4766 comments

  1. BenRierimanu
    BenRierimanu
    • premium
    • 549 kudos
    Locked
    Sticky
    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.

    Patch notes are here.


    Additional install instructions:
    Spoiler:  
    Show

    "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.
    - Corvega/Boston Commons/Financial District blocks in current stable have incorrect LOD assignment due to a fix that was incomplete (the blank or null linked references that caused the perf loss should not have been removed with a few exceptions, but instead assigned to the multireflod keyword)


    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.
  2. BenRierimanu
    BenRierimanu
    • premium
    • 549 kudos
    Locked
    Sticky
    Current version recommendations:

    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

    If you are following The Midnight Ride and reading the above, you are on New Gen, despite the EXE downgrade, as PRP only cares about the data files.

    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.
  3. BenRierimanu
    BenRierimanu
    • premium
    • 549 kudos
    Locked
    Sticky
    Project status (07/05/25)

    Last dev build (found on unstable mod page)
    : 77

    (070525 Update):

    I'm going to queue Build 78 probably around Mon or Tue, and put it up as a beta here if it passes basic checks. Build 69 will be finally retired around that time, as I've noticed most patchers are targeting only 74 now. I may or may not start a stream playthrough to QA, so there's still time to get any fixes in that are needed.

    (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.
  4. cbrgamer3
    cbrgamer3
    • member
    • 15 kudos
    Sorry if this is a dumb question, but I'm not sure if I meet the requirements. I don't think I have the GOTY edition, but I do have all DLCs. I'm not much of a fan of CC content, so I don't have any of it, even the free stuff. I do have the unofficial patch.
    Can I use this mod with what I have listed?
    1. BenRierimanu
      BenRierimanu
      • premium
      • 549 kudos
      Which storefront version do you have?
  5. ranfaireye
    ranfaireye
    • premium
    • 1 kudos
    So is it really down to get more fps vs. being able to scrap things? or am I doing something wrong?
  6. Raidolph
    Raidolph
    • member
    • 0 kudos
     ppf.esm needs cleaned.
    1. BenRierimanu
      BenRierimanu
      • premium
      • 549 kudos
      Known issue, run -qac on it. It'll be fixed if I need to update branch 74 again.
  7. Vanya769
    Vanya769
    • member
    • 1 kudos
    Hi, can some one explain what is a PRP timestamp in xEdit and how bad is it that there are many different of them and it colored red? I use UFO4P and prp with desperados overhaul. The world looks fine there are no visibly broken precombines.
  8. Dieselface
    Dieselface
    • premium
    • 47 kudos
    Hello, I'm having an issue with PRP where certain bushes are missing textures. This only occurs with the more recent version of the mod and occurs when all mods are disabled except PRP as well.
    1. BenRierimanu
      BenRierimanu
      • premium
      • 549 kudos
      Incomplete installation at least based on your download history (resources, but no plugins?)
    2. Dieselface
      Dieselface
      • premium
      • 47 kudos
      Sorry, it's not for my account. It's a friend's installation which is having the issue. I made sure she downloaded the plugins and she still has the problem.

      EDIT: I only re-downloaded the main file to see how it was formatted exactly since I haven't been playing Falloit 4 lately.
    3. BenRierimanu
      BenRierimanu
      • premium
      • 549 kudos
      All you need for base line then is resources and plugins associated with your patch level, if you are seeing pink in strange spots, there's something missing there, and it's typically ppf - main.ba2 if it's from PRP's mesh set, which is in the plugins archive.
  9. Sassissy
    Sassissy
    • member
    • 0 kudos
    hi great mod, could you suggest what is the best america rising 2 prp mod? there is a lot of them here on nexus and i want to download the most stable
  10. KUPOkinz
    KUPOkinz
    • supporter
    • 36 kudos
    edit; nevermind, this relies on the Unofficial Fallout 4 patch which essentially makes this incompatible with the VR version. Unsure why the description says it supports it. 

    How exactly would one get this to work for VR? Unless I followed the instructions wrong, I've used the OG version. Loading in game, just shows broken meshes and textures everywhere. 
    1. BenRierimanu
      BenRierimanu
      • premium
      • 549 kudos
      It's technically compatible as others have gotten it to work but the VR version has engine flaws that need accounted for and specific quest scripts that we don't have source for.

      As I don't have the hardware to even run VR, I can't directly support it, for the same reason UFO4P doesn't.
    2. KUPOkinz
      KUPOkinz
      • supporter
      • 36 kudos
      Perhaps remove the "VR" specific branch you have uploaded on the Nexus then or remove the Unofficial Patch requirements from it. Compatible or not, mod managers are going to flag constant errors with it being a master. 
    3. BenRierimanu
      BenRierimanu
      • premium
      • 549 kudos
      There was a VR specific branch in an earlier release, but the current version has appropriate measures accounting for the VR's engine bugs.

      I am not going to remove UFO4P as a master.
    4. KUPOkinz
      KUPOkinz
      • supporter
      • 36 kudos
      As I don't have the hardware to even run VR, I can't directly support it, for the same reason UFO4P doesn't.

      That's the spirit!

      I am not going to remove UFO4P as a master.

      This does not work with the VR version, neither the older upload nor the latest releases. If you want to keep in a requirement for another file that will break most people's games, by all means go ahead, it's your mod.
    5. BenRierimanu
      BenRierimanu
      • premium
      • 549 kudos
      I recall someone made a script replacer that handles VR's wonkyness with how the scripts are handled compared to Flat, but outside of that, I can't advise further. Others have gotten it to work, but the extent is not that well documented.

      The UFO4P hard requirement is the result of mastering them at build time, and any newly added records are considered in the generation, though keep in mind, most of us play with the Flat/Mainline version of the game.

      Maybe I should just strip the "compat with VR" flag for the nexus at this point. What's the player base for F4VR now, like in the thirties?
    6. KUPOkinz
      KUPOkinz
      • supporter
      • 36 kudos
      Yea, it's probably for the best you completely leave the VR part alone to the last of us that are still left and avoid releasing mods that knowingly break it, especially when you cannot even test for yourself. It's already pretty janked up and having anything else break with it, would likely push them away. We wouldn't want you to do that to us.
    7. BenRierimanu
      BenRierimanu
      • premium
      • 549 kudos
      That's the thing that gets me about it, though. PRP doesn't break VR to my current knowledge. The only issues I've heard of is missing landscape textures in DLC areas, and that might be related to engine specific issues.

      It just works, I guess.
    8. KUPOkinz
      KUPOkinz
      • supporter
      • 36 kudos
      Works just as good as Todd Howard himself saying it.
  11. 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.

    Thanks.
    1. BenRierimanu
      BenRierimanu
      • premium
      • 549 kudos
      The only major difference between NG and OG for Branch 74 is location changes that get added by a NG plugin (Remnants's CC ESM specifically)

      You probably have a working build of the mod, and I probably haven't changed anything in that area of the game which is likely why you aren't seeing any differences. If you need to make comparisons, ppf.esm has the actual changes I make, which could be used as a guide to benchmark with, as I am aware, there are places where perf is slightly worse with PRP installed (typically places with picture frames or worn texturing which have to be excluded to work around an engine bug)
    2. Thank you for taking the time to look over what I had done and confirming I was not going crazy and should have had a working install. That was a much needed sanity check.

      So after tinkering around a little I think I got it working in a manner where I see an actual performance increase. The USS Riptide still sees around 10,300 draw calls. However, Boston public library went from 11,300 draw calls to around 7,200 and Swans pond went from a peak of 16,800 to around 8,500. Turns out when I had been tinkering with possible performance increases earlier I had tried the bUseCombinedObjects=1 line in my fallout4.ini file and accidently left it in. Removing this line so the file was as it were originally resulted in the reduced draw calls showing up. This is probably placebo but I will leave it here incase anyone else is going crazy trying to solve this niche issue. However, now I can finally have the next gen creation club content, PRP, UFO4P, and Buffout4 with ba2 archive and plugin patches enabled running side by side without the game instantly CTD.

      Now this is probably the wrong place to ask, but one quick final question before I get out of your hair for good. I was planning on regenerating LOD's again for my mod list. Would you happen to know if there are any other good grass LOD mods besides this one https://www.nexusmods.com/fallout4/mods/81137? This seems to be the only one that shows up when I search.

      Have a great day and thanks again for the sanity check.
    3. BenRierimanu
      BenRierimanu
      • premium
      • 549 kudos
      I'm not going to comment on LOD mods, as that's sadly out of my area of expertise (I typically use TMR's recommendations which are vanilla for testing), but the bUseCombinedObjects=1 line is the default to my knowledge in the game.

      Swan's Pond being cut in half is amazing. I really need to do proper benchmarks one of these days.
    4. All right thanks for your honesty on the LOD part. Have a great day and thanks again for helping on the install part.
  12. warriorpoetex
    warriorpoetex
    • premium
    • 119 kudos
    Can I ask why this is adding branches/stems to some shrubs/bushes? Using 69.3 ... this does not show up in 65.5

    Image Here
    1. Kravik
      Kravik
      • premium
      • 8 kudos
      I'm having the same issue.  I replaced the textures with blank files for the bushes but these weird branches show up in their place.  Looking in to it, they appear as deadshrub 05 and deadshrub06 but I cannot figure out how to make them go away.  Also only appears with branch 69.  65 is branch free.
    2. samthedriveby
      samthedriveby
      • supporter
      • 0 kudos
      did you manage to fix this?
    3. BenRierimanu
      BenRierimanu
      • premium
      • 549 kudos
      You'll probably want this.

      For historical purposes, since Branch 69, there was an update to the grass meshes that was user contributed that restored or added the branches you see there. This is expected behavior if you use a transparent replacer, as it's not accounting for the newly added bush branches. The linked mod will handle hiding it. The mesh updates themselves I do not plan to remove as they look fine in vanilla and are barely noticeable.

      If you are using branch 69, due to material naming that didn't get fixed until 74, it's not fixable without side effects. Upgrade to 74 if that's the case.
  13. acrolous
    acrolous
    • member
    • 5 kudos
    why is UFO4P a master file 
    1. BenRierimanu
      BenRierimanu
      • premium
      • 549 kudos
      Because the ancient elder scrolls told me in a dream that I should build against it.

      That or it was the mentats.