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.
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.
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.
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..
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.
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.
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?
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 :)
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.
(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 ???
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.
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?
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?
100 comments
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.
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.
A new patch I made using Fast Travel From Quest Hubs by Glitchfinder as master.
This patch work in two steps.
And yeah, I'd say it's save-safe.
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.
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 :)
As far as I can tell, their update and my patch is essentially 95% different things so only about 5% overlap.
All I changed was adding the "s".
Patch just made sure that all the radiant quests wouldn't hit any of the Outcasts locations as those had to be uniquely unlocked.
filterByFormLists=Vault4.esp|173471:formsToAdd=OutcastsAndRemnants.esp|,OutcastsAndRemnants.esp|002B7A.....
Bold underlined part needs to be removed and the game works after.
Thanks for letting me know.
Hopefully we should be all good now.
(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 ???
Suppose I technically could have made it a separate download instead.
You have to rename the file to OutcastsAndRemnants.esp.ini and edit the content: Replace all occurences of OutcastAndRemnants.esp with OutcastsAndRemnants.esp.
Sorry, will get it sorted ASAP.
If it doesn't work, lemme know and I'll update.
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?