Fallout 4

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Glitchfinder

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  1. Glitchfinder
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    Mod Compatibility Post

    I'll list mods that people have asked me about here, along with their compatibility and resolution status. Feel free to ask me about mods and their compatibility and I'll check and add them to the list as I'm able to do so. I can also make combined patches that merge the changes from one or more of the patches in optional files upon request.

    I highly recommend using one of the previs files in the optional file section. Without new previs, you may see issues with scrapping objects, where the game will not let you scrap things. Additionally, new previs will help stabilize performance in the surrounding area. Previs files should be loaded as close to the bottom of the load order as possible.


    Compatible Mods:


    Incompatible Mods:


    If you have any concerns about a mod that isn't mentioned here, feel free to ask me and I can take a look.
  2. Guinnessmonkey
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    Loot is pretty convinced that I haven't installed a PRP patch, even though I have the .74 patch installed. Very strange.

    Edit: Bizarrely, the issue goes away when I used the 0.69 PRP patch. I'm using all the other WCLI settlements, and this is the only one where the 0.74 patch gave me issues.
  3. Gameshark1444
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    Do you know how this mod plays with this one? They are somewhat close to each other but I figured they might be far enough away that it will be fine.
    1. Glitchfinder
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      I'll need to take a look. There's decent odds that they will work together, but it's something that needs ingame assessment to be sure.

      Edit: Yeah, they work together. Just make sure to load my previs file after the natick banks settlement.
  4. entengenemu
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    Question regarding load order. I'm following the Simple Load Order guide and I just want to ask if this mod needs to be bottom before the last mod like Workshopoverridescript or its fine to follow the load order guide? #24. New Settlement mods.
    1. Glitchfinder
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      Put the main file in #24 and the previs patch most relevant to your load order at #31 before "load last" items like workshopoverridescript and puddle reflection fix.
  5. lxmonadx
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    I have PRP 0.69, Tales From The Commonwealth, and Beantown Interiors, but I also use the True Interior Patch, which is incompatible with mith077's patches. How does this affect my ability to use this mod, and what should I use instead? I've finally fixed all the flickering, precombine, and clipping issues with my game and don't want to break anything all over again. I also don't want to ditch True Interior if I can get away with it
    1. Glitchfinder
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      I'll probably need to make a separate precombine patch for that one, since precombines are very persnickety about what you use them with.
    2. lxmonadx
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      Thanks for the quick reply, I'll just sit tight and wait for a patch
    3. Glitchfinder
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      So, I looked into it a bit further and did some testing. It appears that you don't need a patch for the setup you listed. Download the prp v0.69 previs for this mod and it should work. The LO I tested with was like so:
      1. Unofficial Patch
      2. PPF.esm
      3. 3DNPC_FO4.esp
      4. BTInteriors_Project
      5. BTITIP.esp
      6. WCLI_NatickSubstation.esp
      7. PRP.esp
      8. WCLINS_Previs.esp
    4. lxmonadx
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      Thanks, I'll try this later and let you know how it works out
  6. Kovalvlad
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    I really wanted to use this space for the Nystron electrical system. I was upset when I cleared the location of monsters and couldn’t find a workbench.
    But...
    so many files in different sections :(
    And everyone has the ability to download through the mod manager. I myself worked a little with the CK-editor, but I don’t understand so many files: I don’t know enough.
    :((
    Maybe you could describe the procedure for installing the mod? This would help a lot.
    1. Glitchfinder
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      The vast majority of files are compatibility patches for mods that edit nearby locations. If you don't have any of the mods listed in my sticky post, use the main file and the "0 - Previs - Bethesda" file. If you do have something mentioned in the sticky post, follow the instructions for that mod in the sticky.
  7. dferstat
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    Many thanks for this; getting access to the workbench was a doddle (this may have been something to do with the fact that my current companion is a Mr Handy with two gatling lasers) and clearing, and repairing, the site is simple.

    However, if you were to look at this again, would you consider allowing us to scrap the (very) large electrical equipment that remains in the yard? I'd very much appreciate the extra space so that I can place (many) fusion generators, and transformers from niston's NISTRON Electrical And Electronics Engineering Volume 1.

    EDIT

    I've now repaired the buildings, and cleaned up mucho trash. It looks much better now. However. I see that there are some sections of the wire fence (near the northwest corner, and along the east edge) that are damaged, and yet lack any repair options. Would you consider letting us fix these?

    There's also a number of rocks lying about, including on the base for one of the transformers, that don't seem to be scrappable. It would be great to be able to clear these, too.


    Don't want much, do I?
  8. Pootrick1
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    Thank you for the great mod! I was just wondering if a patch is needed for the PRP version of Waushakum Pond Settlement?  I see there are previs patches and a patch for the non-PRP version, but not if I have the PRP version. 
    1. Glitchfinder
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      There us a separate patch for the PRP version, named "0 - Previs - PRP - Waushakum Pond Settlement"
    2. Pootrick1
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      Ah I see thank you! I was just a bit confused because the patch description says 

      Merged patch for:

        - Previsibines Repair Pack (PRP) v0.69.X-Waushakum Pond Settlement v1.2.0 (Non-PRP)

      And so I wasn't sure if I could use it with the PRP version of Wauskakum
    3. Glitchfinder
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      That was my fault, it was a copypaste error from the SKK/Waushakum Pond patch. Should be fixed now.
  9. PSS1
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    Just to be sure, as I am a self admitted idiot, the previous prp patch (1.04) you have for this was 'WCLINS_PRP_Patch.esp' and the recent version (1.05) is now 'WCLINS_Previs.esp'... does this mess my current game up if I continue with the newer patch instead?
    1. Glitchfinder
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      No, it does not. While removing mods (which this upgrade qualifies as) is technically an unsupported feature for Bethesda games and can cause subtle save issues depending on the contents of what is removed, the previs patches do not contain any new data in them that would result in those issues.
  10. Aen9ine
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    Hello. I notice a patch for Tales of the Commonwealth + Beantown Interiors, but I'm not using the latter. Can I assume this is already compatible with only TotC?
    1. Glitchfinder
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      Correct. Tales from the Commonwealth alters a nearby cell, and the patch is actually to address an incompatibility caused by a third party precombine/optimization patch for tales of the commonwealth.
    2. Aen9ine
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      Appreciated. Thank you.
    3. remus04XIII
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      Do I take it that I just overwrite the existing mod files with the ones from the patch and then uninstall the patch as it's not needed any more?
      (Sorry if this is stupidly obvious, I've never needed patches till now)
    4. Glitchfinder
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      I'm not sure what you're asking here. The patches are made for specific mods (or specific patches for groups of mods, such as the one being asked about here). If you have the mods the patch is for, I would advise using the patch. Otherwise, don't use it.
  11. Chrtistian8OO
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    EDIT: Read the comment below.