Fallout 4
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210 comments

  1. bobby1993
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    Hi. Is this compatible with Glitchfinder's diamond city billboards? Thanks
    1. Exoclyps
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      Yes, should be. Just make sure DiamondCity-PreVis.esp loads after it.
      That said, it won't account for all the other stuff added by DCE though.
      Maybe something I should look into someday.
    2. bobby1993
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      On the other hand, I'd like to run Diamond city expansion with Bleachers 2. Is the Diamond city expansion patch provided by Bleachers 2's author necessary with your patch, or will there be any certain conflicts between these? Thanks again.
    3. Exoclyps
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      It is if you're just using my eXoPatch. If you use my StoryWealth Location patch it's not.
    4. bobby1993
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      I appreciate the lightning fast response
  2. Kyguy89
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    I'm confused. My game crashes on load(cant even get to loading screen) with your suggested load order for PRP. Any fix?
    1. Exoclyps
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      Can ya link me a crashlog?
    2. Kyguy89
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      I fixed it. I was putting your patch DIRECTLY after PRP in between that and the PRP Point lookout addon. Needed to be after both. (I'm very literal when I read directions). Sorry for wasting your time and thanks for the fix!!
  3. RockNRollaGR
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    Are the contraption workshops DLC that mandatory to have for this mod?
    1. Exoclyps
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      Yes.
  4. Denixerianer
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    Madame Schwartze's voice is missing in red seat district any chance you could have a look at that?
    1. el0quenz
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      I have the same problem, did you find a fix by any chance?
  5. Hellord64
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    Hey there, I have the mods in the correct order which did help clear up a lot of the junk, but for whatever reason the entrance to grand junction is blocked by concrete stairs and is inaccessible. I was wondering if you have any possible solutions to assist me?
  6. Vonklinkenhoffn
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    This mod crashes the game for me. Could it be because I don't have PRP? I didn't see it as a requirement, so I tried. Immediately got ctd. I see you have implemented some fixes from PRP, so that's why I ask. 

    I also play in VR and diamond city expansion runs fine, but if the reason for my ctd is not that I need PRP, then it's probably just not VR compatible. If so, no problem, I just had to try your mod. 
    1. Exoclyps
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      Yeah, it's most likely not VR compatible as VR requires 0.95 mods and this is 1.0 and uses the 001-800 ID range which VR doesn't support.

      If you're not afraid of getting a bit dirty, you could try to modify the ID's in FO4Edit yourself to put them all above 800.

      Doesn't require PRP though :)
    2. Vonklinkenhoffn
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      Thanks for replying! I really appreciate your efforts :)

      I wonder though if this is all there is to it. You see, I use Version Check Patcher, which will patch the plugin header version check in memory.
      According to the description, " this has the same effective result as manually editing the plugin files to change the version to 0.95 to work with older EXEs."

      I've used it with success with SS2, so what I don't understand in this case, is that if modifying the ID's in FO4Edit would make eXoPatch work, shouldn't it already work when I use the Version Check Patcher, since that already does pretty much the same (or rather bypasses the check entirely, but the result is the same)?

      Could there be something else going on maybe? 
      Or maybe I'm too noob to understand the difference between Version Check Patcher and manually doing the job, I'm open to that possibility too xp
    3. Exoclyps
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      "Regular" (non esl flagged) mods all tends to use the 800+ range which is supported by VR. Hence all it gotta do is change the version and it'll "just work"

      This mod uses FO4Edit to make it "esl" supported (so it won't take up a slot) and thus renumber things starting from 001 rather than 800, which isn't supported by VR. So for these mods I'd imagine the tool you're using doesn't work as intended.

      So, unless there is a tool out there that also renumber stuff that's below 800, you'd have to manually change the ID for those entries.
    4. Vonklinkenhoffn
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      I think I see what you're saying. Okay, great to know, thanks for explaining this to me! 

      So, if I understand you correctly, I open the eXoPatch in FO4Edit, find the ID's and change all that start lower than 800, to start from 800. Is that roughly correct?

      I actually have no idea what I'm talking about, BUT I do have FO4Edit, know how to open it from MO2 and can manoeuvre around in there fairly okay, so my guess is that I could learn how to do this ID edit stuff fairly easily too. I just wanted to know if I have understood you enough to at least have a rough idea of what I need to do xp
    5. Exoclyps
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      Yes, essentially. So change FEXXX001 to FEXXX801 and so on. It'll ask you in two popups if you wanna update other entries that relies on the entry you're modifying. Check those boxes and click okay.
      Repeat until you got everything covered that's below 800. 

      You can use any ID really btw, just simplest adding the 8 xD

      WARNING! One important thing! Make sure that both DiamondCity-PreVis.esp is loaded before you do though! Just to make sure if anything that needs updating there also gets updated.
    6. Vonklinkenhoffn
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      Awesome! Thanks so much for helping!
    7. Vonklinkenhoffn
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      Hi again, I've read up a little on this issue and gone through a couple of posts on how to exactly do this. I have a question though, do you mean that I should simply edit the File Header from 1.000000 to 0.950000?
      Or do you mean that I should edit every FormID in every entry from?
      Like for instance eXoStm_FuseBox "Fusebox" [ACTI:00000079] should be changed to ACTI:00000879?
      There are really many of these FormID's...

      Here is a couple of pics of what I mean:
      https://imgur.com/a/mbtlI0u
    8. Exoclyps
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      Yeah, not a small task.

      And yes, those are the numbers you need to change.

      The second one you edit by modifying the ID in the list on the far left though.
    9. Vonklinkenhoffn
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      No small task indeed, wow!
      Okay, I'll get to it then. Fingers crossed I won't forget any sections lol!
      Thanks for helping again though. 

      Quick question; From the second pic I uploaded, when you say I have to edit the ones on the far left, the records that are in green text there, I assume I'm not to change those. Am I correct? I don't see where I could change the "ID range" on those. The ones in white, e.g. 0000007C and 00000079 is fine, I see where I need to change those. 
    10. Exoclyps
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      So I'm detecting a mistake now that I had a 2nd look at it. (Was at my phone before).

      You need to change the ID before you change the version or you'll corrupt the entry. As you can see it ends up starting with 00, rather than 06, which happens when you change the version to 0.95 and it's lower than 800.
      Sorry for now being clear there earlier. 

      And yes, the 05xx you don't have to edit. Then again they are also within the acceptable range already.
    11. Vonklinkenhoffn
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      Oh, I see! So basically I have to do the edits in the second pic first, and then the edits in the first pic last.
      No problem, I'm just glad you helped me so much, thank you! 

      Edit: I came to think of another thing, since I have the version check patcher tool, wouldn't that mean that I don't have to change the version header at all then maybe? I just need to change the ID's, as far as I  understand.
      But then again, to make the mod truly VR-friendly for those that might not use the tool, maybe changing the version header is a good thing to do anyways. It's not like it's a lot of work, and I'm changing all the ID's anyway, might as well do the version.
    12. Exoclyps
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      Yeah, changing it to 0.95 once done would be simple enough.
    13. Vonklinkenhoffn
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      So I'm well underway on fixing this, but I've encountered a popup I wasn't too sure of. All I can do is click OK on it though, so I guess it's okay, but I wanted to hear with you just in case. I've updated the post I made earlier with a creenshot of the popup:
      https://imgur.com/a/mbtlI0u 

      "There are 1 records referencing FormID 0000000E but none of them are in editable files"
      Is this a bad thing? I just clicked OK and continued.

      Edit: For the record, the way I've been doing this is right click the ID, select "Change FormID" then updated the FormID and hit OK.
      There's nothing more to it, right? I haven't gotten any popups, but I see in the little "log" after the ID's I've changed that it says "referenced by 0 records" so I've guessed that was why I didn't get any popups so far. Except for the one with the 1 record I just wrote about now though. 
    14. Exoclyps
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      The entries starting with 00 is from the Fallout.esm master and don't need to be modified.
      Just the entries starting with 06 should be modified.

      Also if you have changed to 0.95 once in the plugin you have to start over.
    15. Vonklinkenhoffn
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      Oh... I didn't know that, oh man.. I've changed all of them that was below 00000800 😅
      I'm almost at the end of the list too. I didn't change the version yet though, but I guess I'll have to start over anyway, since I have done all that started with 00. I can't say that I've seen any starting with 06 though, but a lot of them start with 05, is that weird? Should I also change the ones starting with 05? Or is it strictly only the 06 ones?  
    16. Exoclyps
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      Yes, the 06 only as those are the ones part of the patch. (As the patch has slot 06 in the load order there)
    17. Vonklinkenhoffn
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      I've uploaded a screenshot of what I mean:
      https://imgur.com/a/be6tq7R

      It typically goes like this all the way, either they start with 000000 or they start with 05. I haven't gotten all the way to the bottom yet though, but almost. I'll keep going and see if I find any that start with 06.
    18. Vonklinkenhoffn
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      Oooh..I see, so 06 means it's load order position, I see. I didn't get that before, well that makes sense! So that's why I should only change 06, because, well, that's where the actual mod is! Or the esp that is, so following the same logic, I guess the next esp from the mod will be the ones starting with 07 then. 
      Maybe that's why I haven't found any that start with 06 yet, becaus there simply isn't much in that esp, maybe they are in the next one? Since the mod has two esp's I mean...
    19. Exoclyps
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      The stuff starting with 0000 suggest leftover corruption from having set the version to 0.95 at one point.

      I'd suggest you redownload the mod. Make sure that both eXoPatch and PreVis is loaded and edit all the stuff that's within the plugin.
      Reason you want PreVis loaded together is because it'll ask if you want to update stuff in patch based on edit in the mod.
    20. Vonklinkenhoffn
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      That's a bit odd though, I've just deleted, redownloaded and reinstalled the mod and the result is still the same. There is only ID's that start with 00 and 05 in there. I've uploaded a new pic with the reinstalled mod;
      https://imgur.com/X5YQ9qx

      What manner of dark sorcery could this be..!
    21. Exoclyps
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      Makes it feel like your version of FO4Edit is busted?

      Since it's esl flagged, yet it's 06. It should be FE000 actually. At first I just thought you removed the esl flag, but clear that you didn't.
    22. Vonklinkenhoffn
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      Really odd! Hmm.. Maybe it's hidden somehow? I could reinstall xEdit though. I think I'll have to Google around a bit on this, it's really weird...!
    23. Vonklinkenhoffn
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      I've been searching around for this for a long while, I've found nothing. I think I just have to give up on this, I simply can't see the right FormID's. Do they all show up normally for you? I don't know what's going on for me here, if it may be a setting in xEdit or something...
    24. Vonklinkenhoffn
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      Hang on... I'm sensing there might have been a misunderstanding here. I've reinstalled xEdit and looked into this some more, and even though I see none that starts with 06, I see plenty that start with 0000006, like for instance 0000006E, 00000061, 0000006C and so on. I've been looking for anything that looked like for instance 06000001 or 0600000B  and so on, but then I figured that those would've in fact already been higher than 800, so that actually doesn't make any sense. The only thing that makes sense is that I'm a bl00dy noob and don't have any clue about what I'm doing, so I have in fact been looking for the wrong ID's, the kind of ID's that doesn't even exist lol. 
      I think now that the what you've been trying to tell me, is that the ones that I'm supposed to edit are the ones that start with 0000006F or 0000006E, 00000061 and so on. Am I correct? 

      Edit: I've made another screen of what I mean: https://imgur.com/rPb3U2H

      Edit again: I finally thought I understood something, but then I found this post that says I had it right the first time; https://www.reddit.com/r/skyrimmods/comments/phj8rj/xedit_a_basic_overview_of_important_record_types/
      This means that I'm back to start, since I simply can't find any FormID's that start with 06******
      I gave it a shot, but I don't think I can do this after all now. I'm sorry for wasting your time, but thank you so much for all your help!
    25. Exoclyps
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      So this is how it shows up for me if I load only the patch. As you can see it has FE in the start of the ID.
      https://i.imgur.com/wsMDfEk.png

      No idea though why yours doesn't. First thought maybe because your game is VR and thus xEdit can't load the plugin properly without the proper exe. But then I recall someone else mentioning in another mod of mine that they were able to renumber things.
    26. Vonklinkenhoffn
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      I see.. That's interesting! I had given up on this and removed the mod, but I reinstalled it now, as I also found out that there seems to be quite a difference between VR and regular FO4 when doing things in xEdit. I found this post here, and it seems to be some kind of guide/troubleshooting on issues just like these.
      https://www.reddit.com/r/fo4vr/s/LPBIrTQspZ

      You said that your mod is an ESL, was that right? 

      I see in the post they say amongst other things that "Fallout VR can handle only esm and esp not esl. Esl plugins are simply not loaded.
      Possible solution:
      You can simply rename the file to esp (or esm for that matter). Renaming itself is easy and causes no issue by itself, but if any other plugin depends on the renamed file (like a patch) it will no longer work and causes a missing master. The patch would have to be redone."

      Could this maybe be it?
    27. Exoclyps
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      It's an esl flagged esp. Not sure if that counts.
    28. Flight1700
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      Nvm still not working even after changing formIDs, maybe I missed some. Would be super awesome if you could make a version for VR!
    29. Vonklinkenhoffn
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      Oh man, that was some sad news.. After all this effort. I haven't had the time to look further into this for a while, but I was going to go straight back into it as soon as I finished my busy rl stuff though. Well, guess I don't have to then. I'm very happy someone else managed to figure this one out though, even though the result wasn't quite what we hoped for. 
      May I ask, how ever did you manage to actually change the formID's though? 
      As you've probably seen from this long conversation, I struggle to even find the formID's in FO4VREdit. I just couldn't see them in the list at all. 
      And also +1 on "would be super awesome if you could make a version for VR!"
    30. ErockSmiles
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      I usually get most mods and patches to work in VR by making sure it is set in xEdit the plugin to version 1 first then right clicking a mod and choosing the "Renumber FormIds from..." option. This will renumber all the records in one shot. You can set it back to 0.95 afterwards, but I also use the plugin patcher mod and haven't experienced any issues with it yet. Almost all of my mods are on version 1 and I have a lot of them. I also rename and or flag all mods from esl to esp or esm depending on weather they are a full mod or a patch. Any mods named with esl will not be loaded in VR. Esl flagged esps will load fine, the esl flag will just be ignored. Also if you plan on renumbering FormIds, always make sure if you have patches that required those mods loaded in xEdit as well, otherwise the patch won't work anymore. The references in the patch will be broken.

      As it was explained to me, the older versions of Fallout Flat, reserved Ids below 800 for hard coded edits. But later I think when they introduced ESLs, they removed the reservation below 800 for plugins with version 1. So any plugin with version 0.95 will treat all Form Ids below 800 as direct overides to the main Fallflat ESM and Bethesda decided to forget about us VR Immersion seekers... :( 
    31. Vonklinkenhoffn
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      I know I'm late with my answer, but I just want to say thank you for this info!
      I'm yet again sitting with this on some other mods as well, but this sheds new light on everything for me. 

      So, I've loaded up a mod in xEdit that has the Header Version at 1.0, then I selected "Renumber FormIds from..." option and set it to 000800 and selected OK. Then xEdit just gives a message saying "Nothing to do". Does that mean that everything is already fine? Isn't that odd though, since the header is 1.0 and there was nothing to do? I mean, if xEdit says so, I guess it must be true, but it just feels so strange. 

      Anyways, after doing this, I can just change the header from 1.0 to 0.95, save and everything should work fine?

      Edit: I loaded up another mod, all it's reliant patches too, and did this procedure again and this time it changed a whole bunch of records for all of them. Then I set the header to 0.95 and saved. At least the game booted up and seems fine so far.. That's a good thing! Maybe I'll try this with this mod too then finally!
    32. Vonklinkenhoffn
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      I have an update on this, yet again. I have done as suggested @ErockSmiles I've edited the plugin in xEdit, making sure it was version 1.0, then right clicking it and choosing the "Renumber FormIds from..." option and set it to 000800, then changed the version to 0.95. This didn't help unfortunately. Now I've tested all manner of things in xEdit, I've tried to change formIDs without changing version and letting it be at 1.0, didn't work. I tried just changing version to 0.95 without changing formIDs, that didn't help. I've also tried loading up the main mod (Diamond City Expansion) together with this mod and change the main mod, lettingthe changes be forwarded to this mod, but that didn't help either. I'm now giving up on this mod yet again. I'd really like to know if you've made it work, if so could you share how you did it then?
  7. PulsarLF
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    I wanted to use this mod so I can fix the bad collisions, but when I use it, my game doesn't start up right. It always freezes after the intro to a new game. Do you know how I can fix this?
    1. Exoclyps
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      Never heard of such issue before. You're not on VR or something right?
    2. PulsarLF
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      No, I don't have a VR. It might be another mod contradicting your patch I'm not sure, but I had to reset my mods. So, when I redownload all my mods back I'll see if it works or not, and report back to you.
  8. Nemesis688
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    Does the new version (1.3.0) also work with prp .69 or is it only for .74?
    1. Exoclyps
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      Should work for both.
    2. Nemesis688
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      Nice and thanks for quick reply and patches!
  9. sordello
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    Haven't tried this yet but this so much. Couple questions, at your leisure:

    - What is the diamond city previs patch you mention under the Load Order heading in description?

    - Is this redundant or conflicting with 4estgimp's diamond city and hangman's alley optimized patch?

    - what is the grind again file in files?

    - as you say in desc, everything that touches DC should go in between the DC expansion mod and the aforementioned DC previs patch, so this includes ambience and your ambience patch, 4estgimp's DC outskirts edit mod (revision of previous outskirts mod), billboards and enhanced security, etc.?
    1. Exoclyps
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      So the game uses PreCombines/PreVis for performance. This mod makes a whole ordeal about regenerating that for the whole game. The plugin that regenerates that needs to load after anything else that touches the location or the "cell data" will be overwritten and you get visual glitches.

      This is why the PreVis plugin exists as a standalone plugin that you can load last. To make sure that this information isn't overwritten by another mod. Most mods doesn't update this information on their own, and just carries the vanilla information, so having my plugin overwrite that is totally fine.

      Some of the stuff is conflicting, like the Ambience patch for DCE, as you want the one I provide, as it caries the updated PreVis data. But most of the stuff he provides there works just fine alongside my mod here. Just make sure that the PreVis plugin loads after them so that the updated "PreVis Data" isn't overwritten.

      The Grind Again file is for the few users who did that quest while I had made a mistake in the script, breaking one of the vendors inside inside the Red District. (The original mod put the quest AND vendor dialogue in the same quest entry, which is something you generally shouldn't do.) 
      The patch lets them restart the quest and thus also fix the vendor dialogue. Since you didn't install the mod during that period, you can ignore the patch.

      My Ambient patch needs to go after the PreVis file, as it also edits the "Cell Data" so it contains both the PreVIs data and the Ambience data. But for the rest, yes, you'll want them to load before the PreVis plugin. 

      The eXoPatch plugin you can load however you feel though, and I'd just generally bundle that together with the rest of the patches a bit higher up, while the PreVis plugin is at the bottom of the list, together with any other plugin that does the same.
    2. sordello
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      Thanks for the detailed, same-day reply!

      I should have been more clear, tho, sorry - when I said what is the DC previs patch you mention in this mod's description, I meant what is it called, and where can it be downloaded. I just didn't see it in files, nor in requirements.

      And I don't have BenR's big PRP patch (or the UFO4P for that matter), have instead been relatively cautious - mainly using newer mods with very low to no bug reports, or older mods that awesome modders like yourself have patched up and fixed - very comical and even a little endearing that I am using like four additional mods that make ELFX play nice.

      So would this work all right for an order:

      ...
      1. DC Expansion
      2. DC Expansion exopatch
      3. DC Ambience
      4. DC Billboards,
      5. Enhanced Security,
      6. silni1's Enhanced Security patch
      7. 4estGimp's Diamond City Outskirts revision
      8. Your DC previs patch
      9. Your DC Ambience patch - can you link to it, tho - again, don't know where this is to be found
      ...
      n. DC textures (pure texture swap)

      Not asking you to debug or anything - and it's totally fine if you don't have a confident answer on numbers 4 through 7. But the above roughly looks okay?
    3. Exoclyps
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      The PreVis is included in the main file archive.

      📄 DiamondCity-PreVis - Geometry.csg (17.2 MB)
      📄 DiamondCity-PreVis - Main.ba2 (8.8 MB)
      📄 DiamondCity-PreVis.cdx (154.8 kB)
      📄 DiamondCity-PreVis.esp (34.8 kB)
      📄 DiamondCityExpansion-eXoPatch.esp (285.2 kB)

      As for the Ambience, it's the optional file.

      As for 4-7 I'd say that order should work just fine.
  10. blackdraggn
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    With this enabled the loge quest refuses to advance, it's just stuck on read the instructions. But if I disable it, and load again it shows the next step in the quest.
    1. Exoclyps
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      Hmm. This is a bit odd. So I just tested to make sure and had no issues doing that part of the quest with my patch installed. If anything I fixed an issue where it wouldn't progress in the past.