Updated the mod to 2.0. Thanks to BenRierimanu I'm now able to include all the fixes made in PRP in the patch. 2.0 was made with 69.x as base and should work for both users who use eitherPRP orVanilla.
With this version I built in an "excluded" list that set to ignore a few of the stuff broken by some of the more popular mods I made patches for and thus those patches are no longer needed.
The Point Lookout and Tales from the Commonwealth patch are no longer needed. The previously "Tales from the Commonwealth & Outcast and Remnants" patch is now just "Outcast and Remnants".
Also a lot of the patches no longer need to have same extent of regenerated PreCombines as before!
I know PRP isn't technically required for this plugin, but I would strongly recommend adding it to the requirements list, with a note to say that it's optional.
I totally missed this mod when I was going through PRP patches, and just stumbled on it by happenstance. If you add PRP as a requirement, though, your mod will show up on the requirements section of PRP, and make it more likely for those of us using it to find this.
EDIT: For that matter, the same could be said of the mods you're offering patches for in the Optional Files section! I see you have one for Bleachers 2. I'm not running that on this run, but I might be on a future one, and it'll make it more likely that people find their way here.
I have a question. At he bottom of the load order, should I load this mod bellow or above other prp patchs? Lets say like the following:
PRP - Main PRP patches - locations,/quests, South of Sea, America rising 2 etc. PRP patches - Settlements. Where would I put a mod like this? Before or after locations, quests, settlements?
Thank you for the reply. Ok I'll put it after then, I was wondering because many people say you don't need a prp patch for tree mods like A Forest/Another Pine Forest, so was wondering if there would be a conflict with a new settlement or not.
Shouldn't matter really for the Settlements patch. Just that you'll want this to load last for whatever it touches, so when in doubt, just push it further down.
Sorry if this is a silly question. I'm using Enhanced Lights and FX and PRPFX Merged. It says it was based on build 72. The problem is I still experience massive frame drops in Corvega Plant. I'm not using any patches. You think your patch could be helpful?
Because I am missing a wall and part of the floor where the entrance door to the Freedom Museum is located. FO4Edit does not show a single red line if check interior cell FormID
217 comments
Updated the mod to 2.0. Thanks to BenRierimanu I'm now able to include all the fixes made in PRP in the patch.
2.0 was made with 69.x as base and should work for both users who use either PRP or Vanilla.
With this version I built in an "excluded" list that set to ignore a few of the stuff broken by some of the more popular mods I made patches for and thus those patches are no longer needed.
The Point Lookout and Tales from the Commonwealth patch are no longer needed.
The previously "Tales from the Commonwealth & Outcast and Remnants" patch is now just "Outcast and Remnants".
Also a lot of the patches no longer need to have same extent of regenerated PreCombines as before!
I dont NEED that PRP mod do i?
If in doubt just load it last.
I totally missed this mod when I was going through PRP patches, and just stumbled on it by happenstance. If you add PRP as a requirement, though, your mod will show up on the requirements section of PRP, and make it more likely for those of us using it to find this.
EDIT: For that matter, the same could be said of the mods you're offering patches for in the Optional Files section! I see you have one for Bleachers 2. I'm not running that on this run, but I might be on a future one, and it'll make it more likely that people find their way here.
At he bottom of the load order, should I load this mod bellow or above other prp patchs?
Lets say like the following:
PRP - Main
PRP patches - locations,/quests, South of Sea, America rising 2 etc.
PRP patches - Settlements.
Where would I put a mod like this? Before or after locations, quests, settlements?
Thank you for the amazing mod.
Ok I'll put it after then, I was wondering because many people say you don't need a prp patch for tree mods like A Forest/Another Pine Forest, so was wondering if there would be a conflict with a new settlement or not.
Thanks.
Thank you.
Write "tpc" in console twice. When it goes back to enabled, if you're getting a message about it being disabled then something is off.
tpc
Pre-culling now disabled.
tpc
Pre-culling now enabled.
(No other message about being disabled again). And this is the load order:
EnhancedLightsandFX.esp
PRPFX-Merged.esp
ELFX-PreVis.esp
I'm losing about 25-30 fps inside the Corvega Plant at 2715 x 1527 resolution without and with the patch.
Should work fine together.
*PPF.esm
*...
*PRP.esp
*DiamondCity-PreVis.esp
*Lightweight Lighting.esp
*ENBLightsHDRPPatch.esp
*UltraInteriorLighting.esp
*EnhancedLightsandFX.esp
*ELFX_ENBLight_Patch.esp
*ELFX-IFR.esp
*ELFX-PreVis.esp
*ELFX-PreVis - patch.esp
*ELFX-eXoPatch.esp
Because I am missing a wall and part of the floor where the entrance door to the Freedom Museum is located.
FO4Edit does not show a single red line if check interior cell FormID
Will update for 74 in the near future as the updates for it are now finally done.