Previsibines Repair Pack Unstable Branch - PRP
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which is elsewhere, links are on the mod page description.
They are typically also not save safe unless noted otherwise, especially if coming from the current stable build.
New to this build and all builds for unstable going forward is the inclusion of a patched version of UFO4P's plugin. Only changes are OFST/Large Ref generation. No actual content changes have been made. ESM only load order users should disable the .esp version accordingly as the plugin's extension was also renamed and mastered accordingly.
Edit (060325): The ESM only plugin set is apparently broken due to an engine bug or something, I haven't figured out the cause yet.
The prp plugin is a master file for the purposes of building and I just wanted to get the raw build up before I convert it to the usual format most people use. If you are adept with xEdit, rename prp.esm to prp.esp and remove ESM flag, add ESL flag to it. I'll have an updated plugin set once I'm done fighting the version control mode of the CK.
I do not plan on making this one to stable as I still have some work to do with Far Harbor and the issues currently surrounding it. A good portion of the work since 75 was done by Absterge, and it was a massive effort.
and with filtered mode selected, without packing into a .ba2 intentionally for compression reasons. BsArchPro is my recommended archive tool to handle compression of the resulting meshes and files and ships with xEdit. Pack and save as prp-dev - main.ba2 in the mod folder. If you aren't tech savvy enough to pack meshes into their own archive, these kind of unstable builds are not for you, stick with the stable branch.The following ini settings were used in building:
[General]
bDisableComputeShaderOnCombinations=1
iMaxJobThreads=12
iMaxUmbraBakeThreads=12
fAccurateOcclusionThreshold=384.0000
fSmallObjectSize=32.0000
The included ppf.esm is the same as 74.20 NG except the ESL flag has been stripped as previously mentioned and the Far Harbor Gamepass changes backported. If you want to keep your testing save, do not tag it ESL, as every build that's 75+ will be this way going forward. prp.esp and associated dependent plugins are fine to flag light, but leave the master full size. A future ppf update will make this impossible from a technical standpoint.
Scrapped due to CK related issues, will retry in clean mode at a later date.Edit: Future update. Successfully built an updated version with the above settings. B75 was built with my CC collection and currently requires all worldspace altering CC items. A future unstable build will fix this requirement for most players, as it was originally intended to be built in such a way so I could cut the CC support files out to their own plugins, but there was complications I need to work out. I certainly do not intend on people having to buy any CC just to use my work.
ccbgsfo4019-chinesestealtharmor.esl
ccbgsfo4038-horsearmor.esl
ccBGSFO4044-HellfirePowerArmor.esl
ccrzrfo4001-tunnelsnakes.esm
ccfsvfo4003-slocum.esl
ccswkfo4001-astronautpowerarmor.esm
ccfrsfo4002-antimaterielrifle.esl
cceejfo4002-nuka.esl
ccsbjfo4001-solarflare.esl
cczsef04001-bhouse.esm
cctosfo4001-neosky.esm
ccqdrfo4001_powerarmorai.esl
ccbgsfo4048-dovah.esl
ccBGSFO4115-X02.esl
ccrzrfo4002-disintegrate.esl
ccBGSFO4116-HeavyFlamer.esl
ccbgsfo4035-pint.esl
ccjvdfo4001-holiday.esl
ccfrsfo4003-cr75l.esl
cczsefo4002-smanor.esm
ccacxfo4001-vsuit.esl
ccFSVFO4007-Halloween.esl
ccsbjfo4002_manwellrifle.esl
cctosfo4002_neonflats.esm
ccgcafo4025-pagunmm.esl
ccSBJFO4003-Grenade.esl
ccOTMFO4001-Remnants.esl
I've been having that same consistent bug of no Vault elevator, honestly I never really mattered to me. Invisible Elevator, with 578 mods, meh. Imagine my surprise when after I install Dynamic Timescale and Chime and set the minimum to 15 before leaving Sanctuary and the Vault 111 elevator which has been missing 200 mods ago is just working.
Never mind, don't I feel stupid. It seems that before I installed Dynamic Timescale to fix the Timescale bug (somehow Timescale changes to 0 or a negative and as loading when moving to interiors are timescale dependent give infinite black screens), I used the first method I found online which is to delete the Fallout folder in Documents. I thought that BethINI would re-insert UsePreculledObjects into the INIs. I didn't insert UsePreculledObjects until I was out of the vault because I noticed it missing via invisible walls, reloading the save from inside the vault before I left showed the elevator invisible once more.I don't want to presume but Timescale bugs are not the most unlikely causes. I know time does not pass while in Vault 111, but it does in Pre-War Sanctuary.
I hope this helps.
Sorry for wasting your time.
Delete this post if you feel like it.
Updated install instructions:
Download ONE PPF.esm of the two choices offered. The only difference between the two is mastering requirement due to working around a flaw in two of the CC items that requires mastering them at least initially. This is only for conflict resolution purposes and the non-CC variant has the markers stubbed out. I don't know how I want to handle this for a stable release yet. All other known CC items have been accounted for in this build.Apparently didn't include the required records to exclude the three refs from precombines in build phase. This only impacts Heavy Flamer and Neon Flats CC items, this'll be fixed in a later release. Alternate PPF plans dropped. All other CC items that change interiors or worldspace blocks have had their vanilla changes merged with this release where required.
PPF Build 70 is up and is only available for testing new mesh changes with regard to filenames. This build specifically has no precombines.Build 71 has been uploaded and has the required precombine set one expects typically along with the mesh changes. Intended for testing the mesh path fix changes.
Do not use this in a live playthrough or Todd will come for your mortal soul.
Should be up by the time anyone reads this depending on how fast my cable upload goes, targeting this as the Release Candidate for next stable.
Dev plugins have four references that don't exist in PPF/PRP, this was due to compact misadventures and using the wrong plugin merge script. Wasn't paying attention.
One of the newly added records was incorrectly set for position and is visibly in the ground. This has been corrected in dev. (AFK 32776)