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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. MaxDrechsler
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    wcli_naticksubstation.esp part 1

    has a static rule load AFTER PRP? For what?
    Is it possible to remove this requirement?

    If there is a new location in the load order list, it must be before PRP.esp, and this is important to me, because all the patches that I generate for my build get stuck after PRP.esp due to wcli_naticksubstation.esp and it ruins a lot of precombines. :(
    1. Glitchfinder
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      New settlements (and their PRP patches) must be after PRP or they will break. That said, the loot masterlist entry for Natick Substation is not something I maintain, and the sorting you are complaining about was added by MacSplody. I recommend that if it is that significant of an issue, you should take it up with the LOOT team.
    2. MaxDrechsler
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      Thanks for answer. 
    3. MaxDrechsler
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      So should I place all mods with "new settlements" after PRP.esp and create previs patches for them?
    4. Glitchfinder
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      It depends on whether or not they need new previs built. If they do, yes. Otherwise you can build patches by hand in FO4Edit by copying the PRP cell records and then bringing forward the location changes added by the settlement.
    5. MaxDrechsler
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      I have about 40 generated PRP-patches + combined SEED PRP-patches for different mods, except for those downloaded on the Nexus. It's just that for the first time I read that the original mods for settlements should be placed after the PRP.esp, if there is a PRP patch for them. I'll try to move all the settlements outside the PRP contour.

      By analogy with settlements mods, what other category of mods should be placed after PRP.esp?
    6. Glitchfinder
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      As far as I'm aware, settlements, LOD, and puddle fixes are the only things that need to be placed after PRP. And even then, it's more specifically settlements like this one, which add Location data to cells. That Location data is used by the game to detect, set up, and run settlements. Without it, you get some or all of the following problems:

      • It may not be claimable at all
      • If you can claim it, it is named "Commonwealth"
      • The map marker may also by named "Commonwealth"
      • You cannot send settlers to the settlement from other settlements
      • You cannot send followers to the settlement when you dismiss them
      • The settlement's NPCs and objects respawn when they normally would not

      Generally, with settlements and PRP, you're going to want to have a patch that rebuilds precombines/previs for the settlement as well as ensuring all of the settlement's cells are set to use the settlement's Location data. If you have that patch, the main settlement file can be loaded before PRP so long as the patch loads after. But without a patch, the better case (especially for a rural settlement like this) is for it to load after PRP, disable precombines in the affected area, and leave the player with a functional settlement. I assume that's the reasoning behind MacSplody's changes to the LOOT master list.

      Personally, I always recommend using a relevant previs/precombine patch anyway, and I generally provide them for my mods when I can do so. This mod was originally added to LOOT's sorting list back when I used to include precombines directly in the main file, which may also have impacted why they chose to sort it the way they did.
    7. MaxDrechsler
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      I've moved all settlements mods with their previs PRP-patches after PRP.esp - most of them have finally got their supply lines working and the icon is correctly marked as written above. I had a lucky conversation with you, thanks :)

      (I think it would be more correct to include in the previs-mod for settlement mod - a mod replacer of the main settlement plugin  with the designation PRP.esp as a master. My thoughts)
  3. IAreBob
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    Did I mess up install? The map marker shows [CLEARED] and it doesn't show up in the workshop list, I can build/scrap but cannot repair anything.

    -IAreBob
    1. Glitchfinder
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      That does sound like there might be an issue with the load order. Specifically, it sounds like something may have prevented the workshop from properly registering. The most common reason for behaviors like that is something else overwriting the location data, which can happen if other mods that edit the area load after the previs file.
    2. IAreBob
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      Not sure which one it was. Bit the bullet (I had already built quite a bit before realizing problems) and loaded a save from before discovery and install - it works as intended now.

      -IAreBob
    3. Glitchfinder
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      Ouch. I'm glad you got it working, but it's unfortunate that you lost a bunch of time in the process.
  4. Apis4
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    Do I still need the Pelvis thingy patch from that other patch hub, if I DO NOT RUN THAT MOD? 

    I do not run it. 

    I just run TFTC. Last time I downloaded this mod, iirc it seemed to be OK with that mod. I think it played nice with Thuggy Smurf's OAR too, which puts a location in Natick banks too, like TFTC does. 

    I love this mod, it is a great place to build, and makes for a fantastic base for exploring the missions offered by the OAR locale added by that mod......  but I am very confused, and I do not want to have to run the pelvis mod thingy, just to get the patch, so then I can get the Prt II of this mod, which is TFTC compatible.......

    .....how can I have this mod? 

    1. Glitchfinder
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      This mod doesn't need any patches at all in order to be compatible with Tales from the Commonwealth. I had to patch against mith077's patches because the rebuilt previs for Beantown Interiors Project conflicted with the previs I made for this mod. If you're just using Tales, you don't need to worry about load order for this versus tales.

      Edit: To clarify, all of the previs files (the ones labeled part 2) are compatible with Tales from the Commonwealth. So if you're not using the mods mentioned in those previs patch names (aside from the Tales+PRP+BTI patch, which you already established you don't need), then you should be fine with the "Previs - Bethesda" file.
  5. asterlacnala
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    Wasn't mentioned as compatible or not, so I might as well check.

    Given the proximity, does this play well with tenhat's Lake Cochituate settlement? (https://www.nexusmods.com/fallout4/mods/70104)

    I'm using the PRP 0.74 version of both. If you don't get back to me before I see for myself, I'll update here to let other users know about it. :)
    (Starting a new game so that update will likely not be prompt.)
    1. Glitchfinder
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      They look to be far enough away to be compatible with each other. No conflicts show in xedit, and previs seems fine when inspected ingame. I'll update the compatibility list sometime tomorrow.
    2. asterlacnala
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      Good to know, thank you so much!
  6. reazonozaer
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    Just have a quick question about load order with People Live In Roadside Pines. Would this be right? 
    WCLI Natick
    PLI Roadside
    PRP
    WCLI Natick PRP
    PLI Roadside PRP
    1. Glitchfinder
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      Yes, that load order should work. The important part is that the previs file for roadside pines motel comes after the previs file for natick substation. If it's the other way around parts of roadside pines motel will flicker in and out of existence while you explore.
    2. reazonozaer
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      Ok thanks! Can't wait to finish up my new load order.
  7. Jingby
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    Hello good sir! When it comes to load order I have this:
    UFO4P
    PPF
    desperados overhaul
    PRP
    WCLINS Previs
    desperados overhaul terrain lod

    i am getting flickering however. should i be loading the previs for this mod elsewhere?
    1. Glitchfinder
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      It sounds like you may also have another mod that alters the same area. I just double checked with the load order you mentioned and it worked fine, and the terrain lod file has no conflicts with the previs I provided. That means there's a chance of one of two things interfering:

      • Another mod (after WCLINS_Previs.esp in your load order) has edited the area and is conflicting
      • Loose files for previs (Data/Vis) or precombines (Data/Meshes/Precombined) that affect the area might be conflicting with the packed previs and precombine files from my previs.

      Aside from that, the only cause I can think of offhand might be if you're running an older version of Desperados rather than 0.3.3 or 0.3.5.
    2. Jingby
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      I'm gonna tweak around with it, see if smth is too low in my load order, and will report back! Thank you!
    3. Jingby
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      Hey so I'm getting flickering trees mostly. Im not sure where I should load the previs. I have rebuild settlements and the desperados patches for it, and also every "people live in" and "we can live in" mod, and all the desperados patches provided. just not sure which previs should be below which and where the desperados lod should fall in it all
    4. Glitchfinder
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      The desperados lod should probably be before my previs patches, because in cases where they conflict my previs patches need to win. Are you getting flickering elsewhere or just here? And if it's just here, what happens if you move the natick previs file all the way to the bottom of your load order?
    5. Jingby
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      In all honesty I'm getting flickering in an area near Concord (where Wayne Gorski is). I mostly just commented on this one because it was the most recent of the WCLI and PLI mods I downloaded. I havent played with this mod list for long. Is there a specific order your previs patches for desperados should be in? and do you know where they should fall in with the rebuild previs?
    6. Glitchfinder
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      If you're getting flickering up by Gorski Cabin, the only mods I have in the area are the raider camps packs. Those do not have previs and should be as close to the top of your load order as you can get them, in order to let other things win previs-related conflicts. If you're using all of my people live in mods, the same is true of Harbormaster Hotel and Federal Ration Stockpile.

      As for the rest of them, the only specific things of note are that my Desperados previs should be after desperados and that Roadside Pines Motel should be after this settlement in your load order.

      Unfortunately, Desperados is not a particularly well supported overhaul so it's not uncommon to run into unknown or undocumented mod conflicts while building a load order around it. Whenever you run into flickering, it's likely that another mod has done something in the area that is flickering and that the mod is conflicting with Desperados as a result of that. Figuring out which mod is changing the specific area will help with sorting out the load order.
    7. Jingby
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      What about YAWA 2? Is there anything near Gorski cabin? I can't recall if there is. Should YAWA 2's desperados patch load lower than those?
    8. Glitchfinder
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      YAWA2 is a master file and so can't load after Desperados. The YAWA2/Desperados patch should be loaded after Desperados but before the Desperados previs and LOD file.

      I was also in the process of editing my prior response with more info when you made your latest comment, so there's more there now than there was when you responded.
    9. Jingby
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      Would FO4Edit be able to tell me what the conflicts are for the specific areas?
    10. Glitchfinder
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      Generally, yes. If you can figure out what cells are conflicting, you can check them in FO4Edit to see what mods edit them. Most likely you have one or more mods that are reverting the changes to the "XPRI" and/or "XCRI" subrecords for the cells where you see flickering. Those mods should be loaded before the Desperados/PRP previs file and may, in some cases, need custom patches.

      There is also the chance that there are conflicting .vis files, which handle previs for a 3x3 cell area and typically get added to the mods' ba2 files. That type of conflict is why I mentioned that this mod needs to be loaded before We Can Live In - Roadside Pines Motel.
    11. Jingby
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      Hmmm I see. I'm gonna disable some esps one by one (havent done this in ages) and just see which could be causing the issue. Thank you for the patience, and being so quick with responses. It probably isnt even one of your mod causing it, as I've never had any issues with them in the past. You have my vote for best mod author 2024
    12. Jingby
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      Ah! A quick update, removing all of the previs patches for WCLI and PLI ended with no flickering in Concords outskirts! I'm not sure if this means whatever is loading lower is making it work OR if I have an incompatibility with one of them. Do you know if rebuild has any conflicts with WCLI or PLI?
    13. Jingby
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      Culprit found! Unmarked Raider Camp Pack 1's patch for desperados is conflicting with something. regardless of its position it is causing flickering it seems.
    14. Glitchfinder
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      Oh, that makes sense. I'm pretty sure the desperados patch for the camps pack can be moved to before the Desperados/PRP previs file in your load order, which should resolve the issue for you. All it does is add some new objects to replace stuff Desperados removed.
  8. Matw65
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    Hi Glitchfinder,
    I was just wondering which additional files to use when using, 1. Tales from the Commonwealth, 2. Previsibines Repair Pack (PRP) v0.74, 3. Waushakum Pond Settlement v1.2.0 (PRP Version), and 4. Natick Red Rocket from Tarsis31 and Yagisan's Red Rockets - PRP. (Unless you're planning to mod that location as a settlement in the near future)?
    1. Glitchfinder
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      ...That is a fantastic question. Do those work together without conflicting, if you don't have this mod in the middle of their changes? If so, is there a patch you're using to make them play nicely with each other?

      Edit: So I just did some quick testing and verified that if you use the Waushakum Pond + PRP patch, it appears to work with this load order:


      • PPF.esm
      • WCLI_NatickSubstation.esp
      • 3DNPC_FO4.esp
      • PRP.esp
      • Yagisan_SSSL_Red_Rocket_Settlements.esp
      • Yagisan_SSSL_Quick_Fill_Settlements.esp
      • PondSettlement.esp
      • WCLINS_Previs.esp

    2. Matw65
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      Thank you for the incredibly quick reply. I have to be honest and say that I wouldn't be able to answer your questions, which is why I was asking you. LOL

      However, thank you so much for providing the answer.
  9. cbaker19
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    Really like the location and setup, thanks. I also use NPCs Travel and probably it is the mod that causes a Behemoth to be inside the compound every time I arrive. Could you look into a patch, please? Thanks again for the work.
    1. Glitchfinder
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      It's not NPCs travel, it's a rare caching problem that can show up when you install the mod on a preexisting save. Just select them in console and disable them, and they won't come back.
    2. cbaker19
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      Thank you. I saw the posts lower down after I posted my question. I will give it go! I suppose it counts as a pre-existing save since I used a save from being just about to exit the vault.
  10. 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.
    2. Kovalvlad
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      :)
  11. dferstat
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    I'm sorry, but I have to say it again:

    Please, please increment your version numbers when you upload a new file. I downloaded v1.06 back in July. If I wasn't paying attention, I'd have two copies of v1.06 if I downloaded the file you've just released, with no way of distinguishing between them.

    It doesn't matter if all you're fixing is the packaging; users need to easily tell which release is the most current. 
    1. Glitchfinder
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      I did not increment the version number because it was not actually updated. The esp is identical, as is the loose files version and every optional file. The only difference is that I added the missing texture archive to one file and archived the original version. Re-versioning and reuploading nearly twenty files because two textures were missing from one of them is ridiculous.

      Edit: 0.4%. One out of every two hundred fifty players who downloaded the affected file got far enough to notice the issue, and then came back to report it. I consider a lot of things like that when I make and update mods. Things such as this:

      • This location is far enough from Sanctuary that the majority of save files never reach it, because Fallout 4 players have an exceptionally high per-save turnover.
      • This issue is cosmetic - it has no impact on saves and is extremely easy to resolve
      • The issue is extremely obvious when encountered
      • When people encounter an issue with a mod, "download and install it again" is one of the most common steps taken to try to fix it. More common than re-reading the description, checking comments, or checking bug reports.
      • Someone who encounters the problem and checks the mod page will be immediately confronted with the same UI tags indicating that an update is available.
      • Since the issue is purely cosmetic, there is no need for people to rush to update a mod that, statistically, they won't actually be using.