Edit: If you are confused at the requirements for the mod, it works like this now. If version is 0.34, you need original BostonFPSFix's AIO release as a dependency. 0.35 and newer just require the unofficial patch.
The original Boston FPS Fix has been fully depreciated now with the release of 0.35, which is 99% the same as the PRP Lite Merged release.
As that release has a specific set of clusters that are smaller compared to the old BFPSFix mod, existing users may notice performance differences in spots, but that's intentional for conflict minimization reasons. Block build requests should be taken to the PRP Lite page if there's significant outliers.
The old 0.34 patch is in old files for the folk that don't want to use UF4OP and keep the original BFPSFix.
"I have PRP already installed, do I need this?" Nah. This is strictly intended as a bugfix/performance improvement for Boston FPS Fix users that have a high amount of worldspace changes or other reasons that prevent them from using PRP itself. I specifically didn't make any other changes but fixed up cell headers forwards.
"You mentioned a larger compat footprint, what's that about?" One of the fixes implemented was forcing correct precombine headers for specific cells that got clobbered in the build process for the official DLC, which as a result might have compat issues in certain situations depending on the cell. Unlikely, since only the dates and precombine filename gets forwarded from the esm. If in xedit in your load order and any of the specific cells are blank, it's fine to forward them to the other mod as well if only all three are blank.
"Does this work with [insert mod here]?" This won't change compat with the original mod with the exception of a few specific cells. Mods like CRP and Desperados for example have their own previsibines, and you don't need BFPSFix with them or PRP. Also, as per usual for Frost users, they have their own fixes patch that should be used in place of BostonFPSFix or PRP. Review the installation guide that's floating around for that.
"What's with all the excessive XPRI entries in the plugin?" That's in the original mod as well, an artifact of the method Valyn81 used years ago, and we don't do it that way now for this reason. I'd have cleaned them, but it's faster to just rebuild the mod with my method.
"The mod previously mentioned improvements to performance in specific cells, but now I'm not seeing any compared to baseline Unofficial Patch, what's that about?" As of 2.1.4 UF4OP and newer, they merged in the bugs I filed to fix the header issues and the LOD fix as described in the mod's description, and thus the now identical to their plugin records which was then purged from the mod here as of 0.34 to shrink the plugin's size.
so we should only forward those three records if they're blank to avoid conflicts or forward them if they're different aswell? bc i have a lot of vanishing meshes around university point and a few mods with different dates in xEdit.
edit: or should i just not use this at all if im playing on a NASA pc and dont have much problems with fps, and actually more problems with compatibility with other worldspace mods with this installed?
To people with similar issues. I fixed mine by disabling Boston FPS Fix - Automatron. Vortex said it wasnt needed and voila! No more disappearing buildings and still have good fps.
I came here after googling fps issues caused by using Scrap Everything to clean up my settlements. Will this mod "fix" the broken precomine world data in my current save, or do I need to start a whole new save sans Scrap Everything? Id rather not give up all the time I've already invested, but I also can't stand hitting 30~fps in Boston -_-
i have a problem when i start a new game with this mod, the npc (and companions) walks on stucking more than normal, and the floating quest markers dont show up...
"If you are confused at the requirements for the mod, it works like this now. If version is 0.34, you need original BostonFPSFix's AIO release as a dependency. 0.35 and newer just require the unofficial patch. The original Boston FPS Fix has been fully depreciated now with the release of 0.35, which is 99% the same as the PRP Lite Merged release." - Taken from the sticky at the top of the page inscase you hadn't seen it.
So for the latest version of this mod you require ONLY the unofficial patch. IF you're using an OLDER version you need BostonFPSFix's AIO (the original mod) AND the unofficial patch. Hope this helps! :)
Sorry, I just returned to FO4 so not sure if I understood correctly but I only need this mod and nothing else, not old BFFix, not PRP? Or even better: only PRP Lite and nothing else (new game)?
After installing this mod i'm getting weird visual artifacts like the following. https://imgur.com/a/lgiu2uO
Any idea why that could be and what i should try to fix it without removing the mod entirely?
EDIT: only with the latest 0.35, when running the old original mod + your 0.34 the artifacts dont happen EDIT 2: i guess its most likely due to not having UF4OP from what i've read. Only seen it in the fine print afterwards that its apparently needed. May want to flag it under the "required" mods?
Wait a moment: "i don't need the original mod" means that i have to disable the previous version of this mod or i need to deactivate the original Boston fps fix by Valin81? Second matter: is it always valid the fact i do not need PRP?
Hey mate, since this requires the OG Mods plugin . . .well I cant get it anymore since the mod has been set to hidden. So if i cant get the OG plugin, how can i use this mod?
105 comments
The original Boston FPS Fix has been fully depreciated now with the release of 0.35, which is 99% the same as the PRP Lite Merged release.
As that release has a specific set of clusters that are smaller compared to the old BFPSFix mod, existing users may notice performance differences in spots, but that's intentional for conflict minimization reasons. Block build requests should be taken to the PRP Lite page if there's significant outliers.
The old 0.34 patch is in old files for the folk that don't want to use UF4OP and keep the original BFPSFix.
"I have PRP already installed, do I need this?"
Nah. This is strictly intended as a bugfix/performance improvement for Boston FPS Fix users that have a high amount of worldspace changes or other reasons that prevent them from using PRP itself. I specifically didn't make any other changes but fixed up cell headers forwards.
"You mentioned a larger compat footprint, what's that about?"
One of the fixes implemented was forcing correct precombine headers for specific cells that got clobbered in the build process for the official DLC, which as a result might have compat issues in certain situations depending on the cell. Unlikely, since only the dates and precombine filename gets forwarded from the esm. If in xedit in your load order and any of the specific cells are blank, it's fine to forward them to the other mod as well if only all three are blank.
"Does this work with [insert mod here]?"
This won't change compat with the original mod with the exception of a few specific cells. Mods like CRP and Desperados for example have their own previsibines, and you don't need BFPSFix with them or PRP. Also, as per usual for Frost users, they have their own fixes patch that should be used in place of BostonFPSFix or PRP. Review the installation guide that's floating around for that.
"What's with all the excessive XPRI entries in the plugin?"
That's in the original mod as well, an artifact of the method Valyn81 used years ago, and we don't do it that way now for this reason. I'd have cleaned them, but it's faster to just rebuild the mod with my method.
"The mod previously mentioned improvements to performance in specific cells, but now I'm not seeing any compared to baseline Unofficial Patch, what's that about?"
As of 2.1.4 UF4OP and newer, they merged in the bugs I filed to fix the header issues and the LOD fix as described in the mod's description, and thus the now identical to their plugin records which was then purged from the mod here as of 0.34 to shrink the plugin's size.
edit: or should i just not use this at all if im playing on a NASA pc and dont have much problems with fps, and actually more problems with compatibility with other worldspace mods with this installed?
"If you are confused at the requirements for the mod, it works like this now. If version is 0.34, you need original BostonFPSFix's AIO release as a dependency. 0.35 and newer just require the unofficial patch. The original Boston FPS Fix has been fully depreciated now with the release of 0.35, which is 99% the same as the PRP Lite Merged release." - Taken from the sticky at the top of the page inscase you hadn't seen it.
So for the latest version of this mod you require ONLY the unofficial patch. IF you're using an OLDER version you need BostonFPSFix's AIO (the original mod) AND the unofficial patch. Hope this helps! :)
Any idea why that could be and what i should try to fix it without removing the mod entirely?
EDIT: only with the latest 0.35, when running the old original mod + your 0.34 the artifacts dont happen
EDIT 2: i guess its most likely due to not having UF4OP from what i've read. Only seen it in the fine print afterwards that its apparently needed. May want to flag it under the "required" mods?
Edit: Updated. Either install UF4OP 2.1.5 or revert to the 0.34 release and you should be golden.
Second matter: is it always valid the fact i do not need PRP?