My scripts to find Precombine/Previs (Flickering/Occlusion) errors in your game (or individual Mods), and optionally generate a patch Mod to fix those problems.
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Changelogs
Version 3.8
Now supports xEdit64
Change Interactive Options Menu to be more task based.
Add check for New Master Cells in an ESL flagged Plugin (As Game does not support them).
Make rebuild of precombines with changed meshes default off, and move this option to main options.
Add Advanced Option to ignore partially rebuilt clusters (missing some updated member cells) - for Glitch & Hap
Exclude base game junk Worldspaces from the full scan.
Small Performance improvements
V1.9 of GeneratePrevisibines.bat now has better restart options, and much improved FO4Edit script handling (should no longer hang)
V1.5 of Batch_FO4MergePreVisandCleanRefr.pas script now handles previsbines on ESL flagged plugins with Master Cells (even though the Game does not)
V2.2 of FO4CheckPrevisbineAssets,pas script now handles above ESL flagged plugins too.
V2.7 of Copy_version_control_info_from_another_plugin_Redux.pas should now never crash.
Version 3.7
Clear XCRI on seed Cells that will get new Precombines (because if no precombines generated then this field is left unchanged by CK - causing issues)
Clear XPRI on seed Cells that will get new Previs (because if no XPRI generated then this field is left unchanged by CK - causing possible invisible objects)
No longer generate an error if Precombineable Cell in Seed has no references (so can't regenerate precombines) as above should give it no XCRI.
Fixed "Only Build new (Master) Worldspace/Interior Cells" option to handle Master Cells with overrides.
Ignore references not in the correct cell when building seed.
"Display Errors only" prevented Region/MHDT/EditorID fixes from happening - this is now fixed.
Make "Create Previs for new mod added Content" work with non-base game cells that have never had precombines (i.e. new WorldSpace mods)
Add "Verify all Plugins" option -. ignores what you selected and scans all the mods you loaded into FO4Edit
Add Advanced Option "Dont check for Model override on References" (ignore changes to meshes on precombined statics)
Move "Include All Cells effected by CK Previs pass" to main menu and rename as "Rebuild Previs on Adjacent Clusters".
V1.7 of GeneratePrevisibines.bat is now restartable from any (failed) phase.
Version 3.6
Add a warning if the winning override regresses the PCMB of a cell, but otherwise causes no damage.
Version 3.5
First release to Nexus
This is a set of tools for people with experience Creating Patch Mods (using FO4Edit and CreationKit to resolve Mod conflicts in their Game) and want to fix flickering/occlusion conflicts as well.
It consists of FO4Edit script (FO4Check_Previsbines) to analyze your mods (and also generate a 'seed' mod to fix those errors), a CMD script (GeneratePrevisibines.bat) to automate the generation of Precombine/Previs (Previsbine) files from that 'seed' Mod, and a number of other useful scripts I have written to create patch mods and visualize Previsbine conflicts. Full usage details in the attachedguide. (now updated for V3.8)
[Sep 2023] New updates to the above 2 scripts in the "Files" section (see changelog for details). FO4Check_Previsbines.pas V3.8 has new "Task Based" menu and also now works with FO4Edit64.exe
The FO4Check_Previsbines script can be used on its own to find all Previsbine issues introduced by Mod conflicts - without having to go in the game and look for 'visual issues' - and builds a 'seed' patch to resolve those issues. It can also be used to create a patch to add missing regions, say from 'region names on saves', as well as Locations, EditorIDs, and MHDT info deleted by other mods. Full details in the Guide.
The GeneratePrevisibines.bat CMD script can be used on it's own to fully automate generation of Previsbines without manual intervention.
Together they are used in a 2 step process to generate Previsbines (Precombines and Previs) for all your needs.
Additionally these scripts can be used to create Previsbines for new Worldspace/Interiors in any mod, create a PRP patch for a mod that did not support PRP, add Previsbines to a mod that does not have them (i.e. to increase FPS for mods that add lots of 'new' content), etc.
NOTE: These scripts are for use with FO4Edit, CreationKit, and CKFixes - so are intended for people with a reasonable amount of experience using these tools, and have the computing resources to generate Previsbines (which can require A LOT of memory and time).
To use these scripts you must first put the files from this mod in the correct directories:
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Manually download this archive (DO NOT use a Mod manager).
Extract it into your directory containing FO4Edit.exe (so all the scripts go into the "Edit Scripts" subdirectory).
(Optionally) move the "bat" and "txt" files to somewhere else. These are help files, and the Previsbine generation CMD script.
I would recommend creating a shortcut to the "GeneratePrevisibines.bat" CMD script to make it easier to use.
If you use MO2 then you must register this command script as an external program otherwise it will not see your mods.
(Optionally) you can also create a shortcut to FO4Edit.exe, with the parameter "-Script:FO4Check_Previsbines.pas", which will invoke the Previsbine Checker/Seed Creator script to run against all the mods you tick in the FO4Edit selection window (batch mode).
These scripts MUST be able to see your plugins in the Data directory, so if you use MO2 they must be run from within MO2.
The fallout4_test.ini included in optional files, OR
In your fallout4_test.ini set BSHandleRefObjectPatch=true, PreVis_SkipDuplicatePatch=false and OutputFile=ck.log
There are a number of authors with guides on installing FO4Edit and the Creation Kit if you have problems. Also help is available on the xEdit discord I mentioned above, as well as the Collective Modding Discord.
Using the GeneratePrevisibines CMD script to build Precombines/Previs
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FIRST Read the 2 articles with this mod which explains the general concepts and "seed" building.
Create your 'seed' mod (what you want to generate Previsbines from) via my FO4Check_Previsbines script.
Make sure your have no Data/vis or Data/meshes/Precombined directories/files. This is where you will build previsbines too.
Launch GeneratePrevisibines.bat via a CMD prompt, directly via a shortcut (recommended), or from within MO2 (if using MO2).
If you get errors then your environment is not set up, or you may need to edit the script to hard-code your CK and/or FO4edit locations.
When prompted for your Previsbine Patch name, type the name you want it called (if using the seed from my script), or the name of your seed mod.
Note: My script generates xPrevisPatch.esp - DO NOT use this name. Type the name you want your patch called and xPrevisPatch will be renamed.
The process will begin. DO NOT touch your computer until it ends, otherwise the FO4Edit scripts may hang (as I send keystrokes to them).
Once complete you will have 4 files in your Data directory. You need to (7)zip them up so you can install them properly via you ModManager.
Remember to then delete those 4 files, as well as Previs.esp, CombinedObjects.esp, xPrevisPatch.esp.
If for some reason a phase of the process has failed and you want to re-run it -
Re-run GeneratePrevisibines.bat
Use the same Patch mod name as you used in the first run.
When asked "Plugin already exists, Use It? [Y], Exit [N], Continue from failed step [C]" press C
At the next prompt select the Phase that you want to re-run
If you have old previs files from the failed phase, you will be prompted to delete them.
If you use someone else's guide to building Previsbines then you are on your own. My scripts are more recent, and don't require any extra steps. However, you can modify the resulting 'seed' (my script generates) for your own purposes, and you can also use any another author's command script to build previsbines from it (such as some powershell versions). Ymmv.
Brief List of primary scripts included in download:
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- GeneratePrevisibines.bat: CMD script to use FO4Edit and CreationKit to generate Previsbines. - FO4Check_PreVisbines.pas: Main script to find previsbine conflicts and optionally build a seed mod that can be used to build previsbines. - FO4CleanPrevisPatchMasters.pas: Smart "cleanmasters" script designed for Previsbine patch mods. - FO4MergeCombinedObjectsAndCheck.pas: Improved version of the original MergeCombinedObjects script. - FO4MergePreVisandCleanRefr.pas: Improved version of the original MergePreVis script. - FO4CheckPrevisbineAssets.pas: Validate a Previsbine mod's Archive to make sure it contains all the expected Previsbine files. - Worldspace browser with PrevisCheck.pas: Modified version of the Default script with options to visually display a Mod's Previsbines impact. - Merge overrides into master with VCI1.pas, Copy_version_control_info_from_another_plugin_Redux.pas: Enhanced versions of default scripts. - FO4SetTimeStampToToday.pas, FO4SetTimeStampToTodayIfNone.pas,FO4SetRefrTimestampToParentIfNone.pas: VCI1 manipulation scripts. - FO4CheckRVIS.pas, FO4AddFixRVIS.pas,FO4SetRVISifMissing.pas: Scripts to Validate/Add/Fix RVIS on Exteriors Cells. - FO4CopyMHDTtoWinningOverride.pas, FO4CreateMHDTPatchFromOverride.pas: Scripts to Extract/Merge MHDT Information between Plugins. - count_loaded_refs_in_load_order_CK.pas: Script to Count the Total References in loaded Plugins. The CK (without CK Fixes) fails if above 2097152
Other files/scripts found in this mod are used internally by the GeneratePrevisibines.bat Script.