Compatibility notes for PRP/FCF and any associated patches:
Exoclyps's Flicker Fixer rebuild has been included in PPF's main archive (PPF - Main.ba2) and the download here is not needed if you have it installed.
If you use PRP Lite or Boston FPS Fix (0.35), the meshes were considered in rebuilding the specific clusters but otherwise not included. The older Boston FPS Fix releases (0.32 or older, 0.33/0.34 were my old plugin updates) were built from vanilla and had no mesh changes at all. The collection this mod was sourced from includes either variant of PRP Lite if I recall and this should automatically be handled for you if you use the Storywealth collection.
Known issue: File conflict with a PRP fix (Glitchfinder mesh fix for BillboardBldgVerticalSm03.nif, the UV wrapping issue), resolved in PRP git and will be out in next stable.
Thank you so much for this! I already had Flicker Fixer which did the job a good bit of the time, but I was running around the top of Hub 360 last night and nearly had a seizure with all the awful flashing on the rooftops. Installed this, problem solved. You're a hero.
First of all, thank you very much for this modification, it finally fixes a flickering on a building that had bothered me a lot. Great!
Question: I don't know much about meshes, so I wanted to ask if this modification breaks the vanilla PreCombines (whether the loose files or the version with the ESP)? Thank you.
Thanks for the answer! I'll be happy to include this modification in my game. For me, the modification solved a flicker problem that had been bugging me. Great!
When would I want to use the one to load it before other masters? and my OS was showing 135 .nif files? the description had only mentioned the 133 total what where those 2? Thank you for this
My bad. Original Flicker Fixer had 133, I had done 45 meshes myself, but forgot that 2 of them was new meshes and only 43 was remade meshes. Will update the description to clarify.
Hi. Could you please answer if it makes sense to use this if I am using PRP? I didn't find a word about this in the description, but I think that this information would be useful for many.
Wondering the same thing! I believe I removed the original Flicker Fixer after switching over to PRP, but there does remain some Z-fighting in the game, so this may remain useful. :) Thanks for any info!
If you're using PRP the the advantage would be less as PRP already include a lot of the fixes (including my remade meshes).
Just decided to release it as standalone (had my meshes as a StoryWealth patch previously as we don't use PRP to make compatibility easier) after I found out Flicker Fixer was made open source.
Could still be some meshes that'd be fixed if they are not covered by PreCombines though.
That said, afaik there is no downside in using it. Could try install, see if it fixes the flickering, if not, then nothing lost. I might even go a head and update it with more meshes if I find some that bothers me enough!
Woolfy123, I also use PRP and a few patches for other plugins made by BenRierimanu, but in some internal cells I still have problems and sometimes they are so large that I have to temporarily disable precombinations in the ini file to get through a certain area. Although many may say that these are just loading order errors, unfortunately this is not the case. =(
Exoclyps, thanks for the answer. I'll try posting your plugin below the PRP and see if it helps me.
Exoclyps, I really appreciate the informative response! If there's no downside, which is what I figured as well, it can hopefully only help to reduce some of the Z-fighting that still persists. I appreciate it!
DXCinereus, same boat. I know Nuka-World isn't covered, but I noticed it got especially bad in parts of the park there, but definitely in the Commonwealth as well. Downloading this now!
Woolfy123, read pinned comment. There is no point in using this plugin together with PRP. Although I tried to use them together, I did not notice any benefit from this or even harm.
Regarding your problems in Nuka-World. Do you accidentally use various precombination patches for other plugins, for example a patch for 3DNPC or BTI? It was the use of these patches that created problems for me in Nuka-World. I wrote about my problem with the bottling plant. It was a very scary situation that almost gave me a heart attack. Moreover, tried to move these patches in load order, but I didn’t see any results. Ultimately, by removing them I got rid of the problems in Nuka-World.
And just in case, maybe you also didn’t notice it like me, but PRP Stable has been updated to version 72. Maybe the new version will help you get rid of the problems. I have already felt a difference in one area. =)
p.s. English is not my native language, and big comments are difficult for me. Sorry.
45 comments
Exoclyps's Flicker Fixer rebuild has been included in PPF's main archive (PPF - Main.ba2) and the download here is not needed if you have it installed.
If you use PRP Lite or Boston FPS Fix (0.35), the meshes were considered in rebuilding the specific clusters but otherwise not included. The older Boston FPS Fix releases (0.32 or older, 0.33/0.34 were my old plugin updates) were built from vanilla and had no mesh changes at all. The collection this mod was sourced from includes either variant of PRP Lite if I recall and this should automatically be handled for you if you use the Storywealth collection.
Known issue:
File conflict with a PRP fix (Glitchfinder mesh fix for BillboardBldgVerticalSm03.nif, the UV wrapping issue), resolved in PRP git and will be out in next stable.
Look up PRP for more info.
First of all, thank you very much for this modification, it finally fixes a flickering on a building that had bothered me a lot. Great!
Question: I don't know much about meshes, so I wanted to ask if this modification breaks the vanilla PreCombines (whether the loose files or the version with the ESP)? Thank you.
Have a nice day.
Just decided to release it as standalone (had my meshes as a StoryWealth patch previously as we don't use PRP to make compatibility easier) after I found out Flicker Fixer was made open source.
Could still be some meshes that'd be fixed if they are not covered by PreCombines though.
That said, afaik there is no downside in using it. Could try install, see if it fixes the flickering, if not, then nothing lost. I might even go a head and update it with more meshes if I find some that bothers me enough!
Exoclyps, thanks for the answer. I'll try posting your plugin below the PRP and see if it helps me.
DXCinereus, same boat. I know Nuka-World isn't covered, but I noticed it got especially bad in parts of the park there, but definitely in the Commonwealth as well. Downloading this now!
Regarding your problems in Nuka-World. Do you accidentally use various precombination patches for other plugins, for example a patch for 3DNPC or BTI? It was the use of these patches that created problems for me in Nuka-World. I wrote about my problem with the bottling plant. It was a very scary situation that almost gave me a heart attack. Moreover, tried to move these patches in load order, but I didn’t see any results. Ultimately, by removing them I got rid of the problems in Nuka-World.
And just in case, maybe you also didn’t notice it like me, but PRP Stable has been updated to version 72. Maybe the new version will help you get rid of the problems. I have already felt a difference in one area. =)
p.s. English is not my native language, and big comments are difficult for me. Sorry.