixtures (CWSS and DLCs) v1.8?
    2. alexo2008
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      yes that is the one, the previs break in vault 81/95, and in the green tech building. Even when it is loaded last in cue
    3. ikillyou233
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      Maybe but patches with all of the current precombine/Vis generations will take a while (Since it looks like it touches every toilet/sink).
    4. alexo2008
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      awesome so long as it's doable im glad to wait. Thanks for the response
  4. jedwards98
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    Would you consider making a patch for Galactac Retribution? It adds in a settlement-ish area west of natick banks, theres a couple trailers and a warehouse there from PRP that conflict. Thanks In dvance!
    1. ikillyou233
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      I'll need to look at it over the weekend since it's a huge mod.
  5. sight1
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    Thanks for updates ;-) Kudos. 
    1. ikillyou233
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      np
  6. Masterlix1982
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    Hi there; what was updated for the 1.1's. specifically Xanders' Aid? It's a little disconcerting it says 'not tested'.

    Thanks

    EDIT: On a close look, of which wasn't apparent with v.1, I noticed stacks of ITM's. QAC'ing the plugin:

      - name: 'Xanders_Aid_Precombine.esp'
        dirty:
          - <<: *quickClean
            crc: 0xB88E0535
            util: '[FO4Edit v4.0.3](https://www.nexusmods.com/fallout4/mods/2737)'
            itm: 3821
    1. ikillyou233
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      Doh I thought I qac'd it...
    2. ikillyou233
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      For the testing, usually I would run around the cells, for example, Xander's Aid touches, this being its worldspace, the interior cells, and the commonwealth cells to personally see if oddities arrive. With this update on using prp 0.51 (ppf version 0.51.1 I think) I haven't really done that so I can't say if oddities arrive because the CK hate me or hates a cell.
  7. masterhamper
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    Hi, thanks so much!!

    Have you seen this? Optimization Patches Collection
    https://www.nexusmods.com/fallout4/mods/54872
    It apparantly removes all broken precombs in Tales and other mods.
    But it does not fix the broken Vault, it looks like.

    Is it safe to load your precombs after their 3DNPC_FO4.esp replacer?

    Also, does the Tales Visual Fixes require to use their Vanilla or Previs version?

    Thanks again
    1. ikillyou233
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      I have seen it (even commented on the page). I do not think my precombine/previs files are compatible out of the box with poets esp replacer. The tftc visual fixes require the vanilla version.
  8. TheSeventhElk99
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    Will there be a Beantown Interiors patch?
    1. ikillyou233
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      Not in the foreseeable future. There is already this The Beantown Interiors Project - Precombined Visibility Patches and I don't use BTI
  9. lien1123
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    I have tried everything to get prp to work but after a week I simply can not use it. I manually added rules to place everything in the order it says but the entire Boston area between Diamond city and the river disappeared. It kind of flickers in and out but just simply goes invisible. I know it is the textures not the meshes. After going to the area, Sanctuary started to disappear. Sorry for venting on here but will your mods work without prp? I have read that if previs patches aren't merged with other previs, like Boston fix, you can only choose one for that cell. 

    Is there a specific order your mods should go by?

    Edit: It might be SS2 and PRP conflict.
    1. ikillyou233
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      That is... interesting usually load order doesn't matter with my patches unless I specifically mention it in the file description. I am currently in the process of redoing all my posted patches and maybe adding some more if the ck doesn't throw a fit. After the patches are posted can you try them and see if you still have the issue? If you still do please send a screen shot and I'll try to see it if I have it on my end.
    2. SpicySpyro
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      having the same problems here. flickering buildings and structures all around the area outside diamond city. i have the tftc patch loaded first, then vault4 patch, then tftc + vault4 patch. i did test that vault4 on its own without tftc works fine.
    3. SpicySpyro
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      can also add that its not ss2
    4. lien1123
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      I can run your mods without prp and everything works fine in the Boston area except for the missing prp.esp error in Vortex. I just wanted to make sure I can remove prp as a master without issues. Or if it works because all of the mods are auto disabled. I looked some more and people with SS2 seem to be getting issues with prp. 

      I did have to remove a mod that changes hangman's alley to repair one spot near a TFTC brothel but that isn't a problem at all. The Hangman's Interior Apartment mod.

      Can these patches be loaded anytime in game play or do they need to be used when starting a new game?

      Edit: I also use Eli's Armour Compendium v1.5 - Precombined Meshes and Visibility optimizations because it conflicts with another mod, SS2, location I think. I was using all your mods except the haunted mansion? one. Sorry, I can not be more helpful.  I disabled your mods and left prp enabled but was still getting invisible buildings. 

      I am loving SS2. It is why I am playing FO4 again and testing new mods. 

      I can't show any pictures because I decided to start over after removing a few mods. To explain better, the area between the bridge closest to vault tec headquarters up to where you meet the saints to send the girl home was completely  missing. When I bumped into something sometimes pieces would flicker but there was never a complete building, sometimes the ground would disappear on the road parallel to the river. The place you can help DC guards fight to Diamond City was fine. Never went further than that. 0 
    5. ikillyou233
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      @SpicySpyro no one said it was ss2's fault. Heck I even have ss2 and haven't noticed problems with prp and ss2.

      I am almost done with generating most of the patches again so give or take another day and I'll have everything uploaded
  10. cydonianknight21
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    So you've got a patch there for TFTC and one for TFTC Visual fixes. How should I be setting things up? TFTC then Visual fixes then your patch for visual fixes? both your patches? 
    1. ikillyou233
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      It would be TFTC then TFTC Visual fixes then my tftc precombine patch then my tftc visual precombine patch.
  11. Bro0786596
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    Hi, thank you for creating this patch for some of your mods. I have a request for the mod developer. Could you please make patches for previs and vis for hunkered down? I have some previs issues when I got close to Corvega assembly plant and I think the reason is that PRP does not have previs info for hunkered down.
    1. ikillyou233
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      Double Post... dammit nexus
    2. ikillyou233
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      That is a big time commitment on my part especially since I have real life stuff going on (like university). I mean I won't say no but I also think it would be a very low priority for me since I do not use hunkered down (I probably also have to create vis patches with the other mods I have here).