Fallout 4

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  1. ohmhast
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    For Fallout 4 VR player, this is my little guide on how can I make SS2 work for fallout 4 VR.

    First download Fallout 4 Version Check PatcherWorkshop Framework, SS2-Extended, SS2 Chapter 2 then download this MOD.
    Always use every WSF SS2 MODs/ADDONs on latest version.
    You MUST DELETE F4SE FOLDER FROM WORKSHOP FRAMEWORK!!!.
    Don't use Vault-Tec Tools, it has no VR support and guarantee to break your game.
    If you use SS2 Superstructures, it requires VR patch or it will break game.
    Don't use PRP and its SS2 patch, guarantee game breaking for VR.

    Sometime Jake AI can break, fix it by open console command click on him and input
    recycleactor
    moveto player
     
    Any quest that buggy for example If i had a hammer stuck, you can skip it by open your planner desk>CHEATS>SKIP QUEST

    Everything else works fine so far and this mod is working great.
    Also recomend this over Sim Settlements 1, it is much more immersive.
    1. Meseeks
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       I support basically all that advice except for the PRP thing. PRP works fine for me in VR and actually fixes a bunch of issues in the DLC(The old mods helping with the dlc are all super outdated) such as floating objects in some nukaworld and far harbor interiors.
    2. mith077
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      Hey ohmhast, nice work for detailed instruction! If you agree, I'd like to make this post sticky one. It will be helpful to other users for sure.

      Hey Meseeks, I agree with PRP. PRP doesn't do wrong, but as a dependency, Unofficial Fallout 4 Patch must be dealt for VR. And you said PRP resolves missing ground problem in Nuka World? Then my another mod Optimization and Compatibility for 3DNPC and BTInteriors might work for Far Harbor too. Probably this one works. I think figured out a solution to deal with missing ground problem without performance loss, but need more feed back...
    3. ohmhast
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      It's okay for sticky post, glad to help a bit.
      For PRP, yes I have Unofficial Fallout 4 Patch installed and when I travel around there are multiple places that cause me CTD which I can't find a way to fix this crash after multiple new saves, clean all mods, with/without UF4P, or install UF4P VR Fix except just simply remove PRP out of my modlist, as for an example you can try it by traveling around USAF SATELLITE and THICKET EXCAVATION which guarantee CTD on every playthrough for me. 
    4. Meseeks
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       So I loaded my s*** back up and looks like i'm using the previously stable version of PRP which was 57.5 and when I activated the current version I did get the same crash in USAF SATELLITE though I didn't get a CTD in thicket. I'd suggest messaging the mod author and seeing if he can un-archive 57.5. 
    5. mith077
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      Thanks ohmhast! This is a definite guide for SS2 + VR.
  2. Sterlingchapman
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    Hey just wanted to say you're doing gods work with these VR Compatibility patches. Your the only one doing this right now so I appreciate it. Any chance your planning on doing the Fens-Bleachers 2?
    1. mith077
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      Actually, already over there: DCGuard_Optimization.
      it's stand alone; doesn't need any main file, Diamond City Expansion nor Femshepping's Diamond City Edit.
    2. Sterlingchapman
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      You're the man! keep up the good work. Cant wait to see what else you can make play nice in VR. Especially with the uptick of interest and  player count with the new show and the quest 3.
  3. tobyguilmon
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    The settlement resource details isn't showing me the names of the matrieals. Its just 4 tabs together. In your post, 3rd picture, is what im talking about. Maybe i have to go further in the questline to see them? 
    1. mith077
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      Difficulty setting matters.
      You'll see each components with following setting:

      • City Manager Holotape -> Options -> Gameplay -> Difficulty -> Resource Complexity -> Components

    2. tobyguilmon
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  4. tobyguilmon
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    Hello, its me again haha
    Your ini settings, where  do i put that? Fallout4.ini or Fallout4Prefs.ini
    Does this settings help boost my frames? 

    So when loading a save, i get a message, "Workshop frameworks encounter an error..."
    Is this normal, can i ignore it? or am i missing something. Followed the sticky post
    1. mith077
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      Hello again.
      INI settings should be put in Fallout4.ini or Fallout4Custom.ini. These settings rather drop FPS but suppress save data to corrupt.
      The error message is about removed settlement mods? As message says, uninstalling settlements mods will trigger this. Includes any mod that has obscured workshops, like 'Outcasts and Remnants' or 'Goodneighbor Expanded'.
      You can use Warning Suppression optional file from Misc Files section of Workshop Framework. Rename suffix from .esl to .esp and edit plugin version to 0.95 before use.
    2. tobyguilmon
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      got it
      and ah i see, i got rid of the vault tec tools b/c in the post, some says it doesnt work. So i removed, im guessing if b/c of that?

    3. mith077
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      I don't know the particular mod, but it's true that unexpected mods add workshop locations to game.
  5. tobyguilmon
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    Hi, i have mix feelings and see things are not required anymore and all that jazz, but what do i actually need to get the latest SS2 mod to work? :)
    1. mith077
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      Hi.
      Most importantly, underlying management script will fail to run without this patch. You won't notice any issue at first, but things are going to be messed up under the hood. Plot won't produce anything or plot level never raises, that sort of things.
      Quest part will work just fine without patch, on the other hand.
    2. tobyguilmon
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      ah ok, so i just need this patch of yours and the SS2 all chapters mod, correct? :)
    3. mith077
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      Yeah, that's it.
      Chapter 3 patching is still work in progress though.
    4. tobyguilmon
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      ah i see, how long do you think itll take? Just wondering :)
    5. mith077
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      Actually, initial test run is already finished.
      Few CTDs, few glitches and inconveniences, but confirmed to go throughout to the end, with this CTD monkey patch.
      I'm planning to release newer Weaponsmith and DOOM patches first. So public release might take time. Please wait patiently.
    6. tobyguilmon
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      sounds good!
  6. peteben
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    So I've been persevering in my efforts to play SS2 in VR, finding bugs here and there, and trying to fix them when I can. Thanks to mith077 for this mod, I would never been able to get this far without it.
    Some of the bugs I have encountered, I'm curious if anybody else has seen the following:

    • CTD in and around GNN, I think this is due to some shaders that are in flat but not in VR. I may have a fix for this.
    • Brown face bug, I may publish a mod that fixes this in VR.
    Let me know if you have experienced these problems.
    1. mith077
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      Yeah, looks like fountain water effect meshes need to be patched up.
      Probably random brown face bug is due to high CPU/VRAM strain. Cube maps and facegen data are tend to be messed up. [Rusty Face FixBlack Codsworth and windows fix]
    2. peteben
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      Yes, it's the water in the GNN fountain that causes that crash. Outside, it's portions of the 'Bird busters' on the roof that cause CTD. In both cases I just deleted the offending portions of the nif file.
      The existing Rusty face fixes I looked at wouldn't work with VR as they required an F4SE plugin.
      I wrote one that's pure papyrus, so works with both versions, in case anybody needs it.
    3. javikrules
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      @peteben -- Would you be able to upload your fix for the CTDs around GNN and the rusty face fix?
    4. mith077
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      For GNN CTD, culprits are two files: 'Meshes\SS2C2\Interiors\Building\SS2c2_GNNFountainStatue_water_effect.nif' and 'Meshes\SS2C2\Interiors\Building\SS2c2_GNNFountainStatue_water_effect.nif'.
      For now, you can suppress CTDs with overwriting those meshes with harmless ones (e.g. 'Markers\MarkerDummy01.nif').
    5. javikrules
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      Thanks mith077.  How would I do that? I searched my Meshes folder (Fallout 4 VR/Data/Meshes) and didn't see a "SS2C2" folder?
    6. mith077
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      These files are packed into BA2 archive file, a ZIP like file format. You can use BAE to browser/extract them.

      In this case, open '%FO4VR_DIR%\Data\Fallout4 - Meshes.ba2' with BAE, check ONLY 'Meshes\Markers\MarkerDummy01.nif' and extract it.
      Then move/copy the extracted file to '%FO4VR_DIR%\Data\Meshes\SS2C2\Interiors\Building\SS2c2_GNNFountainStatue_water_effect.nif' and '%FO4VR_DIR%\Data\Meshes\SS2C2\Interiors\Building\SS2c2_GNNFountainStatue_water_effect.nif'.
      Extracted files will take precedence over SS2's packed files.
    7. javikrules
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      Forgive my ignorance mith077 :) -- I understand I need to unpack the main Fallout BA2 to get the MarkerDummy01.nif file.
      But how do I put it into Sim Settlements? You're saying do it as loose file? I understand that part, but I don't have any Sim Settlement folder in Data/Meshes to move it to. Or should I just create the folder structure on my own for that one file?
      Anyway, I'm grateful for the help and appreciate you made this mod. SS2 is great in VR.
    8. mith077
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      Yeah, I meant loose files. Loose files take precedence over those in BA2 archives.
      Making necessary folder structure and putting files will just work fine.
    9. peteben
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      Here is my fix for both the water and the 'bird busters'. Just extract into your Data folder, or use a mod manager.
      SS2 Nif fixes for VR
      I'll try and upload the Brown face fix later, it still needs some work.
    10. javikrules
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      Thanks Peteben!
  7. Uthious
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    This looks awesome, thanks for your work!

    I've run into a problem very early on so I've messed up somewhere. My initial installation didn't give me any resources when I picked up the magazine in Sanctuary, my build menu didn't have any SS2 elements and placing a vanilla recruitment beacon didn't spawn the stranger/Jake. I've since updated and/or reinstalled the mods required for flat SS2 and started a new game to test any fixes in hopes of them carrying over to my game in progress. After doing so, it fixed the stranger not spawning, and the magazine not giving materials, but my build menu remains empty. Any idea on what I need to do next?
    Some info:
    I've got the newest versions of the mods required, SS2 Chapter 3 - All Chapters Pack (3.0.3), Fallout 4 Version Checker, Workshop Framework (2.3.15) and this mod (1.1.2) + it's book fix.
    I've deleted the F4SE folder from Workshop Framework.
    I've also installed the newest HUDFramework recently in an attempt to fix my problem. Will uninstall that if I manage to fix the build menu and see how the game works without it.
    I've not waited with enabling the mods till after leaving the vault, whoops. Will try that next time I have the opportunity.
    I've yet to reinstall this mod for good measure, must have forgot when I did the others.
    My hunch is that my Workshop Framework is bonked somehow, yet after reinstalling I am out of ideas on what to do with it.
    My load order for the mods in question is:

    WorkshopFramework.esm
    HUDFramework.esm
    how do I convey there's mods between them? hehe
    SS2.esm
    SS2_XPAC_Chapter2.esm
    SS2_XPAC_Chapter3.esm
    again, a few mods between
    VRCP_SS2.esp

    Thanks in advance!

    EDIT: I managed to fix my issues of The Stranger not spawning, the sanctuary magazine not giving materials and SS2 build menu elements not being there by reinstalling all the mods I've mentioned. Anti-climactic that it was such a simple solution, I know. Reinstalling this mod in particular fixed my missing build menu elements. Unfortunately I had to start a new save to see any change. SS2 simply wont work in my old save.
    I'll keep my post up in case anyone can learn anything from it.
    1. mith077
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      Hi.
      Apparently, recent changes to SS2 makes VR patch broken.
      Further investigation is under going, but last known working version is 3.0.0l.
    2. Uthious
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      Alright, I've tried 3.0.0l without luck in getting SS2 working in my old save. It seems I have to start over.

      But I've also found that HUDFramework is actually needed for real in the new updates. I have not tested to see in which update it became a requirement, but having HUDFramework installed with SS2 version 3.0.3 allows me to see the missing build menu elements. However using HUDFramework in VR leaves us with a message spam, but fortunately some people have found a way to remove them.

      I have tested this one and can confirm it works with SS2 3.0.3:
      https://www.reddit.com/r/fo4vr/comments/177tqli/comment/k4xge2k/?utm_source=share&utm_medium=web2x&context=3
      There's this one too, have not tested it:
      https://simsettlements.com/site/index.php?threads/fo4vr-sim-settlement-2-addons-no-hudframework-message-spam.28701/post-198851

      I don't know what exactly is broken in the new updates that you're talking about. But perhaps if HUDFramework is a hard requirement now, maybe you can direct peoples attention to these files to avoid the message spam?
    3. mith077
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      You're genius!
      HUDFramework was actually the cause of the problem!
      Not entirely, but only one script was hard coded into SS2.
      Newer version of the patch includes dummy version of HUDFramework.pex, meaning HUDFramework is not a hard requirement anymore.
    4. peteben
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      Thanks for adding this. I was going to create a new mod with my fix, but it's better to have it all in one place.
    5. Uthious
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      Pete is the real genius :) Good to see you here.
      I've updated to SS2 3.0.4 and Workshop Framework 2.3.16 to match the releases in case of incompatibilities, but when I load my save there's a message that says: "CRITICAL ERROR: Important SS2 data was corrupted in your save. As much as was rebuilt you can safely play with this save".
      I don't know if that's something everyone experience when they update, but I decided to roll back for now until I know more. Even if it says it's safe to play, I've already scrapped one 15 hour save and I don't want to scrap another heh.
      Is it normal to see this, or what should I do?
    6. mith077
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      With Bethesda's script environment, data corruption is right behind you all over. Surely that's the reason SS2 author adds more and more verification codes over time.
      Guess wrong data has been there for long and new check code just brought it to light? If message says it's fixed up, probably it's worthy to try on it. With save backed up, for just in case anyway.
    7. peteben
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      I have seen this message come up too, generally after I update a mod. Funny thing is if I reload the apparently broken save, the message doesn't reappear, and I've been able to continue.
  8. wooootwoootwootwot
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    I imagine this is not okay to do but I am hitting a wall....

    If I put
    SS2.esm
    VRCP_SS2.esp
    SS2_XPAC_Chapter2.esm
    SS2_XPAC_Chapter3.esm
    (RANDOM SS2 ADDONS)

    I can build plots okay.


    If I put

    SS2.esm
    SS2_XPAC_Chapter2.esm
    SS2_XPAC_Chapter3.esm
    VRCP_SS2.esp
    (RANDOM SS2 ADDONS)

    or

    SS2.esm
    SS2_XPAC_Chapter2.esm
    SS2_XPAC_Chapter3.esm
    (RANDOM SS2 ADDONS)
    VRCP_SS2.esp


    every time I build a plot I get stuck in an endless notification loop of:
    "invalid data, deleting plot".


    What am I doing wrong?
    Because, as I said, I imagine it is not okay to have chapter 2 and 3 and the addons under the patch in my load order.

    With some testing I did manage to make the endless notification loop disappear by installing HUDframework, however I then get endless notification spam in the top left corner.

    On a side note, thank you for making this mod. Truly game changing and I am in no way trying to complain. I imagine it will 100 percent be user error.




    1. mith077
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      Hi.
      Turned out SS2 v3.0.0m and above are not compatible to VR.
      Please revert back to v3.0.0l, if possible. Or wait for newer VR patch.
    2. mith077
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      VR patch v1.1.3 is compatible to SS2 v3.0.4. Please update it.
  9. Socratatus
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    "You MUST DELETE F4SE FOLDER"

    I know it must seem obvious to you guys, but I can't see how to do this. I've looked in the game files and see several F4SE files, but have no idea which is the Workshop one.
    Any help would be appreciated.
    1. Socratatus
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      Hmm. found a file that says WSFw_Identifier. Was that it? I removed it. It did stop one notice from popping up at start, so it must be.
    2. mith077
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      The particular files are 'PowerGridTools.dll' and 'wsfw_identifier.dll'.
      'PowerGridTools.dll' is for power grid fix feature. 'wsfw_identifier.dll' is for exporting settlement layout.
      SimSettlements 2 is provided to XBOX too, where F4SE is not available. So these can be considered not essential.
    3. Socratatus
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      Thanks for your reply. I see the `PowerGridTools.dll` I will remove that now.
      Thanks again.

      Update: FINALLY got it all working without errors. Even fixed Curie's blackface that started showing up while doing this. :)
  10. hitmante
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    Thank you so much for chapter 3 AIO support!

    I am getting an error when building a new residential plot, says "invalid data, deleting plot" then this repeats over and over and over with OK to click.

    This was on an existing save, new save works fine so far, will take me a while to get to chapter 3 content.
    1. mith077
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      Hmm. It sounds like script data corruption.
      Scripting in Bethesda's games is something not trustworthy. When strain is high or whatever reason, executions get interrupted abruptly, data becomes corrupt.
      SS2 team is surely aware of the problem and introduces fix ups and sanitary checks over updates. I wrote INI setting section for this.
      I really don't want to say but in many cases, rolling back to old save data is the only fix.
    2. hitmante
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      No problem at all!  Thank you for your amazing work!
  11. Vonklinkenhoffn
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    I have another question about the install instructions(sorry about the nitpicking)..

    On the description page, one of the steps says "For each plugins you've just installed above, open it in FO4VREdit and modify plugin version to '0.95"
    Is this not taken care of by the Version Check Patcher? 

    I also see there's no mention of the Version Check Patcher at the description page, but here on the post section, there is also no mention of the FO4VREdit step. I find it a bit confusing, should I use the Version Check Patcher, or do the FO4VREdit step, or both? 
    1. ErockSmiles
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      I have the Version Check Patcher installed and have never had an issue with running any mods as of yet. At least not ones due to version issues. I've got about 700 mods in my load order.... lol
    2. Vonklinkenhoffn
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      That's great news!
      But when you installed this mod, did you;

      Follow the instructions on the description page and did the step where you opened each plugin in FO4VREdit and did the modification mentioned?
      Or
      Did you follow the instructions on the sticky here on the posts page where you skipped the FO4VREdit step and installed the Version Check Patcher instead?
    3. mith077
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      Just for confirmation, you won't need v0.95 edits with Version Check Patcher.
      You know, install instructions need to be boring and have less requirements. I'm sure everyone uses F4SEVR, but don't want to add to explicit requirement just for version patcher.
    4. Vonklinkenhoffn
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      Awesome, thanks! I agree, I just found it to be slightly confusing when there are two different install instructions for this mod. 

      I followed the one with Version Check Patcher though, as it seemed pretty likely that I wouldn't need any FO4VREdit stuff with that installed, so I'm good.
    5. ju5tA1ex
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      Why change SS2 files? Why not change VRCP_SS2 file version from 0.95 to 1?
    6. mith077
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      Bethesda decided to update plugin version to 1.00 after Creation Club update.
      Mostly identical, but Fallout 4 VR engine refuses to read plugins that are marked v1.00.
      Many mods created recently have same issue with VR game. You can avoid manual editing with Version Check Patcher.