Fallout 4
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Yabo

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YaboKBDJ

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About this mod

For FalloutSama Expansion (CN) 1.1. Reverts the mod’s Chinese localization and restores original record names. Cleans up plugins. Addresses the lag issue. Requires RobCo Patcher 2.8.0+.

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This is my personal patch for the current version of FalloutSama Expansion - All NPCs use FOSama resources by w2399041718. The patch addresses the issues I have found by:

-replacing some .esp plugins

-loading ~1GB worth of CAO-optimized facegen files in BA2 format

-changing NPC records in-game with RobCo Patcher.


RobCo Patcher 2.8.0+ is required for this patch to work.

The original mod is required, if it’s not obvious enough. Load my patch after the original mod to overwrite the former’s plugin files.

The replaced child plugin requires Far Harbor DLC and Nuka World DLC to work, but the main component now won't require any DLC.

All NPCs with vanilla races (Human, Ghoul, Gen 2 Synth, Super Mutant) will be affected, including those added by other mods*.
*New NPCs introduced by other mods may get messed up faces, which seems to be a problem with the original FalloutSama Expansion. Regardless, I can't find an easy solution on this, so you'll have to open Creation Kit, load up the mod in question, find the offending NPC(s) and export FaceGen data yourself.

Load FOSama - Child Plugin.esp in your plugin order as high as you can, so that it will lose any potential conflicts (i.e. being overwritten by other mods). Reasons in the later sections.

Optional file to revert the changes to super mutants.


-What’s the problem with FalloutSama Expansion (CN) 1.1? (TLDR: lag spikes on top of localization issues)
Spoiler:  
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As you might have guessed, the mod is built for the Chinese version of the game. Loading the mod in an English copy of the game will result in any names it touches (without other mods overwriting them) showing as black blocks. It can be mostly fixed by running the “Restore record names from master” script in xEdit.

However, I have found out something much worse: performance hits. With both FOsama – NPC.esp and FalloutSama Expansion.esp active, I would get significant lag spikes whenever I run into hostile NPCs: gunners, raiders, super mutants, yao guai.

This is done by testing on fresh saves, exiting Goodneighbor to Financial District, sprinting south to the raider bridge while aggro’ing the nearby hostile actors along the way. Only AnimeRace – FalloutSama and FalloutSama Expansion are being loaded; the lag spikes would be solved by unticking either FOsama – NPC.esp or FalloutSama Expansion.esp.

-What do you think went wrong?
Spoiler:  
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FalloutSama Expansion essentially replaces vanilla races to function (visually) as their FalloutSama counterparts.

FalloutSama Expansion.esp redirects the assets for FalloutSama’s unique races to the eligible vanilla races. It also directly modifies the vanilla human race record to make everything work.

FOsama – NPC.esp copies ALL vanilla NPC records (including totally irrelevant actors like deathclaws and vertibirds) as overrides, so that the game will actually load the new, non-vanilla faces. Per the instruction on the mod page (which, by the way, is written in Chinese, so I imagine a lot of people simply wouldn’t know that), this plugin needs to be loaded below DLCs and above UFO4P.

The NPC plugin is the obvious culprit of characters showing up with black blocks for names.

I couldn’t really point out what exactly caused the lag spikes, nor am I confident in my above assessments on the mod; please tell me if I got anything wrong.

What I do know is that having both plugins running together is essential to make the mod work, and doing that always tanks my performance.

-So how did you fix it? (Spoiler: it involves utilizing RobCo Patcher, and you better get that black magic artefact ready if you haven’t already)
Spoiler:  
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1. Restored all record names with the xEdit script Restore record names from master. Removed redundant records.

2. Removed the race records in FalloutSama Expansion.esp.

3. Introduced a RobCo Patch which, upon starting a game, replaces all relevant race records to their FalloutSama counterparts.

4. Generated necessary FaceGen files with CK, optimized and packed in .ba2 format with Cathedral Assets Optimizer.

5. Replaced FOsama – NPC.esp with an empty one, flagged as .esl.

6. Did some tweaks on FOSama - Child Plugin.esp and FOSama - Player Plugin.esp as well, more details below.

-What’s the deal with the two other plugins you just mentioned?

Spoiler:  
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I re-introduced vanilla overrides for child actors only in FOSama - Child Plugin.esp because the little bastards won’t work with above approach otherwise, for some reason.

The RobCo Patch for them are also disabled by default, although you can easily reactivate them by editing FalloutSamaExpansionEN.ini.

I recommend pulling this plugin up in your load order as high as possible. Make sure it loses all potential conflicts for the NPC records.

You can (and are expected to) load it after UFO4P, since I have forwarded all relevant changes from UFO4P 2.1.5 (although said changes are not dependent on UFO4P).

Prepare to see some demon child should you decide to disable it.

I forgot why I cleaned up FOSama - Player Plugin.esp and if there’s even a point, but I did it anyway. It’s a freebie, take it. Or don’t.

-Why replace the original plugins instead of building actual patches like a normal person?

I chose to remove some vanilla record overrides to ensure better compatibility. And nuked the whole NPC plugin lest it nukes my framerate.

This mod is provided as-is. Not very proud of the practice, but I just want to get it to work.

-Can I run this with AnimeRace Nanakochan?

Yes you can. My personal setup as a reference:
Spoiler:  
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AnimeRace FalloutSama

AnimeRace FalloutSama Bug Fixes Re-upload (Optional but highly recommended): for double eyebrows fixes.

FalloutSama Expansion 1.1

FalloutSama Expansion 1.1 Performance Improvement: this very page you’re reading right now.

AnimeRace Nanakochan

Custom Race Skeleton Fixes - No RaceCustomizer Requirement - AnimeRace Nanakochan (Highly recommended for this mod): you can easily disable Nanakochan’s player component and play as FalloutSama instead.

Other Nanakochan fixes/tweaks: Head Dismember and VATS Fix, Killmove Fix, Skeletal Adjustments for Nanakochan etc.

Other Nanakochan replacers: Nanakochan NPC Replacer, Anime Children, Everyone Nanako (xEdit scripts) etc.

With the exception of children, load order shouldn’t even matter; Nanako replacers will always be loaded without conflicts (without other mods affecting the same NPC records), only the remaining NPCs with vanilla race records will be picked up by the RobCo patch.



Hopefully you’ll have a better time enjoying AnimeRace FalloutSama by lazyradly and FalloutSama Expansion - All NPCs use FOSama resources by w2399041718.


Special thanks to:
BGS and all their stuff
Cathedral Assets Optimizer
xEdit
My ever deteriorating sanity