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  1. PJMail
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    Make sure you have installed the latest updated files!!!!
    The new full V4.0 kit contains all the current releases of all the scripts (some not released before).
    Updates to these scripts will be released under "Updates" in Files tab from time to time -
    (currently an update to GeneratePrevisibines.bat ,
    FO4Check_Previsbines.pas, FO2FindPCNewPCStatics.pas and Batch_FO4MergePreVisandCleanRefr.pas).
    What the main scripts do:

    • FO4Check_Previsbines.pas finds (most) Previs errors caused by mod conflicts, and (optionally) can create a 'seed' mod that the CreationKit can use to build Previs to hide those conflicts. This is a script run by FO4Edit (not something that can run on its own).
    • GeneratePrevisibines.bat runs CreationKit commands and merge scripts to build Previsbines from a mod. The mod does not need to be from the above script as the process is general. This script runs under windows.
    • FO4FindNewPCStatics.pas finds Static Meshes in the Cell(s) you run it against that could be causing the CK precombine phase to crash - and optionally allows you to exclude them from your next run of GeneratePrevisibines.bat.

    Creating a patch to fix Previs issues for your entire load order:
    Spoiler:  
    Show

    • Start FO4Edit and click "OK" on the Module Selection screen (all the Plugins in your Load Order will have been ticked).
    • Once FO4Edit has completed loading everything, right click on any Mod, choose "Apply Script...", and select FO4Check_Previsbines.
    • Select the Task "Create Seed Patch to fix all detected problems" (and optionally any extra "Display Options" you want) and click "OK".
    • Wait for the script to complete - this could take an hour or more (depending on the number of mods you have).
    • Once it finishes look for the "Check Summary:" line towards the bottom of the messages. If it reports any "Issues need resolving" then look back through the messages to find those issues, resolve them, then re-run this script. (Errors and Warnings should be fixed by the Patch you are about to build so are there for your information only).
    • If the last line "Info: Generation Complete." is displayed then exit FO4Edit (saving your seed file).
    • Now from a CMD prompt (or a shortcut) run GeneratePrevisbines.bat and enter the name you want to call your patch (when prompted). You will NOT be able to change this later.
    • If you left the seed patch name at the default of xPrevisPatch.esp in step 3 then you should get the message "Plugin does not exist, Rename xPrevisPatch.esp to this? [Y/N]" - press Y
    • Otherwise you will get a message "Plugin already exists, Use It? [Y], Exit [N], Rerun from failed step [C]" - Press Y
    • DO NOT touch your computer until the script finishes (or crashes), this will now take some time.
    • If the job completes successfully it will list 4 files it has created (and a log file). Load these 4 files into your game (at the end of your load order) via your mod manager.

    Creating a Patch to fix Weather/Lighting/Fog/MHDT changes:
    Spoiler:  
    Show


    • NOTE: You do not need to do this if you did Create Seed Patch to fix all detected problems as this includes all these fixes.
    • Make sure your Weather/Lighting etc Mods go BEFORE (higher) then all your Previs mods (otherwise they wreck Precombines).
    • Load your entire load order in FO4Edit.
    • Right click any mod, "Apply Script...", and select FO4Check_Previsbines.
    • Select the Task "Create Patch to only fix missing regions/...", tick "Process Complete Load order", change the Patch name to what you want to call it, and "OK".
    • When it has finished place the resulting Patch mod at the end of your Load order (at least after all the Previsbine patches). Done.
    • For more information check out this Article.
    What that did was create a patch that merged any CELL changes these mod(s) made with the latest Precombine information for these Cells. This way precombines aren't broken, yet you get the changes made by these mod(s).
    NOTE1: If you change any Cells/Precombines you will need to recreate this patch again.
    NOTE2: This does NOT resolve conflicting changes by these Weather/Lighting/etc mods - all is does is take the winning change.

    Notes:

    • If you do not first read fully the deep dive & script guide articles - then this mod is not for you.
    • These tools are not intended as a 'final solution' because - Bethesda...
    • Like other automated mod conflict patching tools, you need to fix all major issues before you create a Previs patch.
    • This means your existing mods need to be clean, free from errors, and you have created conflict resolution patches.
    • Make sure you can run FO4Edit.exe and CreationKit.exe without errors (or having to press OK to continue) first!
    • I would recommend to run the Verify first and look at the result - especially "Issue" messages, as these reduce the chance of a good result.
    • Errors and Warnings will be fixed by building a Seed and creating Previsbines from it - but some Issues guarantee a sub-optimal result.
    • This, and buggy mods that can crash/hang the Creation Kit process, are the reason this is not a "one click" solution.
    • Also many Previsbine faults can be removed with careful Load Ordering - New Previsbines should be considered a last resort.
    • PRP is your friend as it is an excellent 'wall' to hide mods behind (above) and thus reduce their impact on conflicts.
    • DONT touch your computer while running GeneratePrevisibines.bat. The prompts and screens that come up will automatically close after a few seconds UNLESS you interfere! If they stay up for more than 20s then you must have, so now you will have to close them yourself.
    • The 4 files created by GeneratePrevisibines.bat (listed when it finishes successfully) MUST be manually packaged up into a zip/7zip archive (and removed from the Data directory) then installed normally via your mod manager. DO NOT just leave those files in the Data directory. Most Mod Managers don't like this.
    • You should also delete the files "CombinedObjects.esp, Previs.esp, and xPrevisPatch.esp once you build your patch successfully.
    • Place your installed package towards the bottom of your Load Order (see "Suggested Load Ordering").
    • A log of the entire process (including CK output) is placed in your temp directory - even if the script fails.

    Runnings these scripts in an MO2 environment:
    Spoiler:  
    Show


    • Both FO4Edit (to use FO4Check_Previsbines) and GeneratePrevisbines.bat must be run via MO2.
    • These must be registered as Executables in MO2 so that all your mods will be in the Data directory when they run.
      (Select the gears button, which opens the Modify Executables screen)
    • Create an empty mod in MO2 (to recieve files created by these scripts), place it at bottom of your LO, and activate it.
    • Tick "Create Files in Mod instead of Overwrite", and set it to this empty mod, for each of the executables you registered above.
    • If you don't do this GeneratePrevisbines.bat WILL FAIL as it will not find files it needs (even xPrevisPatch.esp).
    • EVEN if you do this some phases may fail as MO2 is not quick enough in it's moving of files. Try to re-run that phase.
    • I recommend that FO4Edit and the Creation Kit not be installed via MO2, but instead directly installed via windows (like FO4 was).
    • Remember to manually Zip/7Zip the resulting previsbine patch files to an archive (in a non-game directory), delete them, and install that archive normally in MO2.

    Why create a 'Seed' mod to add/fix Precombines?

    • Though you can put any mod through the creationkit process and it will build Previsbines for it, I don't recommend it.
    • The CreationKit creates precombines for EVERY cell in the mod with a reference (even when it doesn't have to) so more previs to conflict.
    • The Creationkit does not create precombines correctly for some references with different textures (material swaps) or Alpha masking.
    • The CreationKit can copy CELLs incorrectly (by missing masters) causing broken references in the final mod.
    • For these reasons I recommend building a seperate 'previs' patch for your mod, rather than building the Previs from your mod.

    If you don't want to build a 'Seed' then you must at least:-
    Spoiler:  
    Show


    • If you want to use a script like GeneratePrevisibines.bat to add previsbines to an existing mod (rather than making a Previsbines patch with a seed) then you must 'clean' your mod first. SEE THIS Article (or at least read the following steps).
    • DO NOT use a script that just removes all PCMB etc fields (such as 02_RemovePreCalcFromCELLs.pas).
    • All CELLs in your mod that have any REFR or LAND records under "Temporary" need to have the XCRI and XPRI fields removed/cleared (as only these Cells will get new Precombines).
    • Make sure none of those above CELLs have Temporary references (REFR or LAND) with a VCI1 of 'none'. You can use my script FO4SetTimeStampToTodayIfNone.pas against the parent CELL/WRLD record to fix this (it sets the VCI1 to 'today' if 'none').
    • Also remove the 'noprevis' flag on any of the above cells (as the CK is going to generate previs for them anyway).
    • All remaining CELL overrides in your mod (i.e. not touched in Point 3 above) need to have their PCMB, XCRI, VISI, and XPRI fields reverted to the previous override/master for that Cell (or the values in PRP if building against this).
      Because the CK will NOT create new precombines for these cells, their Precombine information must be a copy from the mod that IS providing the precombines (normally PRP.esp or the Fallout4.esm/DLC).
    • Now remove from your mod any of these resulting CELL overrides that have become ITM. FO4Edit QAC should do this.
    • Remove any Previsbine files from the mod's "plugin - main.ba2" archive (vis/*,meshes/precombined/*).
    • Now feed the resulting 'cleaned' mod into your prefered previsbine building script (or mine).

    Load Order of mods in your game to minimize Precombine patches:


    • All normal mods, mods that add content to the Game Worlds but don't support PRP, or contains Previsbines for the wrong PRP version.
    • PRP (and Compatibility Patches supplied with it)
    • Mods that are 'built for PRP', or add PRP compatible Previsbines to mods from section 1 (created by you or other authors)
    • Your personally built 'previsbine conflict resolution' Patch (built with the above scripts or your own processes)
    • Patch(es) that restore Cell changes (Lighting, Fog, Weather) that were removed by PRP/Previs patches (can be included in 4)

    If you don't want to use PRP then you might need to spend time ordering the mods in section 1 for minimum conflicts. The number one rule for this ordering is "mods that add previs ALWAYS go lower (after) mods that don't" (unless it is a patch designed to fix YOUR specific load order). Mods that say "put this mod last" mean "then this mod won't be broken, but your other mods will probably be".
    Pre built PRP Previsbines patches available on NexusMods:

    Spoiler:  
    Show
    There are a number of authors who have already created PRP patches for many Mods that you can place after PRP (position 3 above)
    to considerably reduce the size of your Final conflict resolution patch (position 5)

    If GeneratePrevisibines.bat hangs on the FO4Edit phase:
    Spoiler:  
    Show


    • FO4Edit sits there with a confirmation box. - You (or a program also running on your PC) took focus away from FO4Edit, so the 'return' I sent to that prompt was lost. Click the prompt to continue.
    • Another reason is vbscript is not supported/allowed on your system. I use a vbscript to send a keypress for the above confirmation box.
    • You see the message WARNING - Unable to locate automated scripts in FO4Edit scripts directory. in the CMD window. - You did not copy all this mod's files to the correct location.
    • FO4Edit completes but does not close - The script failed to terminate the process, or your program is not called FO4Edit.exe. You need to manually close the FO4Edit window.
    • Note: if you manually close the FO4edit window and you get red error messages - this means you were impatient, the window would have closed by itself if you had let it.

    Make sure the directory where FO4Edit.exe is has a sub-directory called "Edit Scripts", and under that you have (as least) the following:

    • Batch_FO4MergePreVisandCleanRefr.pas
    • Batch_FO4MergeCombinedObjectsandCheck.pas


    Using other people's scripts to generate Previsbines from a Seed:
    Spoiler:  
    Show

    You can use the 'seed' created by FO4Check_Previsbines in anyone elses 'previsbine building' process/script - simply rename the created
    xPrevisPatch.esp to whatever you want to call your Patch mod, then feed that esp into whoever's process/script you want to.

    For an optimal solution, though, I would use my FO4MergeCombinedObjectsAndCheck.pas and FO4MergePreVisandCleanRefr.pas scripts instead of the old 03_MergeCombinedObjects.pas and 05_MergePreVis.pas ones most people used.

    All my scripts include documentation so you can read that and see why.


    Error messages from GeneratePrevisibines.bat script:
    Spoiler:  
    Show

    WARNING - Unable to locate automated scripts in FO4Edit scripts directory. - You did not copy all the mod  contents into the correct  place.
    ERROR - Windows Reg.exe cannot be found.
    - Unable run windows command "Reg".
    ERROR - Fallout4 cannot be found. - Unable to find your Fallout 4 directory (registry setup invalid)
    ERROR - CreationKit.exe cannot be found. - Did you install the Creation Kit?
    ERROR - FO4Edit.exe cannot be found. - Did you install FO4Edit correctly?
    ERROR - CK Fixes not installed. - F4 Creation Kit Fixes mod not installed.
    ERROR - Archive2.exe cannot be found. - Unable to find Archive2 (part of Creation Kit)
    ERROR - Previs directory not empty - The Data/vis directory exists.
    ERROR - This Plugin already has an Archive - The Patch name you specified already has an <plugin> - main.ba2.
    ERROR - Seed file xPrevisPatch.esp does not exist - The Patch name you specified does not exist, and neither does a seed.
    ERROR - Copy of seed to plugin failed - Windows error (directory privileges?)
    ERROR - Precombine directory not empty - the Data/meshes/Precombined directory already exists.
    ERROR - GeneratePrecombined failed to create psg file - Creation kit operation failed.
    ERROR - GeneratePrecombined failed to create any Precombines - Creation kit operation failed.
    ERROR - GeneratePrecombined ran out of Reference Handles - Exceeded the Handles limit of 2mil. (set the CK fixes option)
    ERROR - No Visibility (uvd) files generated - Creation kit operation failed.
    WARNING - GeneratePreVisData failed to build a Cluster uvd -  A cluster failed to be built. See the logs.
    ERROR - Archive2 failed with error  - Archive failure.
    ERROR - No plugin archive Created!  - Archive failure.
    ERROR - Archive2 Extract failed with error   - Archive failure.
    ERROR - 'CK Command' failed with error 'error' - Creation Kit failed.
    ERROR - 'CK Command' failed to create 'filename' file - Creation Kit failed.
    ERROR - FO4Edit script 'script' failed - FO4Edit Script failed.
    ERROR - FO4Edit failed with error 'error' - FO4Edit Script failed.


    Ways to run the FO4Check_Previsbines script 'unattended':
    Spoiler:  
    Show

    Create shortcuts, or if you use MO2 then you must do this within MO2 (registering a program).
    Eg. Shortcut that will create a "previsbine Conflict Resolution" patch Seed is FO4Edit.exe with parameters "-script:FO4Check_Previsbines.pas -Fix"
    Leave off the "-Fix" to just look for errors in your entire load order.
    etc.

    However, try using it interactively first to get the idea (select mods in FO4Edit and "Run Script").
    Read the documentation Articles before you ask questions
    And thanks for the Kind words and Kudos - this would not have been possible without the help and knowledge of the resident Previsbine Experts on the Discord forums (you know who you are).
  2. PJMail
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    Issues with CKPE (Creation Kit Platform Extended):

    Currently the only 'previous Gen' version that works with Command Line Previs generation (as used here) is 0.2 build 941
    Additionally you need to set bOwnArchiveLoader=false in the CreationKitPlatformExtended.ini file.
    NOTE: This version will NOT work with the 'Next Gen' archive version (ie. you downgrade your Fallout4/CK but keep the Next gen content).

    Issues with 'Next Gen' CK update:
    There is a new version of CKPE for CK version 1.10.982.3 -  CKPE V0.3 build 241

    Issues with Steam version of Creation Kit:

    If using MO2 make sure to add both CreationKit.exe and GeneratePrevisbine.bat to MO2's excutables, and tick the Overwrite Steam AppID  (use 1946160) in the message box in both excutables setting area.

    If not using MO2 them make sure you have created steam_appid.txt file, containing 1946160, placed in the same directory as creation kit.exe.

    If you do not follow these steps you may get "application load error", or it prompts 'are you sure' and fails with error 53.
  3. PJMail
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    If you use PRP then make sure this is the order of your Mods :-

    1) Game, DLCs, UFO4P
    2) ALL Mods,  except those with Previs 'made for your version of PRP'. Mods made for older PRP versions MUST go here still.
    3) PRP (and any patches released with PRP that are appropriate for you)
    4) Mods that are 'built with PRP compatible precombines' (your PRP version only)
    5) PRP compatability Previs Patches (that you made, or by others,  for Mods in group 2)
    6) Your 'Fix issues' Previs conflict resolution Patch, including any Cell changes needing to be brought forward (Lighting/Weather etc)

    If you do not use this order then the patches needed (in 6) will be very much larger than necessary - with greater chance of crashing the CK.
    I don't care what you read elsewhere - Placing Non-PRP mods AFTER PRP is disaster for Previs.
    Yes, it may mean you have to make a compatability patch in 5) for that Mod, but that will be much easier than whole new Previs in 6).
    ALSO if you are using the new PRP 0.74 version then DONT put mods "made for PRP 0.69" after PRP.
    Precombine mods designed for PRP 0.69, in this case, are less than useless. If they also contain mod fixes then place them before PRP, otherwise just don't use them.

    Ignore this and I can't help you.

    (Note: Mods that have no CELL records, and don't change STAT objects or their Meshes, don't matter here as they can't effect Previs).
  4. PJMail
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    Updated FO4FindNewPCStatics.pas (V1.4) script to help locate Meshes that are crashing the CK during the Precombine build phase
    Run it against the Cell of your Seed, that is crashing the CK, to list possible problem meshes.  Tick to exclude them and re-run the phase.
    OR run it against the Seed itself to list all possible Statics that could cause issues. You can "exclude all" to see if this solves your problems. NOTE: If you did "exclude all" and the CK still crashes, rerun this script and it will do a slower/deeper check and may find some extra Statics you can exclude.
    You can use the CK GUI mode to retest a single cell quickly (Select it in the Cell View, "View" it, then select "Precombine Geometry for current Cell" under "World" on main menu). This is a faster way to test you have fixed the problem for that Cell, and also allows repeated testing if you wish to narrow down which mesh is the actual problem (Sorry - the only way is trial and error).

    (V1.2 includes an "Exclude all" button to tick/untick all meshes).
    (V1.3 detects more possible problem Static Objects)
    (V1.4 does a deeper scan if you have already excluded everything it listed and re-run the script)
  5. PJMail
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    New Utility (main Downloads): AutoCellDisplay
    Updated to V1.3 - Cluster Borders are now Purple (normal Cell borders are still Blue as below).

    When installed you can Craft a Display Cells Ring at the Chemistry Bench (under Utility).
    When worn, the nearest Cell borders will become visible (big blue crosshatch Wall).
    When you are close to a cell border Wall the details of that border will be written on the Wall, in the form:
    d-NextCellID X,Y C-NextClusterID d-CurrentCellID X,Y C-CurrentClusterID (when d is the direction of that Cell N/S/E/W).
    Also, If you crouch (CTRL) a popup box will display details of your current location.
    If you also "toggle Borders" (tb in the console) then the Game will show yellow borders in Cells where Precombines are disabled.

    All this is dynamic and will update as you move around (even fast travel). Take off the ring to disable. Only crouching works in Interiors.
    Can be installed/Uninstalled any time. REQUIRES the Contraptions Workshop DLC, but nothing else.
    You are looking West so Cell DDA0 -18,19 is on the other side (West) of that border (in Cluster DDC1). DD9F -17,19 is the Cell you are in (East).
    Crouching displays your current location.
  6. perchik71
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    IMPORTANT
    Because this mod is primarily for modmakers, 
    I'll let you know here:
    CK 1.10.943.1 presents very few changes, however, sensitive ones. It is compiled in a different way and anew.
    There are multiple changes in PreComb. The patch will be updated, but there will obviously be different results.

    1. PJMail
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      Thank you perchik71, I will sticky this and recommend that precombines NOT be built with the new version of CK until you release a compatible update of CKPE.

      Update: CKPE v0.3 build 207 and later seems to now be working fine.
  7. solid67
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    For those of us who have downgraded from NG, it's not possible to follow this guide? It seems either we have to be fully old-gen or NG for this to work or am I reading the guide wrong?
    1. PJMail
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      My understanding is...
      As the version of creationkit is locked to the version of fallout4.exe, downgrading everything and using CKPE 0.2. still works fine.
      However, Using FO4NG assets and BASS with that combination doesn't work for the CK.
      Using CKPE 0.3 with that combination seems to have other issues - but I think Perchik71 can clarify this. I am a bit lost too...
  8. rockbiter68
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    EDIT 3: Okay, finished reading. Have Overwrite Steam AppIDchecked in the MO2 executables settings, did the .ini change, and I'm still getting the error in the first edit. Not using the next gen update--I haven't updated since it released. Ideas?

    EDIT 2:
    f*#@, temporarily ignore, doing more reading, sorry.

    EDIT:
    Below issue was fixed--one of my mods in MO2 had a "Vis" folder that I had to hunt down and disable. Okay. Now I'm getting:

    The procedure entry point SteamInternal_ContextInit could not be located in the dynamic link library R:\SteamGames\steamapps\common\Fallout4\CreationKit.exe

    And, frankly, that one I have no idea in what it's try to tell me.

    Okay, so I created my seed plugin via FO4Edit by following the instructions, and that went fine. Created an empty mod in MO2 and pointed the Genrate .bat to output in the empty mod file, and ran the .bat through MO2. Renamed the patch, his Y, and then it's throwing this error:

    ERROR - Previs directory (Data/vis) not empty

    I know that's a listed error in the sticky comment, but, um, I'm not sure what to do with it? I just checked my Overwrite folder and my root data folder, and I have no "vis" or even "meshes" folder in either of them.

    Guess I'm just wondering what I do about this error when I get it, since I'm obviously missing something.
    1. PJMail
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      It normally means one of your Mods has loose Previs files. The point of MO2 is it keeps your root folder clean, so you won't find anything in there.
      You need to use the MO2's "Explore Virtual Filesystem" facility when you want to see what is actually in your root directory, and what mod put it there.
    2. rockbiter68
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      Yup, ended up figuring that one out, but thanks for the reply! You're a hero for doing all of this--I can't imagine.

      But yeah, having a new issue with getting the patch to generate. Made an edit to the post, if you have any ideas.
    3. PJMail
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      That looks like a mismatch between CreationKit.exe, CKPE and/or Fallout4.exe.
      I would make sure the CK has also not 'auto updated' in steam.
      And then make sure you are using the older CKPE V0.2 build 941 with 'OldGen'.
    4. rockbiter68
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      That was it, thank you. I didn't have the CK downloaded and didn't even think about it getting an update, too. I got my hands on the OldGen CK, so I'll switch CKPE over to the older version, too. I appreciate it. Hopefully we're at the tail end of figuring this out. Thank you!
    5. rockbiter68
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      Hi! So, sorry to be a bother again--I'm having the patch run, and it goes for about two hours, after which point it says it fails to generate textures and then the whole patch fails (I can run the whole thing again and get the exact error message if that helps). At this point, I'm quite lost--I'm re-referencing all of the reading, and unless I missed something (possible, I'm a bit flustered from all of this) I'm not seeing anything about failing textures or why I'd be getting them after getting everything situated. Is this a common situation that I've somehow overlooked?
    6. PJMail
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      So you looked at the deep dive article, which talks about the various errors the CK generates?

      As you mention textures I assume you mean precombine phase. Welcome to the unhappy world of buggy meshes in mods that crashes the CK...
    7. rockbiter68
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      It's all becoming mush in my brain. I'll look at the deep dive article again--thank you for your patience here. I know it's a lot of effort to field questions in the comments.

      I'll examine the deep dive again tomorrow and see what I can figure out--but yes, I'm in precombine phase.
    8. PJMail
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      I have been meaning to move the 'CK problem solving' part out of there into it's own document. Sorry.
      Just look at the first point in the "Common CreationKit Failures:" section, as that is most likely your issue.
      Sometimes the CK just terminates instead of crashing with the error box. Same issue though.
    9. rockbiter68
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      It's a lot of documentation to manage--no need to apologize. Thanks for being helpful and pointing me to the right section. I'll take a look at it, because yeah, just seems like it's a general CK error--I ran it one more time last night while I was waiting on a reply for you, and it just threw a memory error at me instead of a texture one. So I'll take a look and report back. Thank you!
    10. rockbiter68
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      Hi, me again. Hopefully not being a bother. So, since I was getting an error that was either saying something about textures failing to generate OR running out of memory, I figured I'd remove all of my Textures.ba2 files, since that's what the Deep Dive recommended (since they're apparently not very necessary).

      Now, with all mod files removed, and with all Textures.ba2 removed period, I'm getting this error:

      E:\Projects\Creation-Kit-Platform-Extended\Creation Kit Platform Extended Core\Patches\FO4\CreateDDS.cpp(230):

      (((HRESULT)(RET)) > = 0)

      ID3D11CreateTexture2D: A fatal error occurred while creating the texture. For details, see the log.


      Textures are plaguing me, it seems. Are there some textures that are actually necessary? Did I remove too many? I'm also not sure where the E: drive is coming from since, um, I don't have an E: drive.
    11. perchik71
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      This is my folder where the project is located, there was a request to create a texture, your device does not support format in hardware. You have loose files, get rid of them first.
    12. rockbiter68
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      Yup, that ended up helping. I also did something wrong way earlier in the process--we're up-and-running now with no issues! Thank you both so, so much for the help.
  9. Baconator96
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    Sorry for a second post, but while trying to troubleshoot my previs crashing due to the below mentioned heap error, I attempted to use FO4FindNewPCStatics to help identify bum meshes, but after about 5 minutes I got the following error:
    [18:00] Exception in unit line -1: [EJvInterpreterError]
    Error in unit 'FO4FindNewPCStatics' on line 131 : Type mismatch[18:00] Aborted: Applying script "FO4FindNewPCStatics"

    I am using V4.3b of the script.
    1. PJMail
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      Are you using the V1.4 version of that script (found under Updates in the Files Tab)?

      If you are, then that error is internal to FO4Edit, so what version of FO4Edit are you using?
      And what mod has the 2nd last override on that CELL (i.e. the override before your patch esp) so I can duplicate it.

      Oh! 5 minutes! You are only supposed to run that script against a single CELL (the one crashing the CK).
      You 'can' run it against an entire patch esp, but it is only useful if that patch is for a single mod.
      The idea is to exclude faulty meshes a single mod/Cell/mesh at a time...

      It is meant to be a targeted search when you have a crash, not a generic method of excluding all mod supplied content across the entire game and your entire load order... That would be excessive.
    2. Baconator96
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      That would certainly explain everything.
    3. PJMail
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      Though not the crash. To crash an FO4Edit function I suspect one of your mods must be corrupt - thats why I wanted to know which mod supplied the Cell override - but if it is a big patch then it is a needle in a haystack...
    4. Baconator96
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      Yeah it is a pretty big seed. That said, the problem mesh or at least the last entry in the log from my most recent attempt points to an oil lamp from the interior of the USS Constitution, which is only significantly altered by PRP and Clean My Settlement, so my inclination would be to blame CMS.
  10. Xeniu
    Xeniu
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    I have a worldspace browser with previs check detecting possible broken previs because SouthBostonExtN in the vanilla game has a different previs timestamp. I assume you set the script to ignore that error by default, but deep overwrite of that cell makes the script start detecting it again.
    1. PJMail
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      Because Previs issues detection is a complex and time consuming process, the Worldspace browser extension is quite 'crude' (i.e. fast).
      It is really there to give you some idea where issues are likely to be visually. It is by no means 100% accurate - the FO4Check_Previsbines script is the go-to definitive info.

      And trying to solve previs via deep overwiting of a CELL is like brain surgery with a hammer.
    2. Xeniu
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      I found that out accidentally when my mod that didn't touch previs at all made those errors appear.
    3. PJMail
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      Read the deep dive article. Simply changing a reference in a cell can cause issues. If it was as simple as just looking in FO4Edit I wouldn't have created all these tools for it.

      Even adding an object/NPC into a Cell (which shouldn't effect Previs) can break previs as your mod must include a copy of the Cell to do that. This why I like PRP. Any mod that just adds things goes before PRP and no longer breaks anything. But I understand using PRP is a big change to your patching.
  11. JordanCR44
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    Deleted
  12. ezgrs
    ezgrs
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    That took forever with 400 mods but omg you're a hero! Thank you so much for these amazing scripts. It's so helpful for people who know nothing about modding like me. Now there isn't any conflict in my load order and my fps is fixed to 60 even around creepy areas. Now I can't live without this bat file! Thanks a lot! <3
    1. PJMail
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      I am glad it helped! It would be 10x easier if the CK wasn't so buggy/unreliable... 
  13. ZananoQ
    ZananoQ
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    So I have a heavily modded game, with over 255 mods split between ESPs, ESMs, and ESLs. This causes an issue trying to do a full seed patch because you can't have that many masters for a mod. Would it be safe to patch two or three portions separately and then patch them together?
    1. PJMail
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      I don't know why you are hitting it as it would have to be 255 mods that break precombines - that is so unlikely.
      I assume you don't use PRP as otherwise that fixes most cell conflicts (as most mods just add to Cells, which then cause no issues).
      I have over 500 mods and the most I have in my final patch are 85 masters.

      As far as beaking up your final patch, the only easy divider is Worldspace, everything else is trial and error (as it is very Load order dependant).
      However, I bet the Commonwealth Worldspace has the majority of masters anyway.
      Patching sections seperately is what always happens (a mod has a previs patch for it, for example), however I don't know if it will help.
      You could patch by mod - load your entire modlist in FO4Edit (of course) but just select one (or a few) mods and generate a fix seed (make sure you untick 'process entire load order'). Generate prevsibines for it, add it into your load order, repeat. As I said, trial and error getting the right mix of mods in each patch.

      However, I would more look at why your patch has so many masters. Seems strange to me.
  14. Baconator96
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    I'm able to run this seemingly almost to completion, but then says it aborted the script because fallout4.esm has an exception and something about a pointer. Unfortunately I accidentally cleared the log instead of copying it, so that's 4-5 hours down the drain.

    Does anyone have any idea what I'm doing wrong based just on this?
    1. PJMail
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      Not really enough info. You haven't even said what phase it failed at.
      Just re-run the GeneratePrevisbines.bat script, put in you patch name, use the "c" option to restart the process, and select the phase you failed at.
    2. Baconator96
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      Okay so like I said, the check_previsibines script seems to make it almost all the way to completion before suddenly just stopping. Here are the last few entries in the log, after several hours of processing, though this time it did spit out an ESP:
      [xPrevisPatch.esp] Adding master "WorkshopCattleMenagerie_SMM.esp"
      Warning: Record [CELL:00000025] in file Fallout4.esm is being overridden by record [COBJ:00000025] in file xPrevisPatch.esp.
      [5:25:09] Exception in unit FO4Check_Previsbines line 881: [EAssertionFailed] Assertion failure (P:\Projects\xEdit-4.1.x\Core\wbImplementation.pas, line 8374)
      [5:25:09] Aborted: Applying script "FO4Check_PreVisbines"
    3. PJMail
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      Oh, in the check script.
      Ok, there is a serious corruption in one of your mods I failed to detect.
      Seems like that mod has overriden a fallout4.esm CELL reference with a COBJ object.
      I would guess that mod has had it's header version changed at some point (via FO4Edit) from 1.0 to 0.95.

      I will start validating mod Cell overrides, but you seriously need to find and fix that mod.
      What version of FO4Check_previsbines.pas are you using too?
    4. Baconator96
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      I apologize for not communicating super clearly, I've asked around too many places and lost track of what I've said where. I'll comb my load order for this but I'm really not sure where to start on that. I'm trying to get learned up about everything modding related but there's a lot to learn.
      For what it's worth, I'm using the newest version of the script available on this page.

      EDIT: Duh the formID is right there. It does strangely appear to be workshop cattle's SMM addon. Would your suggestion be to just remove that and try again?
    5. PJMail
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      I would suggest that mod needs fixing by the author as there are probably more issues with it.
      You can right-click on it in FO4Edit and choose "Check for errors" (but this won't find more subtle errors).
      What likely happened is the author changed the HEDR version from 1.0 to 0.95 (to support FO4VR say). This means any new content in it with an ID below 00000800 (say that COBJ object) now turned into an override of the corresponding Fallout4.esm object (which is the NavmeshGen CELL).

      Update: That mod is MASSIVELY broken like I mentioned above, but much worse than I thought - avoid like the plague.

      Also, do you use PRP? I want to duplicate this error so I can allow for it in the future. Thanks.
    6. PJMail
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      Prerelease V4.4d now should tolerate (and report) faulty mods like "Workshop Cattle - SMM Menu Patch" without crashing.
      It is still a bad idea to leave it in your load order though.
    7. Baconator96
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      Disregard, missed post below
  15. Yabvi
    Yabvi
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    I've been trying for days to get this patch working - I've tried as much as I could, and the latest I could get ended me in this error;

    "ERROR - GeneratePrecombined failed with error -1073740940" I've got no clue what any of this means.
    1. PJMail
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      That error is a Windows heap corruption. Basically the CK has crashed due to a bug. I have seen this reported with older versions of CKPE. What version are you using? The latest is version is build 941 I think.
    2. Yabvi
      Yabvi
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      I'm using the current version. I've redone everything and have significantly increased the virtual memory. As I'm typing this, it's going okay so far and am only currently stuck on it loading one cell which it hasn't moved from for a while so I can only hope it's still working but just taking its time 😅

      Sorry I spoke too soon. I got a new error on that specific cell of "Creation Kit has encountered a fatal error and has crashed. Reason: Unspecified Exception (0xC0000005)."

      Honestly, I'm really out of ideas at this point.
    3. PJMail
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      What phase is it crashing in? If it is precombine phase then it is just another buggy mod with a broken mesh so follow my deep dive article to track it down and exclude the mesh(es) causing the crash.
    4. Rage4556
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      So, I've managed to get it to run through and work on my MO2 setup, but for some reason I'm also getting this error when starting the previsibine generation process.
      Running CK option GeneratePrecombined
      "ERROR - GeneratePrecombined failed with error 1"
      Build of Patch AW_Previsibines failed.

      Here's the Creation Kit log.
    5. PJMail
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      There is 'usually' an on-screen error box from the CK as well, with the actual error in it.
      Error 1 from the batch script simply means the the Creationkit.exe returned a status of 'failed', which happens when it crashes.

      I thought you were getting further than this? That log has no cells being generated.
    6. StardrownValley
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      I'm getting Error -1073740940 as well, and my current CKPE build is 241. But I remember downgrading my CK to 1.10.162.0 so should I use build 941?
      Edit: here's my CK log:
      Spoiler:  
      Show

      Open the config ini file: CreationKitPlatformExtended.ini
      Current time: Wednesday 29 May 2024 11:38:54 AM SE Asia Standard Time
      CRC32 executable file: 0x0F5C065B
      [WARNING] CRC32 does not match any of the known ones, running a version check by signature
      Current CK version: Fallout 4 [v1.10.162.0]
      Creation Kit Platform Extended Runtime: Initialize (Version: 0.3.0.241, OS: 10.0 Build 19045)
      The processor supports the SSE 4.1 instruction set: true
      The processor supports the AVX 2 instruction set: false
      Reading an option in the configuration: CreationKit:bUIClassicTheme
      The option is disabled in the configuration: CreationKit:bUIClassicTheme
      Reading an option in the configuration: CreationKit:bUIDarkTheme
      The option is disabled in the configuration: CreationKit:bUIDarkTheme
      Messages Blacklist: 2983
      Number of messages whose hash has already been added: 200
      [FO4] Console command: -GeneratePrecombined
      Module base: 00007FF644380000
      Section range ".text": (base: 00007FF644381000, end: 00007FF647B5E093)
      Section range ".rdata": (base: 00007FF647B5F000, end: 00007FF648895117)
      Section range ".data": (base: 00007FF648896000, end: 00007FF64E9501E8)
      Accessing the console...
      Command: "-GeneratePrecombined:xPrevisPatch - Previsbines Generated.esp"
      Total patches: 66
      Add Change Ref (version 1) -> signature count 2
      Add check D3D11CreateTexture2D (version 1) -> signature count 2
      Allow Multiple Window And Master (version 2) -> signature count 2
      Allow Save ESM and Master ESP (version 1) -> signature count 12
      BSArchiveManager Modded (version 1) -> signature count 8
      BSResource Loose Files (version 1) -> signature count 9
      Cell View Window (version 1) -> signature count 6
      Console (version 2) -> signature count 7
      Crash Dump (version 2) -> signature count 4
      D3D11 FL11 features are not supported (version 1) -> signature count 1
      Data Window (version 1) -> signature count 1
      Disable Assertion (version 2) -> signature count 4
      ESL Tip (version 1) -> signature count 1
      FaceGen (version 2) -> signature count 15
      Fix Encounter Zone (version 1) -> signature count 3
      Fix Fog (version 1) -> signature count 3
      Fix Sky (version 1) -> signature count 3
      Fix crash spell effect duration (version 1) -> signature count 2
      Fix crash when Unicode string BNet (version 1) -> signature count 1
      Fix for crash when plugins.txt is present (version 1) -> signature count 1
      Fix uninitialized TCITEMA structure variables (version 1) -> signature count 1
      Fixed MapMaker command line option (version 1) -> signature count 2
      Fixed Smoothness value to material (version 1) -> signature count 2
      Fixed delete group tinting to race (version 1) -> signature count 3
      Fixed failed load d3dcompiler (version 1) -> signature count 1
      Fixed infinite loop by Compile Papyrus Scripts (version 1) -> signature count 1
      Fixed no root parent to materials (version 1) -> signature count 3
      Fixed quote to cmdline (version 1) -> signature count 39
      Fixed recursive sorting function (version 1) -> signature count 2
      FlowChartX Library (version 2) -> signature count 1
      Go to selection in game (version 1) -> signature count 3
      Layers Window (version 1) -> signature count 4
      Main Window (version 1) -> signature count 2
      Memory Manager (version 1) -> signature count 10
      Misc (version 1) -> signature count 7
      NavMesh Window (version 1) -> signature count 1
      Object Window (version 1) -> signature count 5
      Optimization load (version 1) -> signature count 17
      Papyrus Editor Limit (version 1) -> signature count 1
      PreCombined (version 1) -> signature count 3
      PreVis (version 1) -> signature count 2
      Progress Window (version 1) -> signature count 7
      Quit Handler (version 1) -> signature count 3
      Remove Useless Messages (version 1) -> signature count 35
      Rename Creation Kit App (version 1) -> signature count 1
      Render Window (version 1) -> signature count 4
      Render Window 60 FPS (version 2) -> signature count 2
      Replace BSPointerHandle And Manager (version 1) -> signature count 13
      Response Window (version 1) -> signature count 8
      Runtime Optimization (version 2) -> signature count 2
      Skip Topic Info Validation (version 1) -> signature count 1
      Skipping the program update check (version 1) -> signature count 1
      Sort Crash Combined (version 1) -> signature count 1
      TESDataHandler (version 1) -> signature count 2
      TESForm (version 1) -> signature count 3
      Threads (version 1) -> signature count 1
      UI (version 1) -> signature count 1
      UI Classic Theme (version 1) -> signature count 1
      UI Dark Theme (version 1) -> signature count 1
      UI Dark Theme Additional (version 2) -> signature count 7
      UI Deffer (version 1) -> signature count 19
      UI Hotkeys (version 2) -> signature count 3
      Unicode (version 2) -> signature count 22
      Version Control Merge Workaround (version 2) -> signature count 10
      Version Control fixes (version 1) -> signature count 3
      Wrong Update Actor Window (version 1) -> signature count 4
      Total signatures: 352
      DIALOG: Open archive "CreationKitPlatformExtended_FO4_Dialogs.pak"
      The dialog has been added: "122.json"
      The dialog has been added: "162.json"
      The dialog has been added: "175.json"
      The dialog has been added: "3231.json"
      The dialog has been added: "468.json"
      Module "Add Change Ref" initializing success
      Module "Add check D3D11CreateTexture2D" initializing success
      Module "Allow Multiple Window And Master" initializing success
      Module "Console" initializing success
      Module "Allow Save ESM and Master ESP" initializing success
      Reading an option in the configuration: CreationKit:bOwnArchiveLoader
      The option is disabled in the configuration: CreationKit:bOwnArchiveLoader
      Module "BSResource Loose Files" initializing success
      Module "Object Window" initializing success
      Module "Fix Fog" initializing success
      Module "TESDataHandler" initializing success
      Module "Main Window" initializing success
      Module "Cell View Window" initializing success
      Reading an option in the configuration: CreationKit:bGenerateCrashdumps
      Module "Crash Dump" initializing success
      Module "D3D11 FL11 features are not supported" initializing success
      Module "Data Window" initializing success
      Reading an option in the configuration: CreationKit:bDisableAssertions
      The option is disabled in the configuration: CreationKit:bDisableAssertions
      Module "ESL Tip" initializing success
      Module "FaceGen" initializing success
      Module "Fix Encounter Zone" initializing success
      Module "Fix Sky" initializing success
      Module "Fix crash spell effect duration" initializing success
      Module "Fix crash when Unicode string BNet" initializing success
      Module "Fix for crash when plugins.txt is present" initializing success
      Module "Fix uninitialized TCITEMA structure variables" initializing success
      Module "Fixed MapMaker command line option" initializing success
      Module "Fixed Smoothness value to material" initializing success
      Module "Fixed delete group tinting to race" initializing success
      Module "Fixed failed load d3dcompiler" initializing success
      Module "Fixed infinite loop by Compile Papyrus Scripts" initializing success
      Module "Fixed no root parent to materials" initializing success
      Module "Response Window" initializing success
      Module "Fixed quote to cmdline" initializing success
      Module "Fixed recursive sorting function" initializing success
      Module "FlowChartX Library" initializing success
      Module "Go to selection in game" initializing success
      Module "Layers Window" initializing success
      Physical Memory (Total: 16.0 Gb, Available: 8.3 Gb)
      PageFile Memory (Total: 18.3 Gb, Available: 8.1 Gb)
      Module "Memory Manager" initializing success
      Module "Misc" initializing success
      Module "NavMesh Window" initializing success
      Replaced function with SIMD function: 574.
      Module "Optimization load" initializing success
      Module "Papyrus Editor Limit" initializing success
      Module "PreCombined" initializing success
      Module "PreVis" initializing success
      Module "Progress Window" initializing success
      Module "Quit Handler" initializing success
      Module "Remove Useless Messages" initializing success
      Module "Rename Creation Kit App" initializing success
      Module "Render Window" initializing success
      Reading an option in the configuration: CreationKit:bRenderWindow60FPS
      Module "Render Window 60 FPS" initializing success
      Module "Replace BSPointerHandle And Manager" initializing success
      Reading an option in the configuration: CreationKit:bSkipTopicInfoValidation
      Module "Skip Topic Info Validation" initializing success
      Module "Skipping the program update check" initializing success
      Module "Sort Crash Combined" initializing success
      Module "TESForm" initializing success
      Module "Threads" initializing success
      Module "UI" initializing success
      Reading an option in the configuration: CreationKit:bUIClassicTheme
      The option is disabled in the configuration: CreationKit:bUIClassicTheme
      Reading an option in the configuration: CreationKit:bUIDarkTheme
      The option is disabled in the configuration: CreationKit:bUIDarkTheme
      Reading an option in the configuration: CreationKit:bUIDarkTheme
      The option is disabled in the configuration: CreationKit:bUIDarkTheme
      [ERROR] the dependent module "UI Dark Theme" has not been enabled, this module will not be enabled: "UI Dark Theme Additional"
      Module "UI Deffer" initializing success
      Reading an option in the configuration: CreationKit:bUIHotkeys
      The option is disabled in the configuration: CreationKit:bUIHotkeys
      Reading an option in the configuration: CreationKit:bUnicode
      The option is disabled in the configuration: CreationKit:bUnicode
      Reading an option in the configuration: CreationKit:bVersionControlMergeWorkaround
      The option is disabled in the configuration: CreationKit:bVersionControlMergeWorkaround
      Module "Version Control fixes" initializing success
      Module "Wrong Update Actor Window" initializing success
      Modules installed: 57 from 64
      Plugins installed: 0 from 0
    7. PJMail
      PJMail
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      That is the Windows error C0000374 which seems to be a Heap corruption error in CreationKit.exe -You need to ask the author of CKPE about this.
      However, you also need to make sure you are using the correct version of CKPE that matches your CK version.
      I would try CKPE V0.2 b941 if on CK 1.10.162.0
  16. StilesFTW
    StilesFTW
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    When generating my load order previs patch, I'm getting the following message in the CK.log:
    ASSERTION: ERROR: duplicate model ID (0xFE249E9D) found while generating visibility. (Visibility\BSPrecomputedVisibility_Editor.cpp line 1226)

    Is this something to be worried about?
    1. PJMail
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      No, it seems to happen all the time without issues. Unfortunately the things that do matter aren't reported... Typical Bethesda...
    2. StilesFTW
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      Lol perfect. Thank you for the quick response!

      And huge kudos to you for this tool.
    3. BenRierimanu
      BenRierimanu
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      To demystify that line, it means there's a duplicate reference that the CK thinks was found while generating visibility. Unless you are cleaning those up, they aren't that important to worry about.