I am going on an extended vacation so no support until June. EVERYTHING you need to know is in the sticky Posts below and the Articles.
However, the CK is buggy and there are many mods out there that have never been precombined, so you WILL get crashes. If you are not experienced in Modding/Problem solving (and don't want to learn) then this process is not for you. You may get help here or on the Collective Modding Discord (Fo4-General-Support channel), but it is your unique load order so they may not be able to.
ALSO CKPE 0.5 has come out but I am unable to test it so cannot verify it works the same as 0.4 or whether it works with OG CK (for precombine /previs generation). If you find issues and can prove that they are new to 0.5 please post on the CKPE mod as well.
First, make sure you have installed the latest files (from the new V4.6 kit!) The V4.6 kit contains latest releases of all the scripts as of Feb 2025 (individual updates moved to Misc files). Important things to know - READ THIS!
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If you do not try and read the deep dive & script guide articles then this mod is probably not for you.
Occlusion (flashing) of distant objects is LOD related, not Previs, so won't be fixed by these tools (use FOLIP for this).
My tools are not intended as a 'one click solution' to Previs because - Bethesda... You need to understand the process!
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 runFO4Edit.exeandCreationKit.exewithout errors (or having to press OK to continue) first!
If using Steam CK and/or MO2 then make sure FO4Edit and CK work under MO2 and can see all your mods when invoked.
Make sure you have NO loose precombine (data\meshes\Precombine) or Previs (Data\vis) files. If using MO2 then use its file explorer function to check these directories (as the actual directories will be empty - always).
If loose .nif/uvd files exist then DONT BOTHER generating previsbine patches - loose file override patches. You need to use versions of the mods (that contain them) that instead uses ba2 archives rather than loose files - at least while doing Previsbine building.
The FO4Check_Previsbines.pas script will generate a 'seed' xPrevisPatch.esp you feed into GeneratePrevisbines.bat to create the actual plugin - you CANNOT use the seed on it's own. It should NEVER be enabled in your load order, it is only an intermediate file.
After building a Seed look at the result for "Issue" messages - these reduce the chance of a good result. Resolve any reported loose files, but the rest of the issues will likely be un-fixable as they are mod issues you can do nothing about. Just be aware of the CELL locations reported and try and check those in the future for flickering. You may have to manually create new Previs for them...
Errors and Warnings will be fixed by building a Seed and creating Previsbines from it - but some Issues guarantee a sub-optimal result. See the Script Guide for full details and explanation of those errors/warnings/issues.
The log of the last run of FO4Check_Previsbines.pas is usually still in your xEdit directory called FO4Edit_log.txt, to aid this.
No patch can have more than 255 Masters. If you hit this you cannot use the seed (and must divide your patch up - see below).
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.
The Check/seed build script, and the GeneratePrevisbines.bat script, take A LONG TIME to run (Hours!).
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 then installed normally via your mod manager (or turned into a Mod if using MO2). DO NOT just leave those files in the Data directory.
"Remove working files" will delete CombinedObjects.esp, and Previs.esp, which are only useful for error reports to me.
Place your created plugin 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.
Your PC setup REQUIRED to successfully build Previsbines!
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DO NOT use a mod manager (especially MO2) to install any of the following files/programs!
Creation Kit MUST be installed and running properly. This means setting up it's steam_appid.txt file (containing 1946160).
If you use MO2 then Creationkit.exe also must be registered as an "Executable" with this same AppID (1946160).
If you don't you will get errors like error 53, or error V:0000065432.
FO4 OG, CK OG (Bethnet V1.10.162) and CK Fixes V2.0.1 (2.0 + 2.0.1 hotfix)
FO4 OG, CK OG (Steam V1.10.162) and CKPE V0.2 b941 (bOwnArchiveLoader=false in CreationKitPlatformExtended.ini)
FO4 OG, NG archives, Bass, CK OG (Steam V1.10.162) and CKPE V0.3 b241 or later (ie. downgraded FO4 and CK NG)
FO4 OG, NG Archives, CK NG and CKPE V0.4 However the game won't run as CK NG has a newer steam_api64.dll
FO4 NG, CK NG (Steam V1.10.982.3) and CKPE V0.4 build 625 (or later)
Edit the CreationKitPlatformExtended.ini file to have bBSPointerHandleExtremly=true and sOutputFile=CK.log
If you have > 5 cores/threads then try setting iMaxUmbraBakeThreads=n (where n=#cores-1) in CreationKit.ini under [General]
You MUST have a recent version of xEdit installed - At least 4.1.5f
Downloaded and extract this mod's Scripts so they are found in "xEdit Scripts" directory. Check for at least these files: FO4Check_Previsbines.pas, Batch_FO4MergePreVisandCleanRefr.pas, Batch_FO4MergeCombinedObjectsandCheck.pas.
This should also give you the latest (v2.5) GeneratePrevisbines.bat file (in the same directory as xEdit.exe).
If you use MO2 then GeneratePrevisbines.bat must be added as an "Executable" with the CK's AppID (1946160).
If using PRP TAKE NOTE of the following considerations:
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The recommended order of mods to minimize the size of patches you will need to generate is-
Game, DLCs, UFO4P
ALL Mods, except those with Previs 'made for your version of PRP'. Mods made for older PRP versions MUST go here still.
PRP (and any patches released with PRP that are appropriate for you)
Mods 'built with PRP compatible precombines' (your PRP version only i.e don't use PRP 0.69 patches if using PRP 0.74)
PRP compatability Previs Patches (that you made, or by others, for Mods in group 2)
Your 'Fix issues' Previs conflict resolution Patch, including any Cell changes needing to be brought forward (Lighting/Weather etc)
Why?
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If you do not use this order then the patches needed (in 6) may be very much larger than necessary - with greater chance of crashing the CK. Contrary to what you read elsewhere - Placing Non-PRP mods AFTER PRP is normally a 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). The only exceptions to this are mods (with previsbines) that replace A LOT of cells (i.e. full replacer mods), or replace entire Clusters.
This guide is just to try to minimize your patch size, so if you are unsure then generate a seed with the mod before and after PRP, and compare the reported number of precombines and previs files each option plans to rebuild. You can then decide.
ALSO using Precombine mods designed for an earlier PRP version are less than useless (they will cause More cells to be rebuilt) - just don't use them. If they also contain mod fixes then you could leave them enabled, but expect a much larger Previs patch to be generated.
Ignore this and you should still be able to generate a successful patch, as long as the CK does not crash on 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).
However, you do you, but these are the rules I tend to follow to produce successful Patches with PRP:
NEVER use any Patches for a different version of PRP. No patch is better than a patch for the wrong PRP version.
NEVER place a mod containing Precombines after (below) PRP, unless is was built for your version of PRP, or is a total game replacer.
Have ALL other mods placed before PRP (and it's patches). If a mod says it must be last, it still should go before PRP. (Mod Authors don't expect you to build a previs patch, and so want their patch to 'win' previs - at the expense of others mods)
The ONLY exception is a mod that updates a huge number of CELLs, and includes new Previsbines (e.g. total replacer mods). Such mods will easily have >1GB of precombines unpacked. You are much better off placing them after PRP and patching the result.
Try and find compatible PRP patches for ALL your mods that add/modify objects in the world. These go after PRP.
If you have a mod that enables scrapping everything in a settlement, but does not provide new, compatible Precombines, it may stop working. Some of them work by just disabling Precombines - the opposite of what you are trying to do here - so perhaps look for a better version, or build new Precombines JUST FOR IT using the ...As above but also rebuild Previs if disabled by another Plugin when building new Previsbines for it.
Run the FO4Check_previsbines script in FO4Edit, selecting "Create SeedPatch to fix all reported issues", and note the last "Info" line. If the reports has a large number for "(yy for new Precomb)" - say above 50, you have not followed this guide or have many mods unsuitable for PRP.
Using GeneratePrevisibines.bat to build Precombines/Previs READ THIS!
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FIRST Reread the articles in this mod which explains the general concepts and "seed" building.
SECOND Read the section below CKPE (Creation Kit Platform Extended), CreationKit.exe versions, and Steam issues.
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 into.
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 :-
If you have moved your Game and NOT run your game at least once though steam (i.e. you only run via the F4SE loader) then the registry will point to the WRONG directory. Start your game at least once via Steam.- Starting the game once via Fallout4Launcher.exe is also sufficient, especially if you use the GOG version.
When prompted for your Previsbine Patch name, type the name you want it called .If there is no mod with that name in your Data directory it will look for xPrevisPatch.esp (created by FO4Check_Previsbines) and offer to use and rename it to that name. IF xPrevisPatch.esp does not exist then you will get an error. DO NOT use xPrevisPatch as your mod name!!!
NOTE: MO2 may have moved xPrevisPatch.esp to override and made it inaccessible, which may cause the above error.
DO NOT put spaces in your Mod name! The CK does not like to create CDX/CSG files with spaces in their name.
The process begins. DO NOT touch your computer until it ends, otherwise the scripts may hang (as I send keystrokes to them).
If the process has hung in FO4Edit waiting on prompt then click/confirm that prompt and allow it to continue. DO NOTHING ELSE.
If the process has stopped due to an error box displayed by the CK then you need to resolve the problems as in the Deep Dive.
NOTE: A failure in the CK may not result in a crash, but the script will still end noting an error. Still follow the Deep dive to resolve.
Once complete you will have 4 files in your Data directory. Either package (7zip) them and install that package, or tell MO2 those 4 files are a new package.
Remember to clean up (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 (DONT skip a phase, DO rerun a failed phase)
If you have old precombine/previs files from the failed phase, you will be prompted to delete them.
If the GeneratePrevisbines.bat script fails before prompting you for a Patch Mod name then your Game/CK setup is faulty:
Unable to find Fallout4.exe is because you have not run the game setup (Fallout4Launcher.exe) since you installed/moved FO4.
Failure to find FO4Edit.exe is usually because you have not run it at least once.
Failure to find CreationKit.exe is because I expect it to be in the same directory as Fallout4.exe.
How to do some common Tasks Find all the Cells in your game that will have visual issues (flickering):
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Open FO4Edit, click OK to "Module Selection", right click on any mod and select "Run Script" and choose FO4Check_previsbines
(optionally) in the Display options area select "Display Errors Only" then "OK" and let it run (May take hours!).
EVERY ERROR message is a Broken Cell in your game...
Fix all flickering, conflicting Lighting changes, PRP compatibility, etc for your full Load order:
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Open FO4Edit, click OK to "Module Selection", right click on any mod and select "Run Script" and choose FO4Check_previsbines
Select "Create Seed patch to fix all problems" then "OK" and let it run (A LONG TIME!)
Once it finishes look for the "Check Summary:" line towards the bottom of the xEdit messages.
If "Issues need resolving" shows then look back through the messages to find those issues, resolve them, then re-run this script.
If errors occur after this (during the Seed generation) then your seed will likely be unusable and you need to resolve these.
If the last line "Info: Generation Complete." is displayed then exit FO4Edit (saving your seed file).
Having created an xPrevisPatch.esp you run GeneratePrevisibines.bat via CMD or MO2 to build the actual Previs patch.
When prompted, specify the actual name for your patch, and select Y to Rename xPrevisPatch.esp to this.
DO NOT touch your computer until the script finishes (or crashes), this will now take a LONG time!
If it completes successfully you will have patch with 4 files you need to add to your load order (at the bottom).
Create a patch to just fix missing Region-names, Lighting (ELFX), Fog, music etc overriden by other mods (like PRP):
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You Do Not need to do this if you created a "Fix All problems" patch as that includes these fixes. For more information see this Article Also Make sure your Weather/Lighting etc Mods go BEFORE (higher) than all your Previs mods (otherwise they wreck Precombines).
Open FO4Edit, click OK to "Module Selection", right click on any mod and select "Run Script" and choose FO4Check_previsbines
Select "Create patch to only fix wrong regions/MHDT/..", then "OK" and let it run.
Install the resulting "FinalCellPatch.esp" at the bottom of your load order (after any Previs patches).
Create a Previsbines Patch for a mod that doesn't have them (or needs to be patched for PRP):
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Open FO4Edit, on "Module Selection" right click and choose "select none", now click ONLY the Mod you want previsbines for.
(Optionally) If this is a PRP patch then make sure PRP.esp is also ticked, then Click OK to start xEdit
Now Right-Click on your mod and select "Run Script" and choose FO4Check_previsbines
Select "Create patch to Build Previs for Preformance... ", then "OK" and let it run (time depends on size of mod).
As mentioned before, Examine the messages in xEdit and review/resolve any "Issues" highlighted. Rerun if required.
Once you have created an xPrevisPatch.esp you run GeneratePrevisibines.bat via CMD or MO2 to build the actual Previs patch.
Read the FAQ post for full details.
Add Precombines/Previs to an existing Mod:
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This is explained in this Acticle, but basic steps are:
Remove existing Previsbines from mod, if it has any, using supplied script FO4RevertPrecombines.pas
Rename Mod temporarily (and it's <modname> - Main.ba2) and load ONLY it into xEdit UNLESS using PRP
(Optional) If building Mod for PRP, also tick PRP.esp, and load the renamed Mod AFTER PRP in xEdit.
Build Previs Patch for Mod (specifying "for Performance") as detailed previously - name it the original Mod's name.
Merge Previs Patch back into renamed Mod (using supplied script FO4MergePrevisPatchIntoMaster.pas)
Merge Previs files from patch back into renamed Mod's main Archive, and delete Patch esp and it's archive)
Rename Mod and <mod> - Main.ba2 back to its original name.
Common Creation Kit crashes/errors:
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The following errors only matter if they happen BEFORE the CK has saved it's changes. If they happen after the CK has saved then the crash can probably be ignored (my script should continue in this case).
Crash with Unspecified exception 0xc000005 (script ends with error 1) during Precombine phase - normally a Corrupt Mesh. As per the Deep Dive article, locate the CELL that has the issue, then run FO4FindNewPCStatics.pas against all mods that touched that cell (in case FO4Check_Previsbines missed a bad Persistent Ref), and exclude any 'bad' meshes it finds.
Error -1073740940 (0xC0000374 Fatal Heap Corruption) - Also caused by Corrupt Meshes so follow above process.
Vertical walls of stretched colours in-game. Also caused by Corrupt Meshes.
Error 53 or "application load error", or Steam error V:0000065432. - You have not set up the Steam App ID correctly.
Failure to create some previs files during the Previs phase. Much more difficult to find. Look at the Cell/Cluster in the CK for too many objects at one position.
Parts of buildings still flash in/out -probably cross-cluster issues. See Deep Dive Article.
What the main scripts do:
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FO4Check_Previsbines.pas finds (most) Previs errors caused by mod conflicts, and can create a 'seed' mod that the CreationKit can use to build Previs to fix 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 for a mod. That mod does not need to be from the above script, as the previsbine building process is general. This script runs under windows.
FO4FindNewPCStatics.pas finds Static Meshes in the Cells you run it against that will cause the CK to crash when building precombines, and optionally add exclusions for them into your patch (assumed to be last mod in xEdit) to prevent that. Use only if the CK crashes!
FO4CheckPrevisbineAssets.pas will check a Previsbine mod for missing Precombine/Previs files (or extras it shouldn't have).
FO4CleanPrevisPatchMasters.pas is a variant of xEdit's 'Clean Masters' that is previsbines aware. Mods used for generating previsbines (seeds generated by FO4Check_Previsbines for example) have extra masters only required during Previs building. You can use this script on a finished Previsbines mod to remove those. If you just use 'clean masters' your mod manager (and the game) could incorrectly place your mod such that previs will be broken. Example is a PRP patch mod which will loose PRP as a master so could be placed before PRP.
FO4MergePrevisPatchIntoMaster.pas will merge Previsbine information, from a Previs Patch, back into the Plugin it is a patch for (so the Patch is not required). Expected to be used as part of the process to build Previsbines into an existing mod (as per this article).
FO4RemovePrecombines.pas will remove Precombine/Previs information from a mod so new Previsbines can be made for it. Also removes dependancy on PRP. Note you still need to remove the Precombine/previs files from the mod's archive yourself.
FO4CopyCellchangesToPatch.pas Run against a specific mod, whose non-previsbine Cell changes (Lighting/Fog/weather/etc) you want to apply in your Load order, creating a patch you place at the end of your Load Order. Only required if you cannot arrange your load order such that the mod is last to change those settings (so FO4Check_Previsbines 'fix' would include them).
Type of Mods that can cause issues with Previs:
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Mods that add/modify/delete/move objects you can see in the world.
Mods that change the Landscape (flatten hills etc).
Mods that make unscrappable Settlement objects scrappable.
Mods that add new NPC's into a location.
Mods that add/fix navmesh (NPC pathing).
Mods that change Lighting, fog, or Ambient sound in an area.
Mods that add new Settlements, Player homes, or Random Encounters.
Mods that replace the meshes (model) of static (fixed) objects in the world
What the other FO4Check_Previsbine options are best for:
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Verify Only - Just check for previs issues. Useful for validating a previs patch mod, or your complete LO to identify mods requiring special attention (as they generate a lot of errors).
Create Seed Patch to fix all detected problems - Recommended use to fix all problems in your entire load order (your 'final' fix-all patch).
...As above but only fix obvious Previs issues - create the smallest patch possible (you will still need a patch for weather/lighting/etc).
Create Seed to Rebuild Previs in selected Plugin(s) to improve FPS - use this to create a Previs patch for a single mod that adds/changes a lot of content, and is above PRP. Run the script against that mod. You could also use this to make a PRP patch for distribution to Nexus.
...As above but also rebuild Previs if disabled by another Plugin - Recommended to use this instead as it will also generate previs for cells that have previs removed (some mods do this so their changes to precombined objects will be visible).
Create Seed to Rebuild ALL Previs for a Plugin - Use this if creating Previs for a mod that never had any (say has new Worldspaces) , or it has previs for the wrong PRP version, or it has previs for base game and you are creating a PRP version.
...As above, but also include adjacent Clusters - Recommended If you don't care how big the previs patch is and just want to make sure there are no previs issues from cross cluster objects, use this option instead.
Those last 4 are for generating Mod specific patches so should NOT be used against your entire load order. They are for creating a mod specific Previs patch (say a Previs 'conflict resolution' patch between a Mod and PRP, like you would find created by other authors on Nexus).Generally, the options create bigger previs patches (cover more cells thus more conflicts) as you go down the list, but are also less likely to have any issues due to 'edge' conditions. Only large mods need this sort of special attention. Generally mods that add a lot of new content.
Only process New (Plugin added) Worldspace/Interior Cells - Useful if you want your Mod specific patch not to cover any Cells that already exist in the base game/DLCs (such as new Worldspace/Interiors). Such a patch never has to be recreated when you change your Load Order.
Process complete Load Order - Don't use this if creating a Mod specific Patch.
Process only User Plugins - Can be used for Mod specific Patches, as it automatically selects only user Mods (not Game/DLC/PRP).
Runnings these scripts in an MO2 environment:
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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. (the gears button, which opens the Modify Executables screen)
If you are using the Steam version of CreationKit make sure to tick the Overwrite Steam AppID (use 1946160) in the message box in the excutables setting area.
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 do not 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. Just re-run that phase.
This includes when you first specify the patch name and get asked "Plugin does not exist, Rename xPrevisPatch.esp to this? [Y/N]". MO2 may take some time to notice and you get an error reporting no such Plugin. Rerun the script with the same patch name and respond Y to the "Plugin already exists, Use It? [Y], Exit [N], Rerun from failed step [C]" prompt.
I recommend that FO4Edit and the Creation Kit not be installed via MO2, but instead directly installed via windows (like FO4 was).
You should Zip/7Zip the resulting previsbine patch files to an archive (in a non-game directory), delete them, and install that archive normally in MO2.
CKPE (Creation Kit Platform Extended), CreationKit.exe versions, and Steam issues:
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If you have the old (non-steam) Bethesda CK then you should be using CKFixes V2.01. CKPE is only for the Steam version of CK.
The Steam version 'Old Gen' CKPE version only works with V0.2 and V0.3 of CKPE.
With V0.2 version you also need to set bOwnArchiveLoader=false in the CreationKitPlatformExtended.ini file.
However you MUST use CKPE V0.3 if using 'Old Gen' CK but 'Next Gen' FO4 archives (such as via downgrading).
You may get Errors like "SHADERS:Bad ZprePassShader shader counts" , however, with this mismatch. You can resolve this (and other crashes) by replacing "Fallout4 - Shaders.ba2" and "Fallout4 - Interface.ba2" with ones from OG.
If you have upgraded to "Next Gen" then you must upgrade CreationKit as well, and use the latest CKPE.
With any Steam version of CreationKit you need to create a steam_appid.txt file, containing 1946160, placed with creationkit.exe.
If using MO2 you must also 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 executables setting area.
If you do not follow these steps you may get "application load error", error 53, or error V:0000065432.
Finally, don't forget to modify CreationKitPlatformExtended.ini as mentioned in the PC Setup section.
Suggestions if your Seed exceeds the 254 Masters limit:
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This is a Game/CK limitation that currently has no bypass.
The issue normally occurs if you have many mods that effect large areas of the game, like Static item/Clutter/Flora/rock replacers.
If you have Mesh replacers (i.e. 4K), and don't care if all clutter is not effected, untick Advanced option "Rebuild.. if mesh changed...".
Another alternative is merging lots of these sort of 'clutter replacers' into a smaller number of 'combined' mods.
If none of this helps/is possible then you will need to break up your Previsbine patch the hard way as follows:
Select a group of Mods that are not masters (or contain precombineable Object changes) of any Mods outside that group.
Best choices are mods that were in the failed patch, and touch a contained area. E.g. "all Nukaworld mods", "all Maxwell's world".
Build a "fix all" (or "for performance") seed against just that selection, while having your entire Load order ticked in xEdit plugin selection.
If that exceeds the Master limit you will have to remove a Mod from that selection and repeat (choosing which is the hard bit)
Build a Patch from that seed and install/activate it in your load order.
[optionally] Run FO4CleanPrevisPatchMasters against this patch to remove unnecessary masters (that were only required to build it)
Now see if you can successfully create a "fix" seed against your entire load order. If not Repeat the above steps with a new group of mods.
If mods you selected in previous partial patches appear as masters in these later patches then you selected them badly. Perhaps start again...
Creation Kit log errors you can ignore:
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These errors will not cause an issue when generation Precombines/Previs, they are reporting issues in the Mods being loaded. MASTERFILE: Potentially Invalid Z value (-nnnnn.nn) on reference:REFR Form '<editorid>' (<formid>) ... - Mod bug. Mod has reference located below -40000. MASTERFILE: Reference <formid> ('<editorid>') has a custom material swap. Please change to a standard material swap. - Mod bug. Mod has forgot to rename the material swap. Does no harm. MASTERFILE: Ref (<formid>) to base object <editorid> (<formid>) in cell ... should be persistent but is not. - Mod bug. Mod uses a reference that should have been set persistent. MASTERFILE: Unable to find Function <function> TESForm (<formid>) in TESConditionItem Parameter Init for QUST Form '<editorid>' (<formid>). - Mod bug. Mod has incorrectly set up condition on Quest. MASTERFILE: !!!!!! Cell <editorid> (<formid>) does not own combined data but current combined extra differs from ESM data ... - Ignore. CK reporting Cell has new Precombines defined in a user Mod. MASTERFILE: Unable to find Leveled Object Form (<formid>) for owner object "<editorid>". - Mod bug. Mod has incorrectly set up a leveled list. MASTERFILE: *** Cell <editorid> (<formid>) combined data is owned by file <mod file> due to ref <editorid> (<formid>) - Ignore. CK reporting a precombined reference has been overridden. MASTERFILE: DLC file '<Mod File>' contains non-partial LCTN '<editorid>' (<formid>) - Mod bug. Mod contains a Location override that is incorrectly set up. MASTERFILE: DLC file '<Mod File>' contains non-partial QUST '<editorID>' (<formid>) - Mod bug. Mod contains a Quest override that is incorrectly set up. MASTERFILE: Automatic door '<editorid>' (<formid>) [nnn units] in cell '<editorid>' has its teleport marker too close to the linked door. - Mod bug. Mod has incorrectly set up a DOOR object. MASTERFILE: Cell '<editorid>' (<formid>) has a hand tagged location and an encounter zone applied location... - Mod bug. Mod has incorrectly set up a CELL's location. DEFAULT: (Faction Reaction Error) Faction '<editorid>' (<formid>) is a Friend or Ally of Faction '<editorid>' (<formid>), but Faction '<editorid>' ... - Mod bug. Mod has not set up a Faction releationship correctly. DEFAULT: Failed to collect ref <editorid> <formid> <reason> - Ignore. CK is reporting why a Reference will not be precombined. FORMS: Unable to find master location (<formid>) on worldspace '<editorid>' (<formid>). - Mod bug. Mod has not set up default location for Worldspace. FORMS: Form '<editorid>' (<formid>) of type NAVI in file '<Mod name>' was not freed. - Ignore. CK seems to always report this before closing after saving. FORMS: Forms were leaked during ClearData. Check Warnings file for more info. - Ignore. CK seems to always report this before closing after saving. FORMS: The format of face customization texture <texture file> (77) does not match that of other textures (nn) on race '<editorid>' (<formid>). - Mod bug. Mod has incorrectly set up Face Customization of an NPC. MODELS: BASE <Mesh File> : <Nif Node> marked for flutter animation, but has no vertex colors. Animation will be disabled. - Model error. Model's Mesh incorrectly set up. MODELS: Bound for object '<editorid>' (<formid>) exceeds 32000 unit limits (<lots of numbers>). - Model error. Model's Mesh/collision incorrectly set up. MODELS: 3D for Ref '<editorid>' (<formid>) does not support external emittance but ref has explicit emittance data - Mod bug. Reference has XEMI field (Emittance) but actual object Mesh does not have "Emittance" flag. ASSERTION: ERROR: duplicate model ID (0xxxxxxxxx) found while generating visibility. (<code file> line nnnn) - Unknown, but doesn't seem to cause any issues. ASSERTION: Sky::UpdateWeather failed to determine an active weather. (..\Shared\Sky\Sky.cpp line 2639) - Unknown, but doesn't seem to cause any issues. ASSERTION: Not attached to scenegraph. Update body transform directly via hknpBSWorld! (bhkNPCollisionObject.cpp line 69) - Unknown, but doesn't seem to cause any issues. PATHFINDING: NavMesh in cell <editorid> (<Worldspace>[xx,yy]) should be refinalized, there are navmesh bounds missing - Mod bug. It's supplied Navmesh has not be finalized. EDITOR: Editor ID '<editorid>' for REFR (<formid>) is not unique, previous object (<formid>) is type REFR. Editor ID will be set to '<editorid>'. - Mod bug. It has an object with a duplicate EditorID. CK will temporarily make it unique so no issue. ANIMATION: There was a problem loading the project data or behavior graph for <Animation file> - Mod bug. Incorrect/faulty animation specified. ANIMATION: Failed initializing behavior graph on '<editorid>' (<formid>). If no more specific warnings, could not find project file. - Mod bug. Incorrect/faulty animation specified. ANIMATION: STAT '<mesh name>' has a controller that targets the root 3D. - Mod bug. Faulty object mesh.
Why create a 'Seed' mod to add/fix Precombines?
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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:
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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 size of Precombine patches:
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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:
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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:
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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.
Using other people's scripts to generate Previsbines from a Seed:
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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.
Note: If that other process does not use my [Batch_]FO4MergeCombinedObjectsAndCheck.pas and [Batch_]FO4MergePreVisandCleanRefr.pas scripts then your result may be sub-optimal (particularly if using 03_MergeCombinedObjects.pas/05_MergePreVis.pas).
All my scripts include documentation so you can read them and see why.
Error messages from GeneratePrevisibines.bat script:
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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 Reg command - your Windows is broken. ERROR - Fallout4 cannot be found. - You may have moved your FO4 location via Steam. Run Fallout4launcher.exe (and press Exit). ERROR - CreationKit.exe cannot be found. - Did you install the Creation Kit properly? ERROR - FO4Edit.exe cannot be found. - Did you install FO4Edit/xEdit? Have you run it at least once? Run this bat from that directory. ERROR - CK Fixes not installed. - "Fallout4 Creation Kit Extended" not found in Fallout4 directory. Have you moved Fallout4 via Steam? ERROR - Archive2.exe cannot be found. - Unable to find Archive2 (part of Creation Kit). CreationKit not installed properly. ERROR - Previs directory not empty - *.uvd files found in Data/vis directory. You have a mod that has these as loose files. ERROR - This Plugin already has an Archive - The Patch name you specified already has an <plugin> - main.ba2. Choose another name. 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)? MO2 has got hold of the File? Try it again. ERROR - Precombine directory not empty - *.nif files found in Data/meshes/Precombined directory. You have a mod with loose files. ERROR - GeneratePrecombined failed to create psg file - Creation kit operation failed. Examine the CK.log for clues. ERROR - GeneratePrecombined failed to create any Precombines - Creation kit operation failed. See "Common CreationKit errors". ERROR - GeneratePrecombined ran out of Reference Handles - Exceeded the Handles limit of 2mil (you did not set the CKPE ini setting). ERROR - No Visibility (uvd) files generated - Creation kit operation failed. See "Common CreationKit errors". WARNING - GeneratePreVisData failed to build a Cluster uvd - A cluster (Previs) failed to be built. See "Common CreationKit errors". ERROR - Archive2 failed with error - Archive failure, possibly too many files. You may have to manually do it with BSArchPro. ERROR - No plugin archive Created! - Archive failure. As Above. ERROR - Archive2 Extract failed with error - Archive failure. As Above. ERROR - 'CK Command' failed with error 'error' - Creation Kit failed. See "Common CreationKit Errors". ERROR - 'CK Command' failed to create 'filename' file - Creation Kit failed. See "Common CreationKit Errors". ERROR - FO4Edit script 'script' failed - FO4Edit Script failed. Report this as a bug with this Mod. ERROR - FO4Edit failed with error 'error' - FO4Edit Script failed. Report this as a bug with this Mod.
Ways to run the FO4Check_Previsbines script 'unattended':
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Create shortcuts, or if you use MO2 then you must do this within MO2 (registering a program). Your shortcut will have "Target" of <directory>FO4Edit.exe -Script:FO4Check_previsbines.pas <option> where <directory> is the location of your FO4Edit.exe file, and <option> is one of the following FO4Check_Previsbine operations (no option means "verify only"):
-Fix (Generate a seed to "Fix all Issues" - same as interactive option 2)
-Opt (Generate a seed to "Improve Performance" - same as interactive option 5)
-Opt:nn (same as above but set the 'minimum number of new precombineable references required' to nn instead of 5)
-Full (Generate a Seed to "Rebuild all Previsbines" - same as interactive option 7)
-Reg (Generate a patch to ONLY fix Weather/lighting/fog/MHDT etc - i.e. NOT a previsbine seed)
NOTE: Use the FO4Edit option -P:modlist.txt (before -Script) to specify what Mods to load into FO4Edit (otherwise select them manually). You can also append any/all of the following options after -Script:
-Seed:"seedname.esp" (use a different name than "xPrevisPatch.esp")
-Esm (Create resulting Seed/Patch as flagged ESM rather than ESL)
-Log:"drive:\directory\logname" (Log the output from the run to this file)
-Mod:"Modname.esp" (run the script against this mod rather than all the Mods loaded into FO4Edit)
-Mod (run the script against all users mods - i.e NOT Base game/DLCs/PRP/UFO4P - rather than all Mods)
-New (Only check Cells mastered in the selected Mod(s) - i.e. newly added by the selected Mods rather than overrides)
-Reg (also include Cells that don't generate new precombines, but are needed to fix missing Lighting/Fog/MHDT. -Fix includes this)
Eg. Shortcut that will create a "previsbine Conflict Resolution" patch Seed is <dir>FO4Edit.exe -script:FO4Check_Previsbines.pas -Fix A shortcut to just verify your load order (and log to file) <dir>FO4Edit.exe -Script:FO4Check_Previsbines.pas -Log:<dir>log.txt A shortcut to create a seed to build new previs all user mods <dir>FO4Edit.exe -Script:FO4Check_Previsbines.pas -Full -Mod However, try using it interactively first to get the idea (highlight mods in FO4Edit and "Run Script").
Outstanding Issues:
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It is possible to create an (undetectable) malformed CELL override that will break Previs. xEdit team is investigating. "Unique NPCs - Monsters and Creatures" and "KingsPort Lighthouse Navmesh" are examples of such mods.
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).
Outstanding bugs or planned Improvements in Check/Build Scripts:
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- Sometimes just copying overriden XCRI/XPRI (from the Mod with those precombines) is better than regenerating Precombines. - If a mod just consists of exterior REFRs changed to persistent then no issues may be found (as Persistent Cell is not scanned). - Due to XPRI being mostly broken it may be beneficial to ignore it to reduce Masters in some cases.
If you want help then please provide the following:
The symptoms of your issue (not what you think the issue is), and only for one run at a time (don't mix issues from multiple tries).
The Versions of FO4, CreationKit and CKPE - these are listed when you run GeneratePrevisbines.bat.
Did GeneratePrevisbines.bat. generate any warnings/errors? Did it fail and you had to re-run a phase?
What settings did you used when running FO4CheckPrevisbines.pas to create the seed, and what version?
Did it have any 'issues' listed when you rang FO4CheckPrevisbines.pas (and If so, why did you feel you could ignore them)?
Do you use PRP (or what mods did you build the Seed against if you didn't use "Complete Load Order")?
We need the log from GeneratePrevisbines.bat. It's location is reported at the end - something like .../temp/<patchname>.log.
The Log from FO4CheckPrevisbines.pas will also be useful (will be in your xEdit directory as "FO4Script_log.txt").
If asking about a single ERROR/CELL, then a screen capture from xEdit of the CELL and REFR it is refering to, clearly showing the overrides in the right pane, will be needed.
Please don't put these logs and screen captures in the Post, instead just include links to their external location.
And DO NOT include extracts from a log, these are completely useless. Include the whole log or nothing. Also don't send any esp's etc created, as your load order/selection of mods will be unique and I won't be able to duplicate it.
FO4FindNewPCStatics.pas script to help locate Meshes that are crashing the CK during the Precombine build phase. As your Previs patch will automatically contain exclusions for any bad meshes it sees, you can use this script to find any that slipped through by doing a more detailed scan against individual mods (or worldspace, or collection of mods, etc).
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Try scanning the Persistent Cell of the Worldspace with problems as a first step, before widening your search. Problem meshes start "!". If you still get crashes then run it only against the Cell that crashed and try "Exclude All" - as a LAST RESORT!!! NOTE: If you run this against an entire mod, DONT "Exclude All"! This is meant for 'surgical' removal of problem meshes, not everything. However, you should ALWAYS exclude entries that start with ! as these WILL crash the CK. Use the "Exclude Bad?" tick box to exclude them first.
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).
This shows an example of a bad mesh missed by FO4Check_Previsbines when building a patch for Valult 1080. It was missed because the bad mesh is used in a persistent reference so actually located in the Persistent Cell (18AA2 Cell), rather than the cells getting new precombines.
AutoCellDisplay - Utility Mod (main Downloads): When installed you can Craft a Display Cells Ring at the Chemistry Bench (under Utility). When worn, the nearest Cell borders will become visible (blue crosshatch Wall). Cluster borders are purple. 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.
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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).
Hello back again, I am trying to resolve some issue with creating a patch for my mod for PRP. But everytime I ran the mod with PRP for a prp Patch the mod has flickering objects while running it without has none of that issue.
https://fileport.io/vPHbHXbVrkC3
- This is the log for the Check Previs script. It has errors but I do not know how to fix them. I also ran the Build Previs to fix conflicts option, the third one under the fix all conflicts option.
Hello, trying to generate precombines for my Mod and upon reaching step 5 during the building of the cdx file it immediately crashes, I can't pinpoint which cell it crashes at but just at the beginning of the step while its loading its archives it already crashes. I've tried looking at the previs crash log no info there is no indication at which point it crashes.
Hello tried using an older version of the script as well as older version of CKPE, im now getting this "ERROR - BuildCDX failed with error -1073740940". This is just one of my settlement mods. Im trying to isolate which mod is problematic.
Using a different version of the script is pointless as it just calls the CK to do the work - it is the CK that is crashing. That crash is a Memory error - I suspect you do not have enough virtual memory to run it. How much physical RAM do you have and how much Virtual Memory/free disk space do you have?
I have 32GB of ram, as for the visual memory idk, free disk space is enough I think, I still have 300 GB on my drive where I have my Fallout directory.
My bad - that is the classic "heap corruption" crash from this buggy CK code. It is very rare to get it in the CDX task (normally happens in precombines task) so I can only suggest temporarily removing/disabling the textures (including ba2) as they are not required for this or the later stages. Some people have found this helps - however this is a CK big so nothing I can fix. CKPE is where CK fixes are done to perhaps bring it up on that mod forum.
Nuking my FO4 and CK did the job, however I have missing walls now also my precombine meshes went from 2 GB to 500 MB so there is something going on there. Have to rediagnose the problem.
I think Perchik is adding a "dont load textures" feature to CKPE v0.5 (it is not part of the base CK code unfortunately) but I have not tested any 0.5 functionality yet (as I am away) so can't verify. As I keep saying - please report CK crashes etc on the CKPE mod page so that they may get fixed/explained - I can't fix CK crashes.
Any recommendations for options to change if generating for your entire load list or Is this basically a non-starter because it'd be too big to complete successfully?
Calculate reference handles required by seed? Rebuild Everything including base game/DLCs? Neither of those or some other options?
I got the same issue with HudFramework so I started over without it and still got the same error. I think some games such as Sim Settlements 2 refer to hudframework and don't actually use it as a master; it's a "soft requirement" where there's code to check if it's installed presumably. Perhaps that's where the error comes from. I'll try again at a later time and see if I can find anything on the CKPE discussions.
In the context of precombines/previs generation I don't see that it matters as it contains nothing to effect that process. Sure, you will get some warnings in the CK log if a mod uses it but it isn't loaded, but that won't break the generation. And it is nothing to do with CKPE - the CK is reporting a valid (but irrelevant) issue. It is good that the CK reports missing requirements as a general rule...
I found that both the HUDFramework error and the subsequent ASSERTION error were avoided by removing all Sim Settlements 2 related plugins from the load list when running the script. I suspect actually adding HUDFramework to the masters of Sim Settlements 2 would fix the issue but then it'd need to be remembered every time so best to just separate it out or skip it.
Hello! Having a new problem with GeneratePrevisibines step: LOG
Crash-logs CKPE:
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DEFAULT: GeneratingVisibility for cell 'Wilderness' (0000E47B), (-24, -3) ... RENDERING: Failed to find static geometry id (0xfb669d93, 0x 0), generating dummy data. RENDERING: Failed to find static geometry id (0xfb669d93, 0x ebc), generating dummy data. RENDERING: Failed to find static geometry id (0xfb669d93, 0x 94f4e), generating dummy data. RENDERING: Failed to find static geometry id (0xfb669d93, 0x cd232), generating dummy data. RENDERING: Failed to find static geometry id (0xfb669d93, 0x da29a), generating dummy data. RENDERING: Failed to find static geometry id (0xfb669d93, 0x dd476), generating dummy data. RENDERING: Failed to find static geometry id (0xfb669d93, 0x dd5fe), generating dummy data. RENDERING: Failed to find static geometry id (0xfb669d93, 0x f63d2), generating dummy data. ... etc ... RENDERING: Failed to find static geometry id (0xfb669d93, 0x 1caac6), generating dummy data. ====== CRASH INFO ====== CK Fallout 4 [v1.10.982.3] CKPE Runtime 0.5.0.202 Apr 16 2025 17:57:59 Unhandled exception EXCEPTION_ACCESS_VIOLATION at 0x00007FF70C596686 CreationKit.exe+2BB6686 movzx r8d, word ptr [r15+rcx*2] Exception Flags: 0x00000000 Number of Parameters: 2 Exception Description: The thread tried to read from or write to a virtual address for which it does not have the appropriate access. Access Violation: Tried to read memory at 0x000001A18EF77000
I have not any mods in (0000E47B), (-24, -3) FO4Edit:
CKPE 5 now has a crash dump so probably best to give this information to it's author as they may be able to give you an answer. And -24,-3 (E47B) is the cluster ID - you know you only need to touch one cell in the cluster to cause the cluster previs to be built.
You said "I have no any mods in [0000E47B], (-24, -3)" and I said that is irrelevant because that is the CLUSTER Id (because you crashed building Previs) - 8 other CELLs will also trigger this, did you check if any of your mods touched those cells?
Yes. There are about ~12 of them. Yesterday I created 8 patches for 8 more mods, which are included in the REF list from 0000E47B (-24, -3), but the error still appears during the nightly generation of the SEED patch.
I still suggest you report crashes in CKPE v0.5 to Perchik as they are actively working on it so there is some chance they can fix it. Reporting CK crashes to me is pointless.
This problem is not related to the CKPE v.50 version, I did not write about it)) The problem was also observed on the previous version of CKPE, and this problem is purely my build. I continue to release patches to mods from neighboring clusters. P.S. [ I found one mod for which it is impossible to create a previs patch. I turned it off for now: Lootable Fungus Flora Expansion ]
What I meant was Perchik is actively trying to fix issues, so it would help everyone if you can supply a crash example to them to work on. Up to you though.
Succeeded. SEED created. But + new 40 previs patches and 10 merges... It seems that it is necessary to manually create a patch for each mod of the entire load order list. Only the problem with the BA2 limit remains relevant due to so many over-patches and there are no more "lightweight mods" left to release small ba2 into loose files.
has anyone had any luck with a PRP patch for senki's AR2 additions? i've been trying everything and nothing works. there's literally always flickering in every area it touches. this is with a downgraded game built off TMR, steam depot downgraded CK, v0.5 of CKPE, and the latest prerelease scripts from this page.
I have no confirmed reports that CKPE 0.5 actually creates good previs on a downgraded CK - as v0.4 did not (it reportedly produced previs that had flickering). If you can, try building the precombines/previs using CKPE version I recommended (0.3-b368) and see if you still get flickering. I am away so have had no chance to verify V0.5 on OG.
Creation Kit crashes always with the error "Unspecified exception (0xC06D007E)". The thing is, i was able to complete the process couple of days ago without a problem.
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Edit :Turned off MSI Afterburner and it completed without a problem.
Hm... May be i have same problem too? 3 weeks ago, I switched the BIOS-OC mode on my RTX3080ti itself to control the cooling and frequency through the built-in own BIOS firmware from Nvidia...
GeneratePrevisibines.bat Having CKPE new problems (v0.5) on step 1: MASTERFILE: Combined Ref Key errors found for cells. Check EditorWarnings.txt for more information. MASTERFILE: Unable to find form (00000000) on list form Z_ScrapList_WorldObjectContainers (13003308). MASTERFILE: Unable to find form (00000000) on list form Z_ScrapList_WorldObjectJunk (1300519A). MASTERFILE: Race 'InjuredFemaleSubGraphData' needs to have at least one Biped Object Name in the editor. ASSERTION: Offset is broken (f:\_f4\code\bsscript\bsscriptobjecttypeinfo.cpp line 831) SCRIPTS: Cannot open store for class "HUDFramework", missing file? Running CK option GeneratePrecombined: ==================================== Start 0:33:51,37 Ended 0:35:04,13
MASTERFILE: Unable to find form (00000000) on list form Z_ScrapList_WorldObjectContainers (13003308). MASTERFILE: Unable to find form (00000000) on list form Z_ScrapList_WorldObjectJunk (1300519A).
I cant find any problems with this (old) forms.
SCRIPTS: Cannot open store for class "HUDFramework", missing file?
Yes I do need to update the example but I am on holidays so unable to for now.
Those messages sound like a mod has a missing master (so has null entries in a formlist and HUDframework not being loaded). No idea what that ASSERTION is about... Best ask Perchik71 (CKPE).
With no result - СKPE not this case, figure it out for yourself... Not the most pleasant attempt at communication. it happens. Em... Here ckpe log GDRIVE . Can you check? Thanks.
The whole log won't give me any more info. The errors are from missing mods - like I said. Which means one of your mods requires another mod (like HUDframework) but doesn't have it as a master (so it isn't loaded so some bits are missing). As form lists and scripts don't matter for precombines/previs those errors won't cause issues. The ASSERTION however, I don't know so no point asking me multiple times.
iMaxUmbraBakeThreads= is for CK.ini, not CKPE. And bOwnArchiveLoader= is only to tell CKPE to use it's own Archive loader (as OG CK can't read NG archives) so only matters if you have OG CK with NG archives. Not relevant to those errors you saw, but I cannot try CKPE 0.5 so won't comment further on it until I can try it myself.
Question. Do I need to create separate previs patches for mods that massively place objects on the territory of the commonwealth (Forest/Pine Forest)? Place the original mods (subject to the availability of a separate previs patch) BEFORE the PRP.esp, or AFTER?
Depends on whether that mod has updated previs included. If it does have previs, and it changes a lot of cells, I would place it after. Such mods are usually very large (1GB or more). If it doesn't include previs then I would place it before PRP. Regardless - you will still need to create a previs patch as some cells/clusters will be broken either way.
The only reason ALL previs mods don't go after PRP is simply to reduce the size of that 'previs patch'. Example - If a mod contains 10 cells with new precombines and 30 without, placing it before PRP would mean you may need to rebuild those 10 cells in your patch, but if you placed it after PRP then those 30 other cells will break PRP so may need new precombines - therefore makes a bigger patch.
So basically it is dependent on the particular mod, not really a 'rule'.
1062 comments
EVERYTHING you need to know is in the sticky Posts below and the Articles.
However, the CK is buggy and there are many mods out there that have never been precombined, so you WILL get crashes.
If you are not experienced in Modding/Problem solving (and don't want to learn) then this process is not for you.
You may get help here or on the Collective Modding Discord (Fo4-General-Support channel), but it is your unique load order so they may not be able to.
ALSO CKPE 0.5 has come out but I am unable to test it so cannot verify it works the same as 0.4 or whether it works with OG CK (for precombine /previs generation). If you find issues and can prove that they are new to 0.5 please post on the CKPE mod as well.
Good luck all.
The V4.6 kit contains latest releases of all the scripts as of Feb 2025 (individual updates moved to Misc files).
Important things to know - READ THIS!
The recommended order of mods to minimize the size of patches you will need to generate is-
- Game, DLCs, UFO4P
- ALL Mods, except those with Previs 'made for your version of PRP'. Mods made for older PRP versions MUST go here still.
- PRP (and any patches released with PRP that are appropriate for you)
- Mods 'built with PRP compatible precombines' (your PRP version only i.e don't use PRP 0.69 patches if using PRP 0.74)
- PRP compatability Previs Patches (that you made, or by others, for Mods in group 2)
- Your 'Fix issues' Previs conflict resolution Patch, including any Cell changes needing to be brought forward (Lighting/Weather etc)
Why?If you do not use this order then the patches needed (in 6) may be very much larger than necessary - with greater chance of crashing the CK.
Contrary to what you read elsewhere - Placing Non-PRP mods AFTER PRP is normally a 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).
The only exceptions to this are mods (with previsbines) that replace A LOT of cells (i.e. full replacer mods), or replace entire Clusters.
This guide is just to try to minimize your patch size, so if you are unsure then generate a seed with the mod before and after PRP, and compare the reported number of precombines and previs files each option plans to rebuild. You can then decide.
ALSO using Precombine mods designed for an earlier PRP version are less than useless (they will cause More cells to be rebuilt) - just don't use them. If they also contain mod fixes then you could leave them enabled, but expect a much larger Previs patch to be generated.
Ignore this and you should still be able to generate a successful patch, as long as the CK does not crash on 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).
However, you do you, but these are the rules I tend to follow to produce successful Patches with PRP:
Starting the game once via Fallout4Launcher.exe is also sufficient, especially if you use the GOG version.
IF xPrevisPatch.esp does not exist then you will get an error. DO NOT use xPrevisPatch as your mod name!!!
If for some reason a phase of the process has failed and you want to re-run it -
If the GeneratePrevisbines.bat script fails before prompting you for a Patch Mod name then your Game/CK setup is faulty:
Find all the Cells in your game that will have visual issues (flickering):
You Do Not need to do this if you created a "Fix All problems" patch as that includes these fixes. For more information see this Article
Also Make sure your Weather/Lighting etc Mods go BEFORE (higher) than all your Previs mods (otherwise they wreck Precombines).
This is explained in this Acticle, but basic steps are:
The following errors only matter if they happen BEFORE the CK has saved it's changes. If they happen after the CK has saved then the crash can probably be ignored (my script should continue in this case).
Those last 4 are for generating Mod specific patches so should NOT be used against your entire load order. They are for creating a mod specific Previs patch (say a Previs 'conflict resolution' patch between a Mod and PRP, like you would find created by other authors on Nexus).Generally, the options create bigger previs patches (cover more cells thus more conflicts) as you go down the list, but are also less likely to have any issues due to 'edge' conditions. Only large mods need this sort of special attention. Generally mods that add a lot of new content.
You can resolve this (and other crashes) by replacing "Fallout4 - Shaders.ba2" and "Fallout4 - Interface.ba2" with ones from OG.
- Select a group of Mods that are not masters (or contain precombineable Object changes) of any Mods outside that group.
- Best choices are mods that were in the failed patch, and touch a contained area. E.g. "all Nukaworld mods", "all Maxwell's world".
- Build a "fix all" (or "for performance") seed against just that selection, while having your entire Load order ticked in xEdit plugin selection.
- If that exceeds the Master limit you will have to remove a Mod from that selection and repeat (choosing which is the hard bit)
- Build a Patch from that seed and install/activate it in your load order.
- [optionally] Run FO4CleanPrevisPatchMasters against this patch to remove unnecessary masters (that were only required to build it)
- Now see if you can successfully create a "fix" seed against your entire load order. If not Repeat the above steps with a new group of mods.
If mods you selected in previous partial patches appear as masters in these later patches then you selected them badly. Perhaps start again...These errors will not cause an issue when generation Precombines/Previs, they are reporting issues in the Mods being loaded.
MASTERFILE: Potentially Invalid Z value (-nnnnn.nn) on reference:REFR Form '<editorid>' (<formid>) ...
- Mod bug. Mod has reference located below -40000.
MASTERFILE: Reference <formid> ('<editorid>') has a custom material swap. Please change to a standard material swap.
- Mod bug. Mod has forgot to rename the material swap. Does no harm.
MASTERFILE: Ref (<formid>) to base object <editorid> (<formid>) in cell ... should be persistent but is not.
- Mod bug. Mod uses a reference that should have been set persistent.
MASTERFILE: Unable to find Function <function> TESForm (<formid>) in TESConditionItem Parameter Init for QUST Form '<editorid>' (<formid>).
- Mod bug. Mod has incorrectly set up condition on Quest.
MASTERFILE: !!!!!! Cell <editorid> (<formid>) does not own combined data but current combined extra differs from ESM data ...
- Ignore. CK reporting Cell has new Precombines defined in a user Mod.
MASTERFILE: Unable to find Leveled Object Form (<formid>) for owner object "<editorid>".
- Mod bug. Mod has incorrectly set up a leveled list.
MASTERFILE: *** Cell <editorid> (<formid>) combined data is owned by file <mod file> due to ref <editorid> (<formid>)
- Ignore. CK reporting a precombined reference has been overridden.
MASTERFILE: DLC file '<Mod File>' contains non-partial LCTN '<editorid>' (<formid>)
- Mod bug. Mod contains a Location override that is incorrectly set up.
MASTERFILE: DLC file '<Mod File>' contains non-partial QUST '<editorID>' (<formid>)
- Mod bug. Mod contains a Quest override that is incorrectly set up.
MASTERFILE: Automatic door '<editorid>' (<formid>) [nnn units] in cell '<editorid>' has its teleport marker too close to the linked door.
- Mod bug. Mod has incorrectly set up a DOOR object.
MASTERFILE: Cell '<editorid>' (<formid>) has a hand tagged location and an encounter zone applied location...
- Mod bug. Mod has incorrectly set up a CELL's location.
DEFAULT: (Faction Reaction Error) Faction '<editorid>' (<formid>) is a Friend or Ally of Faction '<editorid>' (<formid>), but Faction '<editorid>' ...
- Mod bug. Mod has not set up a Faction releationship correctly.
DEFAULT: Failed to collect ref <editorid> <formid> <reason>
- Ignore. CK is reporting why a Reference will not be precombined.
FORMS: Unable to find master location (<formid>) on worldspace '<editorid>' (<formid>).
- Mod bug. Mod has not set up default location for Worldspace.
FORMS: Form '<editorid>' (<formid>) of type NAVI in file '<Mod name>' was not freed.
- Ignore. CK seems to always report this before closing after saving.
FORMS: Forms were leaked during ClearData. Check Warnings file for more info.
- Ignore. CK seems to always report this before closing after saving.
FORMS: The format of face customization texture <texture file> (77) does not match that of other textures (nn) on race '<editorid>' (<formid>).
- Mod bug. Mod has incorrectly set up Face Customization of an NPC.
MODELS: BASE <Mesh File> : <Nif Node> marked for flutter animation, but has no vertex colors. Animation will be disabled.
- Model error. Model's Mesh incorrectly set up.
MODELS: Bound for object '<editorid>' (<formid>) exceeds 32000 unit limits (<lots of numbers>).
- Model error. Model's Mesh/collision incorrectly set up.
MODELS: 3D for Ref '<editorid>' (<formid>) does not support external emittance but ref has explicit emittance data
- Mod bug. Reference has XEMI field (Emittance) but actual object Mesh does not have "Emittance" flag.
ASSERTION: ERROR: duplicate model ID (0xxxxxxxxx) found while generating visibility. (<code file> line nnnn)
- Unknown, but doesn't seem to cause any issues.
ASSERTION: Sky::UpdateWeather failed to determine an active weather. (..\Shared\Sky\Sky.cpp line 2639)
- Unknown, but doesn't seem to cause any issues.
ASSERTION: Not attached to scenegraph. Update body transform directly via hknpBSWorld! (bhkNPCollisionObject.cpp line 69)
- Unknown, but doesn't seem to cause any issues.
PATHFINDING: NavMesh in cell <editorid> (<Worldspace>[xx,yy]) should be refinalized, there are navmesh bounds missing
- Mod bug. It's supplied Navmesh has not be finalized.
EDITOR: Editor ID '<editorid>' for REFR (<formid>) is not unique, previous object (<formid>) is type REFR. Editor ID will be set to '<editorid>'.
- Mod bug. It has an object with a duplicate EditorID. CK will temporarily make it unique so no issue.
ANIMATION: There was a problem loading the project data or behavior graph for <Animation file>
- Mod bug. Incorrect/faulty animation specified.
ANIMATION: Failed initializing behavior graph on '<editorid>' (<formid>). If no more specific warnings, could not find project file.
- Mod bug. Incorrect/faulty animation specified.
ANIMATION: STAT '<mesh name>' has a controller that targets the root 3D.
- Mod bug. Faulty object mesh.
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).
- 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".
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)
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.
Note: If that other process does not use my [Batch_]FO4MergeCombinedObjectsAndCheck.pas and [Batch_]FO4MergePreVisandCleanRefr.pas scripts then your result may be sub-optimal (particularly if using 03_MergeCombinedObjects.pas/05_MergePreVis.pas).
All my scripts include documentation so you can read them and see why.
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 Reg command - your Windows is broken.
ERROR - Fallout4 cannot be found. - You may have moved your FO4 location via Steam. Run Fallout4launcher.exe (and press Exit).
ERROR - CreationKit.exe cannot be found. - Did you install the Creation Kit properly?
ERROR - FO4Edit.exe cannot be found. - Did you install FO4Edit/xEdit? Have you run it at least once? Run this bat from that directory.
ERROR - CK Fixes not installed. - "Fallout4 Creation Kit Extended" not found in Fallout4 directory. Have you moved Fallout4 via Steam?
ERROR - Archive2.exe cannot be found. - Unable to find Archive2 (part of Creation Kit). CreationKit not installed properly.
ERROR - Previs directory not empty - *.uvd files found in Data/vis directory. You have a mod that has these as loose files.
ERROR - This Plugin already has an Archive - The Patch name you specified already has an <plugin> - main.ba2. Choose another name.
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)? MO2 has got hold of the File? Try it again.
ERROR - Precombine directory not empty - *.nif files found in Data/meshes/Precombined directory. You have a mod with loose files.
ERROR - GeneratePrecombined failed to create psg file - Creation kit operation failed. Examine the CK.log for clues.
ERROR - GeneratePrecombined failed to create any Precombines - Creation kit operation failed. See "Common CreationKit errors".
ERROR - GeneratePrecombined ran out of Reference Handles - Exceeded the Handles limit of 2mil (you did not set the CKPE ini setting).
ERROR - No Visibility (uvd) files generated - Creation kit operation failed. See "Common CreationKit errors".
WARNING - GeneratePreVisData failed to build a Cluster uvd - A cluster (Previs) failed to be built. See "Common CreationKit errors".
ERROR - Archive2 failed with error - Archive failure, possibly too many files. You may have to manually do it with BSArchPro.
ERROR - No plugin archive Created! - Archive failure. As Above.
ERROR - Archive2 Extract failed with error - Archive failure. As Above.
ERROR - 'CK Command' failed with error 'error' - Creation Kit failed. See "Common CreationKit Errors".
ERROR - 'CK Command' failed to create 'filename' file - Creation Kit failed. See "Common CreationKit Errors".
ERROR - FO4Edit script 'script' failed - FO4Edit Script failed. Report this as a bug with this Mod.
ERROR - FO4Edit failed with error 'error' - FO4Edit Script failed. Report this as a bug with this Mod.
Create shortcuts, or if you use MO2 then you must do this within MO2 (registering a program).
Your shortcut will have "Target" of <directory>FO4Edit.exe -Script:FO4Check_previsbines.pas <option> where <directory> is the location of your FO4Edit.exe file, and <option> is one of the following FO4Check_Previsbine operations (no option means "verify only"):
- -Fix (Generate a seed to "Fix all Issues" - same as interactive option 2)
- -Opt (Generate a seed to "Improve Performance" - same as interactive option 5)
- -Opt:nn (same as above but set the 'minimum number of new precombineable references required' to nn instead of 5)
- -Full (Generate a Seed to "Rebuild all Previsbines" - same as interactive option 7)
- -Reg (Generate a patch to ONLY fix Weather/lighting/fog/MHDT etc - i.e. NOT a previsbine seed)
NOTE: Use the FO4Edit option -P:modlist.txt (before -Script) to specify what Mods to load into FO4Edit (otherwise select them manually).You can also append any/all of the following options after -Script:
- -Seed:"seedname.esp" (use a different name than "xPrevisPatch.esp")
- -Esm (Create resulting Seed/Patch as flagged ESM rather than ESL)
- -Log:"drive:\directory\logname" (Log the output from the run to this file)
- -Mod:"Modname.esp" (run the script against this mod rather than all the Mods loaded into FO4Edit)
- -Mod (run the script against all users mods - i.e NOT Base game/DLCs/PRP/UFO4P - rather than all Mods)
- -New (Only check Cells mastered in the selected Mod(s) - i.e. newly added by the selected Mods rather than overrides)
- -Reg (also include Cells that don't generate new precombines, but are needed to fix missing Lighting/Fog/MHDT. -Fix includes this)
Eg. Shortcut that will create a "previsbine Conflict Resolution" patch Seed is <dir>FO4Edit.exe -script:FO4Check_Previsbines.pas -FixA shortcut to just verify your load order (and log to file) <dir>FO4Edit.exe -Script:FO4Check_Previsbines.pas -Log:<dir>log.txt
A shortcut to create a seed to build new previs all user mods <dir>FO4Edit.exe -Script:FO4Check_Previsbines.pas -Full -Mod
However, try using it interactively first to get the idea (highlight mods in FO4Edit and "Run Script").
"Unique NPCs - Monsters and Creatures" and "KingsPort Lighthouse Navmesh" are examples of such mods.
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).
Are you running the latest versions of all the scripts?
Have you read and followed the "REQUIRED" and "READ THIS" sections in the above Sticky Post?
Have you tried to fix your issue by following the help in the article on "Resolving Creation Kit Crashes"?
Outstanding bugs or planned Improvements in Check/Build Scripts:
- Sometimes just copying overriden XCRI/XPRI (from the Mod with those precombines) is better than regenerating Precombines.
- If a mod just consists of exterior REFRs changed to persistent then no issues may be found (as Persistent Cell is not scanned).
- Due to XPRI being mostly broken it may be beneficial to ignore it to reduce Masters in some cases.
If you want help then please provide the following:
And DO NOT include extracts from a log, these are completely useless. Include the whole log or nothing.
Also don't send any esp's etc created, as your load order/selection of mods will be unique and I won't be able to duplicate it.
As your Previs patch will automatically contain exclusions for any bad meshes it sees, you can use this script to find any that slipped through by doing a more detailed scan against individual mods (or worldspace, or collection of mods, etc).
Try scanning the Persistent Cell of the Worldspace with problems as a first step, before widening your search. Problem meshes start "!".
If you still get crashes then run it only against the Cell that crashed and try "Exclude All" - as a LAST RESORT!!!
NOTE: If you run this against an entire mod, DONT "Exclude All"! This is meant for 'surgical' removal of problem meshes, not everything.
However, you should ALWAYS exclude entries that start with ! as these WILL crash the CK. Use the "Exclude Bad?" tick box to exclude them first.
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).
When installed you can Craft a Display Cells Ring at the Chemistry Bench (under Utility).
When worn, the nearest Cell borders will become visible (blue crosshatch Wall). Cluster borders are purple.
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.
https://fileport.io/vPHbHXbVrkC3
- This is the log for the Check Previs script. It has errors but I do not know how to fix them. I also ran the Build Previs to fix conflicts option, the third one under the fix all conflicts option.
-- last line of the log file --
Completed: 58 Cells merged. 0 Missing Precombine Meshes
Creating Archive SpectacleMitsuPrevisPatch - Main.ba2 of meshes\precombined:
====================================
Running CK option CompressPSG:
====================================
Start 20:08:07.43
Ended 20:08:15.11
Running CK option BuildCDX:
====================================
Start 20:08:20.16
Ended 20:09:10.01
-- end --
As I keep saying - please report CK crashes etc on the CKPE mod page so that they may get fixed/explained - I can't fix CK crashes.
Calculate reference handles required by seed?
Rebuild Everything including base game/DLCs?
Neither of those or some other options?
Having a new problem with GeneratePrevisibines step:
LOG
Crash-logs CKPE:
DEFAULT: GeneratingVisibility for cell 'Wilderness' (0000E47B), (-24, -3)
...
RENDERING: Failed to find static geometry id (0xfb669d93, 0x 0), generating dummy data.
RENDERING: Failed to find static geometry id (0xfb669d93, 0x ebc), generating dummy data.
RENDERING: Failed to find static geometry id (0xfb669d93, 0x 94f4e), generating dummy data.
RENDERING: Failed to find static geometry id (0xfb669d93, 0x cd232), generating dummy data.
RENDERING: Failed to find static geometry id (0xfb669d93, 0x da29a), generating dummy data.
RENDERING: Failed to find static geometry id (0xfb669d93, 0x dd476), generating dummy data.
RENDERING: Failed to find static geometry id (0xfb669d93, 0x dd5fe), generating dummy data.
RENDERING: Failed to find static geometry id (0xfb669d93, 0x f63d2), generating dummy data.
...
etc
...
RENDERING: Failed to find static geometry id (0xfb669d93, 0x 1caac6), generating dummy data.
====== CRASH INFO ======
CK Fallout 4 [v1.10.982.3]
CKPE Runtime 0.5.0.202 Apr 16 2025 17:57:59
Unhandled exception EXCEPTION_ACCESS_VIOLATION at 0x00007FF70C596686 CreationKit.exe+2BB6686 movzx r8d, word ptr [r15+rcx*2]
Exception Flags: 0x00000000
Number of Parameters: 2
Exception Description: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Access Violation: Tried to read memory at 0x000001A18EF77000
I have not any mods in (0000E47B), (-24, -3)
FO4Edit:
And -24,-3 (E47B) is the cluster ID - you know you only need to touch one cell in the cluster to cause the cluster previs to be built.
T_T
I keep patching. There are 4 mods left
The problem was also observed on the previous version of CKPE, and this problem is purely my build.
I continue to release patches to mods from neighboring clusters.
P.S.
[ I found one mod for which it is impossible to create a previs patch. I turned it off for now:
Lootable Fungus Flora Expansion ]
Edit :Turned off MSI Afterburner and it completed without a problem.
3 weeks ago, I switched the BIOS-OC mode on my RTX3080ti itself to control the cooling and frequency through the built-in own BIOS firmware from Nvidia...
Please, update config file "Example CKFixes config"
Having CKPE new problems (v0.5) on step 1:
MASTERFILE: Combined Ref Key errors found for cells. Check EditorWarnings.txt for more information.
MASTERFILE: Unable to find form (00000000) on list form Z_ScrapList_WorldObjectContainers (13003308).
MASTERFILE: Unable to find form (00000000) on list form Z_ScrapList_WorldObjectJunk (1300519A).
MASTERFILE: Race 'InjuredFemaleSubGraphData' needs to have at least one Biped Object Name in the editor.
ASSERTION: Offset is broken (f:\_f4\code\bsscript\bsscriptobjecttypeinfo.cpp line 831)
SCRIPTS: Cannot open store for class "HUDFramework", missing file?
Running CK option GeneratePrecombined:
====================================
Start 0:33:51,37
Ended 0:35:04,13
Those messages sound like a mod has a missing master (so has null entries in a formlist and HUDframework not being loaded).
No idea what that ASSERTION is about... Best ask Perchik71 (CKPE).
Em...
Here ckpe log GDRIVE . Can you check? Thanks.
The errors are from missing mods - like I said. Which means one of your mods requires another mod (like HUDframework) but doesn't have it as a master (so it isn't loaded so some bits are missing). As form lists and scripts don't matter for precombines/previs those errors won't cause issues. The ASSERTION however, I don't know so no point asking me multiple times.
bBSPointerHandleExtremly= not working now for me.
FYI: https://www.nexusmods.com/fallout4/mods/91395
The only reason ALL previs mods don't go after PRP is simply to reduce the size of that 'previs patch'.
Example - If a mod contains 10 cells with new precombines and 30 without, placing it before PRP would mean you may need to rebuild those 10 cells in your patch, but if you placed it after PRP then those 30 other cells will break PRP so may need new precombines - therefore makes a bigger patch.
So basically it is dependent on the particular mod, not really a 'rule'.