PRP-Vault120 will become obsolete with the release of Vault 120 1.1 thanks to the efforts of Pra, DoubleYou, Glitchfinder and myself. Previsibines will ship with the main mod going forward, and I will upload an empty replacement plugin for previous users to preserve their load order. (Edit: When I get around to it, honestly.)
This will take effect as soon as 1.1 is stabilized and finally released. Only users of 1.0 will even need to bother updating the PRP plugin, new downloaders can skip downloading this (not to be confused with the PRP cell header patch that will also ship with the plugin. This is only to remove the old previs files that were needed with the Vault 120 1.0 release.)
An update has been shoved up and only exists to freshen the PRP patches included with Vault 120 1.1.
Installing them only helps with conflict resolution as the changes themselves do not affect previs tables significantly (only the generation dates got updated as per PRP 74, they aren't used ingame aside from a marker of when they were built)
This update is optional and is intended to be rolled into a update to Vault 120.
I know this is meant to be largely not-maintained & waiting for the V120 folks to get their own previs regen'd & implemented...
But, it's been a minute, and I'm now just getting updated to PRP v69+, and I'm wondering what to do? - Use this anyway? (better than nothing, and it lets me play V120 w/ less problems than the base mod alone?) - Chuck it and wait 'til team V120 comes up with their's {or I learn enough CK & PJMail's prp script stuff to do my own}? (in which case I prolly will need to uninstall V120 altogether until it gets fixed?) - ???
Alas, I hate waving goodbye (even if it's temporary) to old friends like V120...
Edit: [Did some more reading, poking around in your other mods...]
Wait... is this effectively a stand-alone that doesn't really require PRP (whether v66, v69, whatev), and really only references 'v66' in it's version cuz that's what it was built on, but doesn't *rely* on your orig PRP becuz it only deals with V120's *Interior Cells*? <-- like your SS2 prp fixes?
Ergo, it's perfectly fine to use as is [until team V120 does their own].
Am I, after all, an idiot? [As in tl/dr or didn't comprehend at least, since your orig PRP isn't cited as a pre-req on the desc page.] I am, after all.
TY! For the patch/work, and info, and speedy reply.
I've been plowing thru PJMail's scripts and article and whatnot... still lots to absorb/think about (lol, still lot to read)... Wondering: - If I'm going to regen previs for the relevant environment/location/quests & advs/etc mods in my load order, do I include these kinds of prior single-mods like your V120 prp? Or do I exclude all those b4 I start running PJM's scripts? <-- if ya know... if not, macht nichts, appreciate what you've already done.
Pending next Monday/Tuesday: Rebuild against 0.65 PPF.esm, may also plap down some blackplanes in the water backdrops to lessen the FPS loss. Thank you for your patience.
Finally rebuilt the mod against PPF 0.66 (dev). The filename for the Scrap Everything plugin changed, apologies in advance. This update is optional if you already have it working for your game.
Edit: If you had broken archives trying to update, try now, for some reason, the uploads on the nexus servers were malformed. Verified both archives moments ago, they should work as expected. Apologies for the trouble.
Edit 2: If you are getting a stuck elevator, make sure the original Vault120 mod is before PRP's main mod if you have it installed. It works perfectly fine on my system and the game should be loading the new interior while you are traveling.
Are you by chance taking any requests for repairs? I think a lot of people would be happy to see this done for Hangman's Alley. I simply don't know how, or else I'd do it... so I mean, if you could even direct me to how to do it I could do it myself.
Fantastic work. Your work is legendary—thank you for making this game function.
Shoot I forgot to actually say the mod I was referencing lol (long story short definitely need some sleep)
I meant Hangmans Alley Optimized. I tried to see if the author spelled it out that they addressed precombines and they were not familiar with PRP based on the comment section. Sorry about that!
I think there's a better replacement for that, but I forget the name. As for the mod itself, there's three or four clusters that could have been omitted from the output, since only a single or two 3x3 clusters actually have changes at all that matter.
The mod itself would basically need to be redone for previsibines, which is out of scope of what I'm currently doing here.
First of all, this does wonders for framerates inside Vault 120.
But I've got two weird little problems with it: 1. It deactivates the water in the "Under the sea"(? - the entrance area) and "Vault 120" cells. The visual plane's still there and with AN76 I can still drink from that, but I run right through it and continue to run underwater, instead of swimming. 2. It *somehow* prevents me from using the elevator to the Broadcast Center. Game begins to load the cell and then just stops and I am eternally stuck in an elevator…
Now the lack of others complaining about these indicates they are very much me problems, but I'm really curious wtf could cause this. Thought it might be LO or mod incompatibilities, but it does the same when run on a new save with only the base mod and this (and DLC and some CC).
Well, it seems my game just does not like your previs/precombines in general. Got similar problems with the SS2 and base PRP pack o.O Seems to work if I do them myself tho, so I'll just do that.
i got to be honest here, even though this mod fixed the issues in that other mod, it makes me wonder how unstable starfield will be because they are still using the same engine as always, it makes me think it's not going to run too well.
i mean that mod was pretty simple, but i'm just thinking with the limited engine, starfield will be one hell of a clunky slow processing system, i mean this game is absolutely slow and clunky and you have to download a lot of mods and tweak the ini files a bit just to get this game running good enough to play, my PC isn't the lowest end, but it's also not the highest, but you still have to get things to optimize it to run smoothly.
i just doubt that starfield will be smooth running at all, unless they have some tricks up their sleeves that will boost performance and also shorten load times, i doubt they will do this though, this is bugthesda we are talking about, they almost never check their work when they launch their games anymore.
For those that wonder, the patch now has two versions available. Only use one of them. Either more performance or more scrap able objects. The choice is yours.
0.59 should fix the "deactivated" water in the two parts of the Vault120 cells. No other changes were made aside from rebuilding against PPF 0.59.
I'm a dumb and forgot to clean masters on the plugin. The PPF.esm requirement will go away once I upload 0.59.1. If you are already using PRP, this is a non issue.
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PRP-Vault120 will become obsolete with the release of Vault 120 1.1 thanks to the efforts of Pra, DoubleYou, Glitchfinder and myself. Previsibines will ship with the main mod going forward, and I will upload an empty replacement plugin for previous users to preserve their load order. (Edit: When I get around to it, honestly.)
This will take effect as soon as 1.1 is stabilized and finally released. Only users of 1.0 will even need to bother updating the PRP plugin, new downloaders can skip downloading this (not to be confused with the PRP cell header patch that will also ship with the plugin. This is only to remove the old previs files that were needed with the Vault 120 1.0 release.)
Thank you for your patronage.
Installing them only helps with conflict resolution as the changes themselves do not affect previs tables significantly (only the generation dates got updated as per PRP 74, they aren't used ingame aside from a marker of when they were built)
This update is optional and is intended to be rolled into a update to Vault 120.
But, it's been a minute, and I'm now just getting updated to PRP v69+, and I'm wondering what to do?
- Use this anyway? (better than nothing, and it lets me play V120 w/ less problems than the base mod alone?)
- Chuck it and wait 'til team V120 comes up with their's {or I learn enough CK & PJMail's prp script stuff to do my own}? (in which case I prolly will need to uninstall V120 altogether until it gets fixed?)
- ???
Alas, I hate waving goodbye (even if it's temporary) to old friends like V120...
Edit:
[Did some more reading, poking around in your other mods...]
Wait... is this effectively a stand-alone that doesn't really require PRP (whether v66, v69, whatev), and really only references 'v66' in it's version cuz that's what it was built on, but doesn't *rely* on your orig PRP becuz it only deals with V120's *Interior Cells*? <-- like your SS2 prp fixes?
Ergo, it's perfectly fine to use as is [until team V120 does their own].
Am I, after all, an idiot?
[As in tl/dr or didn't comprehend at least, since your orig PRP isn't cited as a pre-req on the desc page.]
I am, after all.
Though this patch will be obsolete soon depending on how fast Pra gets that update to the original out the door.
For the patch/work, and info, and speedy reply.
I've been plowing thru PJMail's scripts and article and whatnot... still lots to absorb/think about (lol, still lot to read)...
Wondering:
- If I'm going to regen previs for the relevant environment/location/quests & advs/etc mods in my load order, do I include these kinds of prior single-mods like your V120 prp? Or do I exclude all those b4 I start running PJM's scripts? <-- if ya know... if not, macht nichts, appreciate what you've already done.
I use recent prp patch for SOTS and BTI (beantown intériors)
My loadorder is
Prp
Prp Desperados
Prp More than 20 Previsibines Under the Sea
PRP BTI
PRP SOTS
Is right ?
Pending next Monday/Tuesday: Rebuild against 0.65 PPF.esm, may also plap down some blackplanes in the water backdrops to lessen the FPS loss. Thank you for your patience.Finally rebuilt the mod against PPF 0.66 (dev). The filename for the Scrap Everything plugin changed, apologies in advance. This update is optional if you already have it working for your game.
Edit: If you had broken archives trying to update, try now, for some reason, the uploads on the nexus servers were malformed. Verified both archives moments ago, they should work as expected. Apologies for the trouble.
Edit 2: If you are getting a stuck elevator, make sure the original Vault120 mod is before PRP's main mod if you have it installed. It works perfectly fine on my system and the game should be loading the new interior while you are traveling.
Fantastic work. Your work is legendary—thank you for making this game function.
I meant Hangmans Alley Optimized. I tried to see if the author spelled it out that they addressed precombines and they were not familiar with PRP based on the comment section. Sorry about that!
Either way I would love to learn how you do this. If you wanted to DM me on how to do this, I'd love to learn.
The mod itself would basically need to be redone for previsibines, which is out of scope of what I'm currently doing here.
But I've got two weird little problems with it:
1. It deactivates the water in the "Under the sea"(? - the entrance area) and "Vault 120" cells. The visual plane's still there and with AN76 I can still drink from that, but I run right through it and continue to run underwater, instead of swimming.
2. It *somehow* prevents me from using the elevator to the Broadcast Center. Game begins to load the cell and then just stops and I am eternally stuck in an elevator…
Now the lack of others complaining about these indicates they are very much me problems, but I'm really curious wtf could cause this.
Thought it might be LO or mod incompatibilities, but it does the same when run on a new save with only the base mod and this (and DLC and some CC).
Got similar problems with the SS2 and base PRP pack o.O
Seems to work if I do them myself tho, so I'll just do that.
i mean that mod was pretty simple, but i'm just thinking with the limited engine, starfield will be one hell of a clunky slow processing system, i mean this game is absolutely slow and clunky and you have to download a lot of mods and tweak the ini files a bit just to get this game running good enough to play, my PC isn't the lowest end, but it's also not the highest, but you still have to get things to optimize it to run smoothly.
i just doubt that starfield will be smooth running at all, unless they have some tricks up their sleeves that will boost performance and also shorten load times, i doubt they will do this though, this is bugthesda we are talking about, they almost never check their work when they launch their games anymore.
0.59 should fix the "deactivated" water in the two parts of the Vault120 cells. No other changes were made aside from rebuilding against PPF 0.59.
I'm a dumb and forgot to clean masters on the plugin. The PPF.esm requirement will go away once I upload 0.59.1. If you are already using PRP, this is a non issue.