Should I place mods that are not covered below PRP or below your optimization mods? I prefer to use Goodneighbor Expanded instead of Welcome to Goodneighbor along with its patches for Better Goodneighbor and a couple of player homes. I tried placing these mods before PRP and running your script, but I get a bit of clipping. Then I tried placing below your optimization mod and my game crashed when I went to Goodneighbor. It's possible there might be something else in my load order causing the crash as I'm still in the process of troubleshooting, but I thought I'd ask.
Hi. Seemingly, Better Goodneighbor patch is not compatible to VR. You'll need to do following steps to make it compatible.
Open GoodneighborExpanded[Patch-Crimetown].esp with FO4Edit. (NOT FO4VREdit, install mods to pancake and open with FO4Edit)
Form IDs less than xx000800 are invalid in VR game. You'll need to renumber them. Type following ids to 'FormID' textbox located at upper left and hit enter then right click and select 'Change FormID', considering patch's prefix is FE000: FE000001 - FE00000B.
You'll need to delete a record related to Creation Club that is missing in VR. Type 0024A1B1 to 'FormID' textbox and delete the record.
Optionally modify Header -> Version to 0.95.
Then copy modified file to VR folder.
Once you'll be done, CTD won't happen anymore. For clippings, place 'GoodneighborExpanded[Patch-PRP].esp' at bottom in load order. If doing so won't be the fix, you might need PRP74 version of patches. And you won't need to run the cell merge script, because this mod has no edit to Goodneighbor.
10-4, Thanks! I was able to get it to work by also removing the ESM flags on crimetown.esp and GoodneighborExpanded.esp and then loaded all the related plugins after PRP. That stopped the clipping.
I'm actually very familiar with that process. I pretty much only use FO4Edit instead of FO4VREdit as I'm always checking new mods and renumbering for low form Ids and even do a lot of my own patching. I've even made my own patches to the fallout4.esm to make it compatible with Creation Clube files. I've been able to get almost all the Creation Club content to work in VR, (Dogs, Weapons, PA, even VR in VR... lol) except for the Pip-boy skins. Not sure why I can't get those to work. I usually tend to leave the version numbers on 1.0 and just use Version Check Patcher so VR will still load them.
One of the only things I'm still having trouble with now is Point Lookout. I still keep getting invisible ground since I upgraded to PRP74. I'm using your Point Lookout Optimization mods, and I couldn't get it to work until I used the PRP69, then it was working fine. But now that I switched to PRP74, I'm getting invisible ground again and can't seem to fix it.
Good to know about CC contents! Finally VR workshop gets working in VR game lol. For Point Lookout, load order really matters. Try placing 'CWPointLookoutFO4.esm' directly after 'DLCNukaWorld.esm'. If this won't work, using NoPreVis optional file is another option.
Yes, thank you that worked! I had reread your instructions a while back and found you had that stated. So I tried it and it worked. Previs confuses me. I always had thought that mods had to be later in load order to win conflicts but world space mods have to be higher up in load order? I'm still not understanding how that works, but maybe if I just keep tinkering I'll figure it out.....
Later plugins take PreVis. Your understanding is certainly correct.
It's totally fine for flat screen game, but in VR game, damn invisible landscape comes in. As long as I know, missing ground can be avoided with crafted PreVis generation if target plugin's load order is known in advance. DLCs' load order is fixated. So patched PreVis could be included in this mod. And for Point Lookout, I generated PreVis with target load order 07. So landscape is visible only if the plugin is placed directly after Nuka World.
Nah, it became quite lengthy. In short, there is a 'bug' in VR game where landscape become invisible when you change load order.
I encountered a very strange bug in version 1.9 (and 1.8). After installing the mod I can literally click through all settlement objects or modified cells as if I have Scrap everything installed (actually it is not). This has a huge impact on performance even without mods:
I checked this in the new game and the problem remains (screens). Here is what LO I tested this with: Vanilla + DLC UFO4 PPF 3D_NPC 3D_NPC_DLC 3DNPC_eXoPatch BTI PRP This taptch (And some plugins for f4se that doesn't affect on cells and previs)
I realise you don't support 1.9 (or 1.8) anymore, but I can't find new prp 74 patches for my 1000+ plugins. Can you please advise me what I can do by my self to fix this problem?
10k+ drawcalls in Sanctuary without any buildings is a tragedy for me )-:
Yeah, Settlements Edit Disabler optional file of v1.10 is for this purpose. It's best that PRP patches would release updates. But probably it's good to hold right now, because I heard a modcalypse is coming this week.
Hi, mith077! First of all, thank you for the amazing mod. I have a few quick questions about using FO4Edit.
1. is it always a good idea to bashed patch generation following your instructions for several mods that you didn't mention? For example, I tried to patch for Hunkered down and it gave me tons of warnings like below. WARN: Detected broken pre-visibilities on CELL, due to modification made to part of them by...
2. What could be the problem with using your file after patching with these warnings?
3. if I have a previs patch that covers a smaller area than yours but is a duplicate, can I use it? (Yours would be below it, of course)
Hi! The merge script is also made to apply hot fix to mods that are not mentioned in description page. So it's good to run on any world edit mods. You can consider broken pre-vis as minor incompatibility; few objects might have flickering issue, but not game breaking. On the other hand, broken pre-combined meshes are tend to be sever ones; total mess hall or obstacles on passages. By default the merge script will only disable previs/precomb on cells with broken pre-combined, in aid of performance. For other previs patches, running merge script to master mods without patches might be sufficient. Or you'll want to load patches after my mod and see game if any flickering exists.
I see the new updates show they are targeted for PRP74, does that mean they won't work for PRP69? I noticed in your description you included compatibility for Nuka-World Reborn and Viva Nuka-World but the footnotes (*5) says the PRP patches are required but there aren't any for PRP74 as of yet that I can find. Can I still use the PRP69 Patches for PRP74?
Certainly. Note that trim patches are not necessary for mods listed in description page; clipping trees will be trimmed automatically by script included in this mod.
So, I have BTI and the 3dNPC_BTI Opti patch, but I also have People Live In - Roadside Pines and the patch to make BTI and 3DNPC and the Roadside Pines work together. This second patch has the 3DNPC_BTI Opti patch as a master, so it's loaded immediately after this patch.
If I'm running the Merge Cell script, would I have that patch enabled or disabled during the script? Would the script make that patch redundant, or would I run the script, then enable that patch immediately after just like before?
Or I'm thinking more probably I would have to merge both patches after running the script?
Hi. If you want to use those mods only, it's fine without running Merge Cell script at all. Just enable all patch plugins. If you have mods that need merging (e.g. quest mods mentioned on description page or Region Name mods), open FO4Edit with these mods + '3DNPC_BTI_Optimization.esp' (without People Live In patch) and run the script. You'll need to enable People Live In patch anyway, after patching.
I use both Beantown Interiors and the trio of Kris Takahashi's mods along with PRP, and this definitely seems to work, getting better frames and also fixes for jank and cross-mod compatibility issues, thank you!
223 comments
Seemingly, Better Goodneighbor patch is not compatible to VR. You'll need to do following steps to make it compatible.
Once you'll be done, CTD won't happen anymore.
For clippings, place 'GoodneighborExpanded[Patch-PRP].esp' at bottom in load order. If doing so won't be the fix, you might need PRP74 version of patches.
And you won't need to run the cell merge script, because this mod has no edit to Goodneighbor.
I'm actually very familiar with that process. I pretty much only use FO4Edit instead of FO4VREdit as I'm always checking new mods and renumbering for low form Ids and even do a lot of my own patching. I've even made my own patches to the fallout4.esm to make it compatible with Creation Clube files. I've been able to get almost all the Creation Club content to work in VR, (Dogs, Weapons, PA, even VR in VR... lol) except for the Pip-boy skins. Not sure why I can't get those to work. I usually tend to leave the version numbers on 1.0 and just use Version Check Patcher so VR will still load them.
One of the only things I'm still having trouble with now is Point Lookout. I still keep getting invisible ground since I upgraded to PRP74. I'm using your Point Lookout Optimization mods, and I couldn't get it to work until I used the PRP69, then it was working fine. But now that I switched to PRP74, I'm getting invisible ground again and can't seem to fix it.
For Point Lookout, load order really matters. Try placing 'CWPointLookoutFO4.esm' directly after 'DLCNukaWorld.esm'. If this won't work, using NoPreVis optional file is another option.
It's totally fine for flat screen game, but in VR game, damn invisible landscape comes in.
As long as I know, missing ground can be avoided with crafted PreVis generation if target plugin's load order is known in advance.
DLCs' load order is fixated. So patched PreVis could be included in this mod. And for Point Lookout, I generated PreVis with target load order 07. So landscape is visible only if the plugin is placed directly after Nuka World.
Nah, it became quite lengthy.
In short, there is a 'bug' in VR game where landscape become invisible when you change load order.
I checked this in the new game and the problem remains (screens). Here is what LO I tested this with:
Vanilla + DLC
UFO4
PPF
3D_NPC
3D_NPC_DLC
3DNPC_eXoPatch
BTI
PRP
This taptch
(And some plugins for f4se that doesn't affect on cells and previs)
I realise you don't support 1.9 (or 1.8) anymore, but I can't find new prp 74 patches for my 1000+ plugins. Can you please advise me what I can do by my self to fix this problem?
10k+ drawcalls in Sanctuary without any buildings is a tragedy for me )-:
It's best that PRP patches would release updates. But probably it's good to hold right now, because I heard a modcalypse is coming this week.
First of all, thank you for the amazing mod.
I have a few quick questions about using FO4Edit.
1. is it always a good idea to bashed patch generation following your instructions for several mods that you didn't mention?
For example, I tried to patch for Hunkered down and it gave me tons of warnings like below.
WARN: Detected broken pre-visibilities on CELL, due to modification made to part of them by...
2. What could be the problem with using your file after patching with these warnings?
3. if I have a previs patch that covers a smaller area than yours but is a duplicate, can I use it? (Yours would be below it, of course)
The merge script is also made to apply hot fix to mods that are not mentioned in description page. So it's good to run on any world edit mods.
You can consider broken pre-vis as minor incompatibility; few objects might have flickering issue, but not game breaking.
On the other hand, broken pre-combined meshes are tend to be sever ones; total mess hall or obstacles on passages.
By default the merge script will only disable previs/precomb on cells with broken pre-combined, in aid of performance.
For other previs patches, running merge script to master mods without patches might be sufficient. Or you'll want to load patches after my mod and see game if any flickering exists.
Nuka-World compatibility will need coming PRP patches for PRP74. Hope they coming soon.
Note that trim patches are not necessary for mods listed in description page; clipping trees will be trimmed automatically by script included in this mod.
Good to hear you say that!
If I'm running the Merge Cell script, would I have that patch enabled or disabled during the script? Would the script make that patch redundant, or would I run the script, then enable that patch immediately after just like before?
Or I'm thinking more probably I would have to merge both patches after running the script?
If you want to use those mods only, it's fine without running Merge Cell script at all. Just enable all patch plugins.
If you have mods that need merging (e.g. quest mods mentioned on description page or Region Name mods), open FO4Edit with these mods + '3DNPC_BTI_Optimization.esp' (without People Live In patch) and run the script. You'll need to enable People Live In patch anyway, after patching.