Hello. Thank you for the mod, you did a tremendous job! I have one place that flickers if you look at it from a certain angle. And one box hanging in the air. I have a lot of mods installed, but I want to know if this is the case for everyone or just me? I use PRP 74.12 and USAF Satellite Station Olivia HISB Previs Patch. Otherwise, there are no problems.
Was that patch made for this mod specifically, or was it made for the original mod? Some of the entities that I had to renumber (to fit into ESL address space) were statics that gets precombined when generating PreVis/PreCombines. So PRP patches made for the original mod doesn't necessarily work with this one, at least not in full.
I've been meaning to make .74 patches but haven't gotten around to it yet. When I started using PRP it was easier to go with .69 for me as more of the mods in my modlist were covered by it.
Also this can be caused by overlapping patches. The only remedy is to generate a patch for your entire loadorder to iron out where they clash.
The patch was made for the original mod. But my problem described above is common to the original and this mod. The fact is that for my loading order, this mod cannot be used without a patch (in short, everything looks as if the vanilla location was superimposed on the mod).
That sounds like a conflict with another mod (or PRP winning), reintroducing precombines for how it was in vanilla. The original mod (and this one) changes several things (moving/adding building statics and changing the terrain for the road). The PRP patch that you use will likely not work, at least not in full as some of the statics have a different (esl-compatible) FormID with this mod.
So you will need to generate a patch for your version of PRP for this mod (I can't right now), and possibly a patch for your entire load order to iron out any remaining conflicts. Also make sure that your load order is sane, so that you don't have any mods adding a gun or skill book or something after your previs/precombine changing mods.
tip; load this nearly last in load order if you have a ton of worldspace conflicting mods; also great that I didn't need PRP to use this, too many PRP patches, not enough just general previs
Yes, that is correct. Any mod that changes previs/precombines in existing cells/worldspaces needs to load after any other mods that make changes (placing npcs or objects) in the same cells/worldspaces. It's because the game was designed to keep the previs/precombine info in the cell header (a design choice that they regret now).
A mod that adds a new object to a cell that doesn't conflict with anything else, will still need to include a duplicate copy of the original cell header. If it loads after a DLC or mod that changes previs/precombines (through the cell header), then it will break/disable those causing either bad performance and/or visual glitches.
So put mods like this one very late in the load order (and try to load object adding mods earlier). Only PRP (if you use that) or dynamic patches should load after. Vortex have a default group for mods that changes previs/precombines that unfortunately may not be late enough, so you may have to add a custom group for that (especially if using PRP).
Just posted a small hotfix for the Main download. When generating previsibines one cell 0000dd34 (-9,22) didn't receive any. I thought I fixed it but must have forgotten to save the changes...
9 comments
I'm on the old gen game version and using Boston FPS Fix - AIO v. 0.32 + Boston FPS Fix - PRP Edition v. 0.34. Main file did the job for me.
Thanks for the fix!
I've been meaning to make .74 patches but haven't gotten around to it yet. When I started using PRP it was easier to go with .69 for me as more of the mods in my modlist were covered by it.
Also this can be caused by overlapping patches. The only remedy is to generate a patch for your entire loadorder to iron out where they clash.
So you will need to generate a patch for your version of PRP for this mod (I can't right now), and possibly a patch for your entire load order to iron out any remaining conflicts. Also make sure that your load order is sane, so that you don't have any mods adding a gun or skill book or something after your previs/precombine changing mods.
also great that I didn't need PRP to use this, too many PRP patches, not enough just general previs
A mod that adds a new object to a cell that doesn't conflict with anything else, will still need to include a duplicate copy of the original cell header. If it loads after a DLC or mod that changes previs/precombines (through the cell header), then it will break/disable those causing either bad performance and/or visual glitches.
So put mods like this one very late in the load order (and try to load object adding mods earlier). Only PRP (if you use that) or dynamic patches should load after. Vortex have a default group for mods that changes previs/precombines that unfortunately may not be late enough, so you may have to add a custom group for that (especially if using PRP).
Sorry about that!