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BenRierimanu

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  1. BenRierimanu
    BenRierimanu
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    For the uninitiated, Unstable PRP builds are development snapshots. If you aren't helping test them, you want the stable version of the mod
    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.
  2. BenRierimanu
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    Build 77 is another dev snapshot, about the same as previous, with a few additional fixes, but was processed with all ESMs and version control information set correctly, which may or may not improve things. I'm going to use this one to start my QA if it passes basic testing, but there's still more work to do to get it to a beta state for the community. Previous users on Build 76 can just upgrade to this with no problems.

    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.
    1. BenRierimanu
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      Oopsie, forgot to remove the ESM flag from prp.esp for the ESM/ESP load order plugin set, that's fixed.

      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.
  3. BenRierimanu
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    Build 76.0 is a standard dev snapshot, English, New Generation (Steam) setup. This version only requires the NG masters as typical of a steam install. Umbra's defaults were used in building. Build completed in four hours.

    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.
    1. BenRierimanu
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      76.1 has the updated plugins with the offsets. If you use the ESP variant, remove prp.esm from the main mod install folder.
  4. BenRierimanu
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    Build 75.00 is a test build on new hardware (finally upgraded to a 9800X3D) 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.
    1. BenRierimanu
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      CC Masters required (prp.esp):
      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
  5. cheshiremolotov
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    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.

    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.

    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.

    Sorry for wasting your time.

    Delete this post if you feel like it.
  6. BenRierimanu
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    Build 72 is in the process of being uploaded and has dropped the mesh path changes from 71 to be reviewed at a later date. There's a new packaging wrinkle I need to look into.

    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.
  7. BenRierimanu
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    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.
  8. BenRierimanu
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    Build 68 is fresh off the cooker, haven't even tested it locally. Requires the UF4OP 2.1.5 beta.

    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.
    1. BenRierimanu
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      Local testing update: Looks very good and should go straight to stable as it is, though records will need renumbered to better support VR. I'll probably have to do a "a new game is suggested if you crash, but I didn't see any in my limited testing" situation. 68 will become 69 with only some plugin updates, for sure.
  9. Erierth
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    Is the Main.ba2 compressed?
    1. BenRierimanu
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      Should be. Full PRP builds that are uncompressed average to 1.4/1.5GB download size, compressed is 2GB download size.
  10. BenRierimanu
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    Known issues with 67.1:

    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)