Fallout 4
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Exoclyps

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  1. Exoclyps
    Exoclyps
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    ELFX - PreVis PreCombine Patch 2.0

    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!
  2. kasloc
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    Using this broke multiple interiors for me. That might just be because im using a really old update tho... (1.10.120)

    I dont NEED that PRP mod do i?
    1. Exoclyps
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      You don't need PRP. Also make sure my patch loads late. Anything touching interiors needs to go ABOVE my patch.
      If in doubt just load it last.
  3. AltaSilvaPuer
    AltaSilvaPuer
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    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.
  4. ntweedie2007
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    Will this ensure that flames on candles show? For me, they don't, even with that option on the original mod ticked.
  5. B3Nj1912
    B3Nj1912
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    Can anyone confirm this working for the new update
    1. Exoclyps
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      I've not updated yet myself, but from my understanding it should work.
  6. Smmiitty
    Smmiitty
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    There are some xedit conflicts with Horizon. Does anyone have recommendations for a proper load order or will it require a patch?
  7. mugengarage
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    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 amazing mod.
    1. Exoclyps
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      You'll want to load it after prp.esp. The other PRP patches most likely doesn't matter, but to be safe I'd put it after those as well.
    2. mugengarage
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      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.
    3. Exoclyps
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      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.
    4. strong10000
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      我之后加载它,得到了开启新游戏,在111避难所下电梯的时候会摔死的bug,将其加载在prp之上就没有这个问题
  8. DCZ0
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    are you gonna make one for 74?
    1. Exoclyps
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      Yup. Just updated.
    2. Destructor2099
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      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?

      Thanks.
    3. Exoclyps
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      For sure. PRPFX doesn't touch interiors so PreCombines are most likely broken. Adding my patch should fix that as long as it loads last.
    4. Destructor2099
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      It didn't make any difference. Maybe it's time to change my 1080ti for a 4090 (in my dreams) :D

      Thank you.
    5. Exoclyps
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      It definitely should though, assuming ELFX-PreVis.esp loads last. 

      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.
    6. Destructor2099
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      This is what it says:

      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.
    7. Exoclyps
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      Then I suppose one just have to live with it =/
  9. H4500rk
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    is the third rail navmesh fix still needed with your mod installed?
    1. Exoclyps
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      My mod doesn't touch NavMesh so would day so. Just make sure you load it before this.

      Should work fine together.
  10. Sashinote
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    The correct sequence of plugins?

    *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
    1. Exoclyps
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      Should be, but which PRP are you using? 74 being newer can for some cause it to fail, regardless of load order.

      Will update for 74 in the near future as the updates for it are now finally done.
  11. smtc
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    You legend! Thank you so much for making this!