If you are new to modding Fallout 4, follow The Midnight Ride first as it covers installation of this mod and other well known bugfixes to make your game work as it should.
"Where's all the patches for the mods I use?" An update on this, for 74, I'm only supporting Point Lookout building myself. Those using Nuka Word Reborn/Viva Nuka World and the Galac Tac series should migrate to Emiral's patches for support. Nuka World Plus is dropped for compat reasons with the other two nuka mods. Another patch builder will likely take it up.
"What's in Misc?" CAF 1.2 CR is for use with Cooking Adventures, which I used in testing at one point, but have moved on to another cooking mod. I forget what it did.
The separate PPF installation package is intended for inclusion in collections to pick up if they are otherwise avoiding the main PRP package or for development purposes.
Known issues:
Spoiler:
Show
F4VR specific notes: Branch 69 and newer expects the Flat version of Fallout4.esm, not the VR version. If you don't have access to that (you can safely copy it over from Flat), three cells will be missing a small amount of references which will break precombines for that cell block. In addition, this mod doesn't carry over any fixes from the DLCVR project, as I don't have any earthly idea what they even are. For all I know, it might be an issue of missing assets or something that I don't have the time to investigate.
Versioning policy:
Spoiler:
Show
I only keep around the current major release and the previous major release. This minimizes the amount of support both myself and the community has to deal with. The recent Old Gen and New Gen split is being treated as one version, and eventually Old Gen will no longer be supported, around the time 74 is archived.
Current branch status (secondary numbers are the UF4OP versions used in building, not the requirement, unless otherwise noted, assume the latest UF4OP release is required, the only thing lost in upgrading is additional draw calls from the new references added from the later versions that get fixed in later PRP releases): As a general rule, the major version number is the main indicator of patch compatibility. If you have 69.6 and the patch was built from 69.1, it'll still work as expected.
59.xx (2.1.3): No longer supported. Archived. 65.xx (2.1.4): Archived. 69.xx (2.1.5): Moved to old files with associated patches, will be archived when the next stable (after 74) comes out. 74.xx (2.1.5): Marked recommended, in an attempt to make installing the mod less confusing. Both documentation and patches are missing in places. I'm aware. 75.xx (2.1.8): TBD
Issues with the current stable:
Spoiler:
Show
- The compat patches for mods like UIL, UEL, and others have been discontinued (as of Branch 74, 69 still has them in the fomod) and users should instead use the combination of xEdit and PJM's Scripts to generate their own conflict resolution patches (use the mode that's for MDHT and such, the last one before advanced settings), additional documentation needs to be made to explain this better. - Nuka World Plus has been dropped from the patch build cycle, and NWR/VNW are now covered by Emiral, he also has a patch for the Galac Tac series of mods for those looking for them.
Issues with the next stable:
Spoiler:
Show
- Painting related exclusions will be excised from the master file as PJM's scripts handle these for us on seed building. This is also a contributor to draw call increases in certain interiors, as this is expected due to a flaw in the precombining system (if not excluded, the worn effect isn't present on meshes that are precombined, so interiors with a lot of paintings will suffer more) - One of the recent containers that UFO4P fixed was also moved a different place before it was added to their plugin, and I forgot about it in development, this has been cleaned. - All duplicate references will now have their layer assignment updated or replaced to a brand new PRP_DeletedDuplicate layer to indicate the reason for their removal, to aid in patch development.
Old Gen/GOG (1.10.163): UFO4P 2.1.5 (old files), PRP 74 New Gen/Best of Both patches (1.10.980 1.10.984 or 1.10.163 EXE with 1.10.980+ plugins/data files and BASS installed): UFO4P 2.1.8, PRP 74
Is PRP compatible with the recently released Fallout London?
Yes, but there's no need to have it installed, as PRP covers the vanilla game, and London makes a tiny amount of changes to the vanilla worldspace to have the game correctly start you off in London. I personally helped one of the developers getting the equivalent of PRP implemented in their mod, so if you are playing London, you don't need this mod, unless someone manages to get a London to Commonwealth setup proper.
I'm crashing after a fresh download of the mod! HALP!!
I've noticed a string of people complaining about crashes and not downloading the resources (Part 1 or the 2GB package) file. Make sure you have that and installed as a separate mod in your mod manager. You will crash your game without it as the game won't find the updated meshes or occlusion tables as expected. If you have both plugins and resources, read just below.
I have the Microsoft Store or Epic Game Store version of the game, is it PRP compatible?
For every area but areas the Far Harbor DLC has touched due to newly found inconsistencies with the game's versions. This will be addressed in Build 75 and newer.
Loot's reporting ppf.esm is unclean, how do I deal with it?
Apparently in development, I forgot to clean the master file again, it's a singular ITM (Identical to Master) record. Though I do try to clean plugins, I don't always remember to, and for the moment, I'm going to leave this in as I'm not going to push an update just to clean a singular record out. It'll be fixed if I find something worth patching the mod for and issue a proper 74.23 release. If this bothers you enough, xEdit has a Quick Auto Clean mode that handles this for you, and there's loads of documentation on it.
PLEASE DO NOT POST CRASH LOGS IN THE COMMENTS WITHOUT A SPOILER TAG OR EXTERNALLY LINKED. IT MIGHT ALSO BE PRUDENT TO CONSULT THE LINK HERE FOR DECRYPTING THOSE ESOTERIC DOCUMENTS, AS I AM ILL EQUIPPED TO HANDLE THEM. IF PRP IS INDEED ACTUALLY RESPONSIBLE (HINT: 99% of the time, it's not), I'LL HAVE IT IN MY BUG LIST.
I've decided to reopen the mod's bug report section to help assist with public testing of PRP's unstable builds as I think the current release is good enough for public beta status. I'm only looking for visual issues that aren't already solved by installation errors or mod conflicts. If you have either of those, use the mod posts section here instead to get help with it from the community. At this time, I'm specifically looking for landscape wonkyness like texture seam mismatches (visible lines between blocks of the landscape at the cell borders) and object placement issues so I can fix them for the next stable release. Using PJM's AutoCellDisplay ring is a godsend for getting me the specific coordinates when issues like this are found. (equip ring after crafting and crouch, screenshot the resulting message box or record the specifics)
The bug reporting tab is intended for the nexus userbase, if you have access to the collective modding discord (which most of us are in), PRP has a dedicated bugs channel. Post there if you can first, if available.
(053025 Update):
I'm currently targeting build 80 based on what I've seen so far as far as bug reports for next stable.
Based on current plans, here's how this will go:
Build 78 will be the first beta release for wider testing. Build 79 will be the release candidate. Build 80 will be the final build that patch builders should work against.
As a reminder, due to the removal of the ESL flag (and renumbering of associated records to prevent future flagging and groundwork to work around an engine bug) in ppf.esm, you will have to start a new playthrough if you upgrade to build 75 or newer. This should be the only time I have to do this in the future.
I'm also now putting a call out to those that work on vanilla meshes that have bug fixes for me, as I'm opening the merge window for such changes. Please ask in the discord if you have such a fix so it can be added to the queue.
Also, I will go against my usual versioning policy and explicitly drop Branch 69 and 74 from the mod page when most of the dependent patches have caught up as a result of the save game changes, unless it is found that there are no ill effects removing the ESL flag from 74's master file with regard to built patches. I haven't had time to test this.
Build types expected:
Next Gen (Steam/EGS/Gamepass) - The usual here, but Steam users will have higher vram usage (expected due to known store front differences, working on a remedy) Previous Gen (Old Steam/GOG) - Build 80 will be the final one and is considered it's own branch for patch building due to build differences, I can't get away with a single mesh set, sadly, which is why this will be the final one for old gen. Base Game - Build 80 one off for non DLC users, won't require UFO4P for obvious reasons. Large patching against is ill advised.
Hello, I am having an issue with PRP and would like some clarification.
Here is some background information first. I am in the process of building a very large mod list (>800 mods). I have reached the point where I am installing some optimization mods to claw back some lost performance. I went to install PRP and have noticed no discernable difference in the draw call counts anywhere in the world. I have seen in a few isolated cases draw call counts over 20,000. I have been using the bridge next to the USS Riptide facing toward Diamond City as my benchmark. With my massive mod list installed I see between 11,300 and 11,500 draw calls. With PRP installed I see the same draw call range, 11,300 to 11,500. This lead me to believe PRP was not working, so I uninstalled my mod list and left only PRP, UFO4P, and SKK fast start active and spun up a fresh save file. At the same spot I was seeing draw call counts between 10,300 and 10,700. Uninstalling PRP and UFO4P, I still see draw call counts between 10,300 and 10,700. As such, I believe that PRP is not working with my installation of Fallout 4.
I am running a fully downgraded version of Fallout 4, so version 1.10.163 without the BA2 archive back port or NG creation Club content. I currently have version 2.1.5. of UF04P installed which should be the one for game version 1.10.163. For PRP, I am running the OG plugin version 74.22 and the Resource Pack version 74.17. As such, I believe I have all the appropriate mod versions for my installation of Fallout 4. Now this leads me to my actual question. I have looked through the comments present here and I have noticed that BenRierimanu has mentioned several times that PRP was developed against the GOTY version of Fallout 4. In addition, the main mod page lists the GOTY version and its season pass DLC as hard requirements. I have the original version of Fallout 4 which I purchased when the game first came out. I have all 6 DLC's (Nuka World, Far Harbor, Automatron, Vault Tec Workshop, Wasteland Workshop, and the Contraptions Workshop) which I purchased as they came out. This should be functionally identical to the GOTY edition as the only thing I lack is the season pass but all that does is grant access to the DLC's I already have. So is this sufficient, or does the GOTY version technically have different internal ID's which is preventing PRP from working?
In terms of the Creation Club content, I am missing the Hellfire, X-02, Heavy Incinerator, Tesla Cannon, Enclave Weapon Skins, and Enclave Armor Skins CC content. However, I see that on the main page these are only listed as soft requirements and as such I do not believe they would be the culprits behind PRP not functioning.
So yeah, I would just like clarification on this before I go and burn 40 dollars on essentially repurchasing the game and all its DLC.
I'd be happy to do the work to make my own patch and make this compatible with DYDJC (Do Your Damn Job Codsworth -- A Sanctuary Hills Overhaul): https://www.nexusmods.com/fallout4/mods/17561
But I'm not sure what I need in order to do it. Can this be done in xEdit? I'm going to take a peek and see if the solution jumps out at me but if anyone can provide any insight I'd love to hear it!
Thanks very much! On the other mod's page I've seen countless reports of Z-fighting when the two mods are installed, either in Sanctuary, or everywhere else, depending on the load order. However, in my load order, with DoYourDamnJobCodsworth.esp loaded immediately after PRP.esp, I have seen no issues at all. Some of the houses are scrappable when they probably shouldn't be, but no Z-fighting has occurred anywhere that I've seen.
I did see it happening on my own build before, but only with the "Rickety Restored Sanctuary bridge" and the patch included with DYDJC. I love that bridge mod but I'll gladly live without it if it means I can get Sanctuary looking better.
I guess I don't need to do this patch after all, but I'll save that link just in case something comes up!
xEdit in Quick Auto Clean mode should remove it. I must have forgotten to clean it. It's safe to leave it in if you don't want to bother, as all an ITM is, is a record that's Identical to Master, which in this case was a cell header that went unused.
I'm not going to fix this unless there's something more substantial that needs patched in the stable release right now.
You know what I do? I build my base on the road and north of the players house and the house with the workshop. If you use Workshop plus (or use fly in console) you can see Red Rocket. Try not to build anywhere that you can see your placed items there. If you're loading RR and Sanctuary together it's going to hurt FPS. This also goes for Abernathy. Try to build as far away from RR as you can.
My game was fine until the NG update got installed. Now, after 150+ NG hours full of stuttering (fps drops to 4-7 before going back up to stable 60), there's finally a fix! The drops are not entirely gone but now it happens only every now and then. They seem to be shorter too. Overall not perfect, but hey - it never was. Because it's Fallout. Kudos to the creator. It's playable again. Great job!
Only for a base game version (read: no DLC), and that would be a one off build. There is no reason not to use the unofficial patch unless you are on XB1 (and even then, that only currently invokes stutter due to an engine bug).
PRP appears to be breaking Vault 81 for me, even when it is the absolute last plugin in my load order. After going down the elevator, almost everything is invisible and blurred in various colors. I am able to temporarily work around this with the "tpc" command, and I have confirmed that this issue is tied to the presence of the prp.esp plugin. I am hoping someone will be able to offer advice to resolve this issue.
Your load order is messed up, not the mod. Make sure all previs plugins are under prp.esp. I have this mod and over 300 mods, I can tell you the vault is in perfect condition.
Did you disable all other plugins mid playthrough? That's not gonna change anything. Otherwise, verify file integrity or do a full clean install of the game, remove all mods and check the vault again. If it's all normal then you can reinstall mods one by one.
4740 comments
Patch notes are here.
Additional install instructions:
"Where's all the patches for the mods I use?"
An update on this, for 74, I'm only supporting Point Lookout building myself. Those using Nuka Word Reborn/Viva Nuka World and the Galac Tac series should migrate to Emiral's patches for support. Nuka World Plus is dropped for compat reasons with the other two nuka mods. Another patch builder will likely take it up.
"What's in Misc?"
CAF 1.2 CR is for use with Cooking Adventures, which I used in testing at one point, but have moved on to another cooking mod. I forget what it did.
The separate PPF installation package is intended for inclusion in collections to pick up if they are otherwise avoiding the main PRP package or for development purposes.
Known issues:
F4VR specific notes: Branch 69 and newer expects the Flat version of Fallout4.esm, not the VR version. If you don't have access to that (you can safely copy it over from Flat), three cells will be missing a small amount of references which will break precombines for that cell block.
In addition, this mod doesn't carry over any fixes from the DLCVR project, as I don't have any earthly idea what they even are. For all I know, it might be an issue of missing assets or something that I don't have the time to investigate.
Versioning policy:
I only keep around the current major release and the previous major release. This minimizes the amount of support both myself and the community has to deal with. The recent Old Gen and New Gen split is being treated as one version, and eventually Old Gen will no longer be supported, around the time 74 is archived.
Current branch status (secondary numbers are the UF4OP versions used in building, not the requirement, unless otherwise noted, assume the latest UF4OP release is required, the only thing lost in upgrading is additional draw calls from the new references added from the later versions that get fixed in later PRP releases):
As a general rule, the major version number is the main indicator of patch compatibility. If you have 69.6 and the patch was built from 69.1, it'll still work as expected.
59.xx (2.1.3): No longer supported. Archived.
65.xx (2.1.4): Archived.
69.xx (2.1.5): Moved to old files with associated patches, will be archived when the next stable (after 74) comes out.
74.xx (2.1.5): Marked recommended, in an attempt to make installing the mod less
confusing. Both documentation and patches are missing in places. I'm
aware.
75.xx (2.1.8): TBD
Issues with the current stable:
- The compat patches for mods like UIL, UEL, and others have been discontinued (as of Branch 74, 69 still has them in the fomod) and users should instead use the combination of xEdit and PJM's Scripts to generate their own conflict resolution patches (use the mode that's
for MDHT and such, the last one before advanced settings), additional documentation needs to be made to explain this better.
- Nuka World Plus has been dropped from the patch build cycle, and NWR/VNW are now covered by Emiral, he also has a patch for the Galac Tac series of mods for those looking for them.
Issues with the next stable:
- Painting related exclusions will be excised from the master file as PJM's scripts handle these for us on seed building. This is also a
contributor to draw call increases in certain interiors, as this is expected due to a flaw in the precombining system (if not excluded, the
worn effect isn't present on meshes that are precombined, so interiors with a lot of paintings will suffer more)
- One of the recent containers that UFO4P fixed was also moved a different place before it was added to their plugin, and I forgot about it in development, this has been cleaned.
- All duplicate references will now have their layer assignment updated or replaced to a brand new PRP_DeletedDuplicate
layer to indicate the reason for their removal, to aid in patch development.
Old Gen/GOG (1.10.163): UFO4P 2.1.5 (old files), PRP 74
New Gen/Best of Both patches (
1.10.9801.10.984 or 1.10.163 EXE with 1.10.980+ plugins/data files and BASS installed): UFO4P 2.1.8, PRP 74Is PRP compatible with the recently released Fallout London?
Yes, but there's no need to have it installed, as PRP covers the vanilla game, and London makes a tiny amount of changes to the vanilla worldspace to have the game correctly start you off in London. I personally helped one of the developers getting the equivalent of PRP implemented in their mod, so if you are playing London, you don't need this mod, unless someone manages to get a London to Commonwealth setup proper.
I'm crashing after a fresh download of the mod! HALP!!
I've noticed a string of people complaining about crashes and not downloading the resources (Part 1 or the 2GB package) file. Make sure you have that and installed as a separate mod in your mod manager. You will crash your game without it as the game won't find the updated meshes or occlusion tables as expected. If you have both plugins and resources, read just below.
I have the Microsoft Store or Epic Game Store version of the game, is it PRP compatible?
For every area but areas the Far Harbor DLC has touched due to newly found inconsistencies with the game's versions. This will be addressed in Build 75 and newer.
Loot's reporting ppf.esm is unclean, how do I deal with it?
Apparently in development, I forgot to clean the master file again, it's a singular ITM (Identical to Master) record. Though I do try to clean plugins, I don't always remember to, and for the moment, I'm going to leave this in as I'm not going to push an update just to clean a singular record out. It'll be fixed if I find something worth patching the mod for and issue a proper 74.23 release. If this bothers you enough, xEdit has a Quick Auto Clean mode that handles this for you, and there's loads of documentation on it.
PLEASE DO NOT POST CRASH LOGS IN THE COMMENTS WITHOUT A SPOILER TAG OR EXTERNALLY LINKED. IT MIGHT ALSO BE PRUDENT TO CONSULT THE LINK HERE FOR DECRYPTING THOSE ESOTERIC DOCUMENTS, AS I AM ILL EQUIPPED TO HANDLE THEM. IF PRP IS INDEED ACTUALLY RESPONSIBLE (HINT: 99% of the time, it's not), I'LL HAVE IT IN MY BUG LIST.
Last dev build (found on unstable mod page): 77
(060325 Update):
I've decided to reopen the mod's bug report section to help assist with public testing of PRP's unstable builds as I think the current release is good enough for public beta status. I'm only looking for visual issues that aren't already solved by installation errors or mod conflicts. If you have either of those, use the mod posts section here instead to get help with it from the community. At this time, I'm specifically looking for landscape wonkyness like texture seam mismatches (visible lines between blocks of the landscape at the cell borders) and object placement issues so I can fix them for the next stable release. Using PJM's AutoCellDisplay ring is a godsend for getting me the specific coordinates when issues like this are found. (equip ring after crafting and crouch, screenshot the resulting message box or record the specifics)
The bug reporting tab is intended for the nexus userbase, if you have access to the collective modding discord (which most of us are in), PRP has a dedicated bugs channel. Post there if you can first, if available.
(053025 Update):
I'm currently targeting build 80 based on what I've seen so far as far as bug reports for next stable.
Based on current plans, here's how this will go:
Build 78 will be the first beta release for wider testing.
Build 79 will be the release candidate.
Build 80 will be the final build that patch builders should work against.
As a reminder, due to the removal of the ESL flag (and renumbering of associated records to prevent future flagging and groundwork to work around an engine bug) in ppf.esm, you will have to start a new playthrough if you upgrade to build 75 or newer. This should be the only time I have to do this in the future.
I'm also now putting a call out to those that work on vanilla meshes that have bug fixes for me, as I'm opening the merge window for such changes. Please ask in the discord if you have such a fix so it can be added to the queue.
Also, I will go against my usual versioning policy and explicitly drop Branch 69 and 74 from the mod page when most of the dependent patches have caught up as a result of the save game changes, unless it is found that there are no ill effects removing the ESL flag from 74's master file with regard to built patches. I haven't had time to test this.
Build types expected:
Next Gen (Steam/EGS/Gamepass) - The usual here, but Steam users will have higher vram usage (expected due to known store front differences, working on a remedy)
Previous Gen (Old Steam/GOG) - Build 80 will be the final one and is considered it's own branch for patch building due to build differences, I can't get away with a single mesh set, sadly, which is why this will be the final one for old gen.
Base Game - Build 80 one off for non DLC users, won't require UFO4P for obvious reasons. Large patching against is ill advised.
Here is some background information first. I am in the process of building a very large mod list (>800 mods). I have reached the point where I am installing some optimization mods to claw back some lost performance. I went to install PRP and have noticed no discernable difference in the draw call counts anywhere in the world. I have seen in a few isolated cases draw call counts over 20,000. I have been using the bridge next to the USS Riptide facing toward Diamond City as my benchmark. With my massive mod list installed I see between 11,300 and 11,500 draw calls. With PRP installed I see the same draw call range, 11,300 to 11,500. This lead me to believe PRP was not working, so I uninstalled my mod list and left only PRP, UFO4P, and SKK fast start active and spun up a fresh save file. At the same spot I was seeing draw call counts between 10,300 and 10,700. Uninstalling PRP and UFO4P, I still see draw call counts between 10,300 and 10,700. As such, I believe that PRP is not working with my installation of Fallout 4.
I am running a fully downgraded version of Fallout 4, so version 1.10.163 without the BA2 archive back port or NG creation Club content. I currently have version 2.1.5. of UF04P installed which should be the one for game version 1.10.163. For PRP, I am running the OG plugin version 74.22 and the Resource Pack version 74.17. As such, I believe I have all the appropriate mod versions for my installation of Fallout 4. Now this leads me to my actual question. I have looked through the comments present here and I have noticed that BenRierimanu has mentioned several times that PRP was developed against the GOTY version of Fallout 4. In addition, the main mod page lists the GOTY version and its season pass DLC as hard requirements. I have the original version of Fallout 4 which I purchased when the game first came out. I have all 6 DLC's (Nuka World, Far Harbor, Automatron, Vault Tec Workshop, Wasteland Workshop, and the Contraptions Workshop) which I purchased as they came out. This should be functionally identical to the GOTY edition as the only thing I lack is the season pass but all that does is grant access to the DLC's I already have. So is this sufficient, or does the GOTY version technically have different internal ID's which is preventing PRP from working?
In terms of the Creation Club content, I am missing the Hellfire, X-02, Heavy Incinerator, Tesla Cannon, Enclave Weapon Skins, and Enclave Armor Skins CC content. However, I see that on the main page these are only listed as soft requirements and as such I do not believe they would be the culprits behind PRP not functioning.
So yeah, I would just like clarification on this before I go and burn 40 dollars on essentially repurchasing the game and all its DLC.
Thanks.
That or it was the mentats.
But I'm not sure what I need in order to do it. Can this be done in xEdit?
I'm going to take a peek and see if the solution jumps out at me but if anyone can provide any insight I'd love to hear it!
I did see it happening on my own build before, but only with the "Rickety Restored Sanctuary bridge" and the patch included with DYDJC. I love that bridge mod but I'll gladly live without it if it means I can get Sanctuary looking better.
I guess I don't need to do this patch after all, but I'll save that link just in case something comes up!
Should I worry about this? xEdit clean won't remove it.
I'm not going to fix this unless there's something more substantial that needs patched in the stable release right now.
Kudos to the creator. It's playable again. Great job!
Either way, you need Part 1/Resources.