SINGLE MOD PATCHING REQUESTS ARE NOW CLOSED PATCHES FOR 2 OR MORE MODS TOGETHER GO HERE HERE:
ANSWERS TO FREQUENTLY ASKED QUESTIONS!!!! Q: What version is the patch for? A: Says right in the file description :)
Q: It don't work A: Please be detailed in what is going wrong, where and please post your load order.
NOTE: PLEASE SEND YOUR CURRENT LOAD ORDER ALONG WITH A PHOTO OR DESC OF THE BUG!!
I WILL NOT RESPOND IF I CANNOT HELP DUE TO LACK OF INFO!!!!
Simple troubleshooting steps. Make sure below is how you have your load order
YOUR LOAD ORDER SHOULD ALWAYS LOOK LIKE THIS DEFAULT FO4 ESM's PPF.esm MOD(s).esp PRP.esp MOD PRP PATCH(es).esp
Make a new vanilla game with only PRP, the mod, and the patch for the mod to see if it is a load order conflict.
Simple way to do this is just to TP to vault111 from the main menu. It makes a new game and save automatically and does no affect ur current game. `coc vault111ext`
Q: Can i request a patch? A: Sure! Unfortunately these patches take a while so i cant have an exact date on when i can get them out.
Q: I love your work, is there a way i can help out? A: You could always buy me a coffee on KOFI These patches require lots of it :P
Q: Can i request custom patching of multiple mods at the same time? A: Yes you can! I am starting to take commissions for patching several mods at a time. I.E Atomic world + A Forest + Diner ETC
Large mods and patching, testing, verifying usability takes a ton of power and storage to do. I think the patch for BNS 3.0 is almost 1GB on its own. Having dozens of these patches take allot of storage and many coffee breaks lmao
Q: What would a big patch be? A: Mod(s) That cover the entire map like for say 1. A Forest which takes tons of time and electricity to generate. 2. Or Multiple mods patched together for compatibility which also take a ton of time to generate
I will be Taking commissions on my Ko-fi HERE depending on the amount on the complexity of the patch and how much time it will take for the patch to generate.
Trust me when i say i wish i could get them out as fast as everyone else wants them out.
The process and working with creation kit is just tedious and time consuming. Not to mention if something goes wrong. I have managed to automate most of it using the script i worked on with Ben's (Starhammer's) help but it still involves leaving the computer on and babysitting it for hours. Sometimes days on end.
This is not a piece to just complain but in reality working with creation kit is as tedious as explained.
The reason i made this Compendium is because i saw mods that were not compatible with PRP. PRP actually made my game playable on my old hardware so i decided to start patching for it because i wanted other mods aswell.
First "4NG" File released. These files only support .74 version of PRP and Next gen update as the main branch of PRP has updated to it
I WILL ONLY BE SUPPORTING NEXT GEN FROM HERE ON OUT AND THE ONLY FILES WILL BE REPLACED AS I MAKE NEW PATCHES Most of the back-end mods and libraries have been updated to support it
Please update to next gen, make my life easier lmao
As I understand it, BenRieriemanus Previsibines Repair Pack Stable Branch v. 74x is still working with 1.10.163. Quote: Branch 74 - Part 2 - 1.10.163 Data Files For Old Gen Steam or Current Good Old Games
I´m curious about what exactly makes these patches 74 Next gen only? Has there been some change in how these things work in Next Gen or is it related to how you make them? Would it mean doing the work twice to have versions for both? Quote: PRPVER. 4NG IS .74 & NEXT GEN ONLY
Thank you for using them. Means the world to me knowing that my work is helping people with their load orders
I talked about this in a previous comment so ill just summarize.
Supporting legacy game versions doubles the workload of mods in general, especially for PRP patches, due to new content in the NG version. This requires separate installations and maintenance. While Bethesda's updates are imperfect... Sometimes infuriating. They show ongoing support so for this reason I won't support pre-NG versions. Hopefully more mod creators start to think the same so we dont have to have this debate for much longer :)
This is blatant misinformation. NG is not "so busted" and I'm running a 700 mod NG Horizon load order. If I can run horizon NG then it's working fine and the majority of mods either are inherently compatible or have a compatibility patch/version available. Bullet Counted Reload is the *only* mod that has not updated and is not compatible that I miss.
When I use yours Maxwells World PRP patch, After waking up from the freezer, the vault-tec 111 screen is wrong,and I can't see anything but,if i disable the Maxwells World PRP patch,Everything returns to normal I noticed that Maxwells World had updated 2.3.0,Is it related to this?
I would like to express my gratitude for the work done and wish you strength for future updates. And I would like to ask about the two most common and used mods, including me, and these are A Forest Tree Trim and Hunkered Down. Are you planning to release them for version 74 and if so, then approximately when?
Forgive the potentially stupid question, but why is the Atomic World patch 447mb, whereas the actual mod is only 14mb. Also I am using Old Gen version of PRP 74 branch. Is your Atomic World patch compatible with this? Thanks!
using the castle walls mod plus the patch doesnt seem to do anything other than break if other prp patched mods are installed.
i am using prp version 69 and its patches for said version.
what happens is. if the prp patch for the castle mod is last on the order, the mod seems to break the castle entirely. however moving the patch up before the others or in between (so either if the castle patch is ontop of aio settlements or inbetween pt1 and 2 of aio) seems to load both castles?
exhibit a: https://ibb.co/0f0td1H broken castle, patch on the end of LO.
exhibit b: https://ibb.co/p24Z5D0 both castles loaded in. patch after prp, but before other patches or inbetween other patches.
the only thing that i can see working is:
A: remove the mod, s#*! castle. B: remove the patch, load castle mod after PRP. cool castle but might break prp in the process. C: remove the other prp patches. cool castle and prp works at the cost of removing some stuff like AIO Settlements, which makes my other settlements dirty.
559 comments
PATCHES FOR 2 OR MORE MODS TOGETHER GO HERE HERE:
Q: What version is the patch for?
A: Says right in the file description :)
Q: It don't work
A: Please be detailed in what is going wrong, where and please post your load order.
NOTE: PLEASE SEND YOUR CURRENT LOAD ORDER ALONG WITH A PHOTO OR DESC OF THE BUG!!
I WILL NOT RESPOND IF I CANNOT HELP DUE TO LACK OF INFO!!!!
Simple troubleshooting steps. Make sure below is how you have your load order
DEFAULT FO4 ESM's
PPF.esm
MOD(s).esp
PRP.esp
MOD PRP PATCH(es).esp
Make a new vanilla game with only PRP, the mod, and the patch for the mod to see if it is a load order conflict.
Simple way to do this is just to TP to vault111 from the main menu. It makes a new game and save automatically and does no affect ur current game. `coc vault111ext`
Q: Can i request a patch?
A: Sure! Unfortunately these patches take a while so i cant have an exact date on when i can get them out.
Q: I love your work, is there a way i can help out?
A: You could always buy me a coffee on KOFI
These patches require lots of it :P
Q: Can i request custom patching of multiple mods at the same time?
A: Yes you can! I am starting to take commissions for patching several mods at a time. I.E Atomic world + A Forest + Diner ETC
Large mods and patching, testing, verifying usability takes a ton of power and storage to do. I think the patch for BNS 3.0 is almost 1GB on its own.
Having dozens of these patches take allot of storage and many coffee breaks lmao
Q: What would a big patch be?
A: Mod(s) That cover the entire map like for say
1. A Forest which takes tons of time and electricity to generate.
2. Or Multiple mods patched together for compatibility which also take a ton of time to generate
I will be Taking commissions on my Ko-fi HERE depending on the amount on the complexity of the patch and how much time it will take for the patch to generate.
The process and working with creation kit is just tedious and time consuming. Not to mention if something goes wrong. I have managed to automate most of it using the script i worked on with Ben's (Starhammer's) help but it still involves leaving the computer on and babysitting it for hours. Sometimes days on end.
This is not a piece to just complain but in reality working with creation kit is as tedious as explained.
The reason i made this Compendium is because i saw mods that were not compatible with PRP. PRP actually made my game playable on my old hardware so i decided to start patching for it because i wanted other mods aswell.
Hello guys and gals. It has been quite a while since i have updated this mod.
The gist of it is. No i haven't abandoned you. I just have a career now and I'm away from my machine for most of the day lmao.
I will try to get some patches out since there have been some real banger mods that have released as of late.
take your time boss
ALMOST ALL OF THE PATCHES IN THIS LIST ARE UNLIKELY TO WORK UNLESS I TEST THEM AND VERIFY THEM WORKING!!
Theres over 100 patches, its gonna take a bit updating them all lol
UPDATE
First "4NG" File released. These files only support .74 version of PRP and Next gen update as the main branch of PRP has updated to itI WILL ONLY BE SUPPORTING NEXT GEN FROM HERE ON OUT AND THE ONLY FILES WILL BE REPLACED AS I MAKE NEW PATCHES
Most of the back-end mods and libraries have been updated to support it
Please update to next gen, make my life easier lmao
Quote: Branch 74 - Part 2 - 1.10.163 Data Files For Old Gen Steam or Current Good Old Games
I´m curious about what exactly makes these patches 74 Next gen only? Has there been some change in how these things work in Next Gen or is it related to how you make them? Would it mean doing the work twice to have versions for both?
Quote: PRPVER. 4NG IS .74 & NEXT GEN ONLY
Also, thx for all the patches. They´re awesome!!!
I talked about this in a previous comment so ill just summarize.
Supporting legacy game versions doubles the workload of mods in general, especially for PRP patches, due to new content in the NG version. This requires separate installations and maintenance. While Bethesda's updates are imperfect... Sometimes infuriating. They show ongoing support so for this reason I won't support pre-NG versions. Hopefully more mod creators start to think the same so we dont have to have this debate for much longer :)
After waking up from the freezer, the vault-tec 111 screen is wrong,and I can't see anything
but,if i disable the Maxwells World PRP patch,Everything returns to normal
I noticed that Maxwells World had updated 2.3.0,Is it related to this?
It also uses the NG version of PRP.
Are these compatible with SF4D version then? :O
Forgive the potentially stupid question, but why is the Atomic World patch 447mb, whereas the actual mod is only 14mb. Also I am using Old Gen version of PRP 74 branch. Is your Atomic World patch compatible with this? Thanks!
if so, where can i find the one for OG?
i am using prp version 69 and its patches for said version.
what happens is. if the prp patch for the castle mod is last on the order, the mod seems to break the castle entirely. however moving the patch up before the others or in between (so either if the castle patch is ontop of aio settlements or inbetween pt1 and 2 of aio) seems to load both castles?
exhibit a: https://ibb.co/0f0td1H broken castle, patch on the end of LO.
exhibit b: https://ibb.co/p24Z5D0 both castles loaded in. patch after prp, but before other patches or inbetween other patches.
the only thing that i can see working is:
A: remove the mod, s#*! castle.
B: remove the patch, load castle mod after PRP. cool castle but might break prp in the process.
C: remove the other prp patches. cool castle and prp works at the cost of removing some stuff like AIO Settlements, which makes my other settlements dirty.