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.
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.
I have some flicker where trees and even rocks flicker in and out of existence depending on the angle and my position. Would this fix somehtng like that or just floickering buildings? Oh and I also have buildings with walls flickering in and out of existence in University Point and the lager raider town south of it ( the one thats in a big pond). I always blamed my mods for this , but I step by step diabled my prime suspects and no change.
You know, I had similar problems with the PRP and, as I understand it, this was due precisely to the fact that I updated the plugin already in the process of completing the game. I recently started a new game with the same plugin package and many of the flickering problems went away. Probably the problem can be registered in the game save and therefore it was not possible to solve it by disabling some plugins.Although I also tried to do this at that moment. Try starting a new game and checking the areas where you are seeing problems.
Thank you for the responses to both of you. I do not have "PRP" , I never really understood what it does and my game was running mostly fine despite a high mods load...and in the past adding addtional mods has resulted in disaster so if i dont see a clear need for amod I do not add it. Right now i have 260 to 290 mods enabled ( depending on profile) and eveyrthign is great except at some locations trees/rocks and in rare but extreme cases building/walls disappear, reappear as i aprroach them and even when right next, the item might be gone ( but often not its shadow)
My computer foo as not as high as others, this is the first game i modded and the first modern game i played in 20 years. PS: All my flickering is in the environs of Concord and Jamaica Plains and its surrounding areas/map points. Is this still helpful?
Sounds like a PreVis cockup. Some of your mods must be using old dates on the PreVis entrees. Youll need to use FO4Edit to update the dates or simply move the 'faulty' mod up the loadorder so its overwritten by a mod with the correct time/date stamps for your PreVis. Any mod that touches a worldcell can cause this. So even a mod that places a single item in a cell that hasnt properly flagged its entree with unknown14/partial entree (and leaving the PreVis stamps emtpy so the data is carried over from the preceeding loaded mod) will overwrite the entire world cell. Often screwing up other mods and in this case using wrong time/date stamps for your PreVis.
363rdChemicalCompany, then I highly recommend you try PRP. I think this will help you avoid your problems. This will be much easier than messing around with game files using FO4edit. This will also help improve performance (very noticeable in certain areas of the map) if you have an older computer.
42 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.
Would this fix somehtng like that or just floickering buildings?
Oh and I also have buildings with walls flickering in and out of existence in University Point and the lager raider town south of it ( the one thats in a big pond).
I always blamed my mods for this , but I step by step diabled my prime suspects and no change.
If you got mods like PRP, make sure it loads last. Only thing you want after is PRP patches essentially.
I do not have "PRP" , I never really understood what it does and my game was running mostly fine despite a high mods load...and in the past adding addtional mods has resulted in disaster so if i dont see a clear need for amod I do not add it.
Right now i have 260 to 290 mods enabled ( depending on profile) and eveyrthign is great except at some locations trees/rocks and in rare but extreme cases building/walls disappear, reappear as i aprroach them and even when right next, the item might be gone ( but often not its shadow)
My computer foo as not as high as others, this is the first game i modded and the first modern game i played in 20 years.
PS: All my flickering is in the environs of Concord and Jamaica Plains and its surrounding areas/map points.
Is this still helpful?
Any mod that touches a worldcell can cause this. So even a mod that places a single item in a cell that hasnt properly flagged its entree with unknown14/partial entree (and leaving the PreVis stamps emtpy so the data is carried over from the preceeding loaded mod) will overwrite the entire world cell. Often screwing up other mods and in this case using wrong time/date stamps for your PreVis.
thank you for your authoritauve explanation.
However I do not know how to use FO4edit and I can only guess as what previs are.
Seems like I will have to live with it.
but I am starting anew playthrough right now disabling a couple of the mods I suspect.
My rig is pretty healthy, even though I just got into gaming a year ago, but that flickering is annoying.
i9 10900kf mildly overclocked via XTU
64 GB RAM (albeit only DDR4)
SSD ( albeit not the new m2 standard)
NVIDIA 4070