Fallout 4
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Exoclyps

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  1. Exoclyps
    Exoclyps
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    Updated to 1.6.0. All PreVis data is now in the separate PreVis archive. No longer loose files but BA2 which should help with compatibility.

    ELFX patch is now also updated. Patches are now meant to be used together. 
    For people using A StoryWealth Location - Diamond City the PreVis patching will be included in the DiamondCity-PreVis to save on ba2 slots.
  2. Exoclyps
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    In version 1.5.0 I split up the PreCombine/PreVis into a separate patch.

    This was made since the added PreCombine files would cause conflicts with other mods that also modifies the PreCombines for these locations and as thus it's sometimes better to not use them.

    One example is that this mod would conflict in PreCombines with A StoryWealth Location - Diamond City as that location also regenerates the PreCombines for the same cells, with Fourville in mind. So people using that patch don't need the optional PreVis files.
  3. Exoclyps
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    Fourville - Fast Travel

    A new patch I made using Fast Travel From Quest Hubs by Glitchfinder as master.

    This patch work in two steps.

    • First, after you're introduced to Fourville it'll replace the "Vault 4" marker with a "Fourville" marker and unlock fast traveling from Fourville.
    • Second, after you've had the introduction inside Vault 4 it'll now add a new "Vault 4" marker that will let you fast travel in and out of the actual Vault.
  4. Tom15243
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    I haven't updated to the latest Fourville version because I am not using the Next-Gen update for FO4, so will using the latest version of this mod break my game? All of the older files are archived so I can't use a previous version..
    1. Exoclyps
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      Updating Fourville doesn't require next-gen for FO4 though.
    2. Tom15243
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      Ah fr, I’d just assumed since it hadn’t been updated in ages. Is it safe mid game, usually I would assume not but the changelog mostly looks like big fixes. 
    3. Exoclyps
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      I think they were back based on the show rather than the update. Just a lot of stuff going on the same time.
      And yeah, I'd say it's save-safe.
    4. Tom15243
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      Thanks man, I really appreciate the help. Love all your mods btw. 
  5. bananaandshrimp
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    im a little confused. In the new eXo patch is the Previs data included? or do i still have to download the Previs 1.6.2?
    1. Exoclyps
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      It's not. Essentially you'll need both files.
      I separate them because some users make their own.

      I suppose I could technically make it a FOMOD but find those a pain to keep updated with the required version change each time xD

      ETA:
      Technically you don't need it, works fine without. Fourville itself doesn't have it (outside some of the new cells having it built in).
      Also if you're using PRP grab Emirals Previs Patches for PRP .74 for Fourville. If you do, don't use the PreVis file included here.
    2. bananaandshrimp
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      Im using PRP .69 because when i downloaded .74 it had plugins that relied on Heavy Flamer/Incinerator and Outcast Remnants CC as masters and i do not have them downloaded. Would i be able to run the .74 and just disable those plugins that rely on masters i dont have?
    3. Exoclyps
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      Yes, you can disable those. I just deleted them myself.
  6. koushkinn
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    Hi !
    Just come to say that this mod has low numbered id (less than 00800) this can break save or lead to other issue with the VR version.
    more on this topic
    I have just made myself a small patch, it's just your esp with renumbered id, I'd be glad to send you the file or upload it on the nexus if I have permission for other VR user :)
  7. atomicmursu
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    Fourville was recently updated. Is it safe to use the latest exopatch with it?
    1. Exoclyps
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      Currently checking vs newest version. Should be mostly safe, but will release an update in an hour or two.

      As far as I can tell, their update and my patch is essentially 95% different things so only about 5% overlap.
  8. arihante
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    nvm
    1. Exoclyps
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      What version of RobCo Patcher are you using? I'm still on 3.6 myself and had no issues there.
      All I changed was adding the "s".
    2. arihante
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      nvm
    3. arihante
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      nvm
    4. Exoclyps
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      I mean, if you don't have Outcasts you can remove it.
      Patch just made sure that all the radiant quests wouldn't hit any of the Outcasts locations as those had to be uniquely unlocked.
    5. arihante
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      nvm
    6. corpz
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      You made a mistake in the ini. that's why it's crashing the game.

      filterByFormLists=Vault4.esp|173471:formsToAdd=OutcastsAndRemnants.esp|,OutcastsAndRemnants.esp|002B7A.....

      Bold underlined part needs to be removed and the game works after.
    7. Exoclyps
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      Odd that it didn't crash for me. Maybe new for 4.0+, which is why I missed that. Sorry about that.
      Thanks for letting me know.

      Hopefully we should be all good now.
  9. hwei
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    my RobCo_Patcher.log has some problem:

    (186)[info] ************************************************************
    (187)[info] OutcastAndRemnants.esp not found or is not a valid plugin file, skipping config file .\Data\F4se\Plugins\RobCo_Patcher\formList\\eXo\Vault4\OutcastAndRemnants.esp.ini.
    (188)[info] ************************************************************

    The OutcastAndRemnants.esp maybe is OutcastsAndRemnants.esp  ???

    1. Exoclyps
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      That's normal for "mod specific" RobCo patches.
      Suppose I technically could have made it a separate download instead.
    2. hwei
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      Thanks a lot !!!
    3. AnnaF
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      The file name and the content of the ini file is wrong.
      You have to rename the file to OutcastsAndRemnants.esp.ini and edit the content: Replace all occurences of OutcastAndRemnants.esp with OutcastsAndRemnants.esp.
    4. Exoclyps
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      Ah that's what you mean. That's quite an oversight on my end.
      Sorry, will get it sorted ASAP.
  10. GoneWithTheSun
    GoneWithTheSun
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    Just wanted to let you know that the recent update is missing the esp in the archive.
    1. Exoclyps
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      Ops. Thanks for letting me know! 
  11. GalenKnight56
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    Does the current Vanilla Previs version work with version 69 or 74 of PRP?
    1. Exoclyps
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      Honestly haven't tested that. I think it should work though. Make sure to load PreVis plugin after PRP.

      If it doesn't work, lemme know and I'll update.
  12. blackboy2
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    While not all of these are glitches, specifically one and three, I was hoping you could look into implementing these quality-of-life changes at some point.

    1) After Betty's quest is finished, could her vender stall be re-manned by a new merchant NPC that draws from her same vendor inventor? This new NPC could even take over her house after she's gone.

    2) When looking through the mod's NPCs in Xedit, I found that the NPC Jo (she's related to Betty) is designed to be a potential settler, one of three, I think, but I think she's broken. She hangs out in the Memory Den all day and night, and while she can be talked to without issue, when the conversation eventually leads to her asking for work on a settlement, accepting the request doesn't cause the "send NPC to settlement of choice" box to pop up, and the conversation will end. She can be talked to repeatedly afterwards, but they all result in the same situation. Her dialog kinda hints at her being meant to approach the player at one of their settlements, but either the script for that is busted or I simply read into her dialog the wrong way. Either way, could you look into this, see is there's a fix?

    3) The Vault 4 quest that takes place in the underwater Wattz manufactory, after it's completed in a way that doesn't result in Mike's death, could his gun delivery quests be reenabled? If nothing else, it would give the players another reason to return to Fourville.

    4) There's a script in the mod set to run if you have the F4NV Anti-Material Rifle mod installed that allows Mike to sell a unique version of the gun, but I think the script is faulty, because I've only seen him sell the gun on one playthrough. Could you look into that?
    1. Exoclyps
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      Sorry, missed replying to this at the time. Will definitely keep your suggestions in mind next time I take another pass at patching for Fourville.
    2. blackboy2
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      Thank you.
  13. blackboy2
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    Hey, when I install the vanilla previs it comes with a non-ESLified ESP called Vault4-PreData.esp that says it needs Vault4 - exoPatch.esp to run, and it is there, but acts like it's not. Is that intended?
    1. Exoclyps
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      Double-checked, PreVis files should work fine. Did seem to have an extra copy of the plugin inside the Vis folder though for some reason.
    2. blackboy2
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      Just installed the new version of the vanilla previs, and everything seems to be in order now. Thank you.