Fallout 4

File information

Last updated

Original upload

Created by

xi784

Uploaded by

xi784

Virus scan

Safe to use

About this mod

It's more or less a basic update layer. With all Vanilla bugs included. :)

Requirements
Permissions and credits
Hey Folks,
After many hours of F4VR gameplay and even more hours of debugging, I decide the best way to bring F4VR up-to-date is to use the F4flat packages at all. Mainly due to the more up-to-date script base.

I backported these changes from the F4.esm and localized them and built them against F4VR.
In addition, a few important overwrites for the DLCs are included. These are mainly vanilla overrides of the DLCs, but don't always seem to carry over correctly.
This happens also due to the missing textures in FH and NW, but there is no fix inculded in this package at the moment, maybe later.

So again - it's more or less a basic update layer. With all Vanilla bugs included. :) - So you have to use UFO4P+VR fix & DLC_NWFH_VrFix on top or not.
One benefit, should be run all Creators Club content except the VR-workshops (with some editing work on the ESL files).


Hard requirments:
F4 Flat (Updated to lastest)
DLCs (all)

Soft requirments:
F4VR Script Loader
Versionschecker fix (for some CC content, you could also change the version in ESL>ESM files, which i prefer)
xedit/FO4edit (basicly installed for F4 FLAT, because you have to edit CC Content against Fallout4.exe NOT Fallout4VR.exe)


Installation:
If needed, backup your F4VR files.- is not absolutely necessary.
Believe me what doesn't work afterwards didn't work before and has nothing to do with the data files.

All of the VR specific parts are either hard coded and some things are included in the F4VR data files. e.g. Vaultdoorscript for VR, which is overwritten by UFO4P and therefore needs to be replaced again by UFO4P VR fix.

Replace these Files from F4flat to your F4VR Data folder:
Fallout4 - Animations.ba2
Fallout4 - Geometry.csg
Fallout4 - Interface.ba2
Fallout4 - Materials.ba2
Fallout4 - Meshes.ba2
Fallout4 - MeshesExtra.ba2
Fallout4 - Misc.ba2(In every case, this is absolutly needed)
Fallout4 - NVflex.ba2(not necessary, will not be loaded, but just copy it.)
Fallout4 - Shaders.ba2(not necessary, will not be loaded, but just copy it.)
Fallout4 - Sounds.ba2
Fallout4 - Startup.ba2
Fallout4 - Voices.ba2
Fallout4 - Voices_xx.ba2(if present for translations)

What about the Fallout 4 - TextureXX.ba2 files? Leave or copy them, i cant see any differnce. If you using an HD Overhault, who replaces them already, there is no need.

I higly recommonment, remove if present from F4VR Data:
Fallout4 - Misc - Beta.ba2
Fallout4 - Misc - Debug.ba2

Also you have to copy all the DLC content.

Finally you can install the DLC_cc_VRbackports_xx,
place the DLC_cc_VRbackports_xx directly after the DLCs, in any case on top of UFO4P.
place the DLC_cc_VRsupport on near the buttom, its only needed if you want to use the Pip-Boy Skins. - see FAQ.

Loadorder:
Fallout4
Fallout4_VR
DLCrobot
DLCworkshop01
DLCCoast
DLCworkshop02
DLCworkshop03
DLCNukaWorld
DLC_cc_VRbackports
CC content (Loot wont work, because of rename to .esm - TransDog needs in any case on top of the Dogs)
..
UFO4P   (if needed)
UFO4P VR fix
...
DLC_NWFH_VRfix (in order if it needs overwrite some Overhaul Mods like Forest.
... all other Stuff you want
DLC_cc_VRsupport

I also recommonment adding these lines to fallout4custom.ini (This is FRIK compatible):
[General]
bEnableFileCaching=1
fMasterFilePreLoad=128.0000

[Archive]
iMultiplexDecompressionBufferSize=131072
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
sResourceStartUpArchiveList=Fallout4 - Startup.ba2, Fallout4 - Shaders.ba2, Fallout4 - Interface.ba2, Fallout4_VR - Shaders.ba2
sResourceIndexFileList=Fallout4 - Textures1.ba2, Fallout4 - Textures2.ba2, Fallout4 - Textures3.ba2, Fallout4 - Textures4.ba2, Fallout4 - Textures5.ba2, Fallout4 - Textures6.ba2, Fallout4 - Textures7.ba2, Fallout4 - Textures8.ba2, Fallout4 - Textures9.ba2, Fallout4_VR - Main.ba2, Fallout4_VR - Textures.ba2
SResourceArchiveList2=Fallout4 - Animations.ba2
SGeometryPackageList=Fallout4 - Geometry.csg
SCellResourceIndexFileList=Fallout4.cdx
SResourceArchiveMemoryCacheList=Fallout4 - Misc.ba2, Fallout4 - Shaders.ba2, Fallout4 - Interface.ba2, Fallout4 - Materials.ba2

[Papyrus]
iMaxAllocatedMemoryBytes=230400
iMinMemoryPageSize=256
iMaxMemoryPageSize=1024


For the CC Content only:
Basicly for all if needed, rename to .esm, open in FO4Edit against Fallout4.exe & Fallout4.esm (Flat Installation recommonment) and remove ESL flag.

Additional to do "Versionchange" to 0.95 only if not want using Versionschecker:
Neon Flats
Vault Suit Customization
Cr-74L Combat Rifle
Pip-Boy Paint Job - Children of Atompipcoa
Manwell Rifle Set


Special to do "Versionchange" and "Renumber FormIDs" in correct order:
1. Rename to .esm
2. Open in FO4Edit Remove ESL flag, save & exit FO4Edit
3. Reopen FO4Edit and Renumber FormID (use recommonment by FO4Edit), save. (Right-click on the ESM File and Renumber FormIDs.)
4. Change version, save & exit.
Tesla Cannon (yes - its need to be done, because it overwrites some stat records without renumbering the FormIDs)
Capital Wasteland Mercenaries
Gunners vs. Minutemen


Exspecially to do - quest record needs to be modifyed.
TransDOGrifier
Will run out of the Box, after rename to .esm, but there is something special about the Dog-Addons.
Under Quest Record "ccBGSFO4036_InstalledCreationTracker [QUST:01000825]"
You have to change the Strings who watches the installation of the Addons, they linked to the *.esl files, but remember we change them to *.esm

So you have to correct these fileextenions in these strings for every Dog in the record.

Remember, if i sayed use FO4Edit, i mean FO4Edit, do this step every time against Fallout4.exe - not use FO4VREdit for this.