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.
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.
Pardon the mess, tidying up the stickies. maddogfargo's FAQ post should be converted to an article going forward, which is why that's no longer pinned. I'll dig it up when comment search works again.
Status update: I've begun working on the mod again, and I'm abandoning my plans to full verify the duplicates for now, so I can sort out the gamepass mess for Far Harbor. Build 75 will have the following changes and be a development build when complete:
- ESL Flag removed from ppf.esm (requires a new save, I won't budge on this as I have plans down the line, and I can't do them with the light flag applied on the master) - Backporting the changes from the Gamepass Epic Games Store Far Harbor version to the Steam release with regard to worldspace stuff. This is in progress, but I've noticed a lot of reference deletions. Doing this backport restores compatibility with the Gamepass release. - I plan in the future to stream a quality assurance type of playthrough for testing and bug checks. More info when available.
03-24-25 Update: Platform Support Status: Steam - Natively (OG or NG) GOG - Tested by others, local copy unchecked but recently purchased Gamepass - Far Harbor is broken when used with this version of the game, known issue, to be fixed in next stable through a backport, also Automatron DLC has technical issues in it's mesh set that I can't address directly. Epic Games Store - Partially supported, same situation as Gamepass
Literally purchased GOG and EGS's versions of the game a few moments ago, so I'll have a more indepth view of the game's differences and be able to standardize them all.
So, gonna out myself on this one. Usually, have no problems modding, and am pretty good at fixing things up. But, reading different answers on here and elsewhere. Do you merge the plugins and resources into 1 mod, or keep them seperate? First i had them merged, and other then a few things not displaying right like the open mine pit and some doors it ran fine. Then had to start a new game, and reading thought I had to have them seperate. So now I have PRP Resources, and PRP Plugins NG as seperate which causes crashes when I get to sanctuary. So, im gonna say you need to merge them? Or, least do something else that makes them work right?
They should for the most part. Certain plugin level corrections for example might be missing since and would need compared/conflict resolved to determine for sure. But at the mesh level, yeah, as long as they say Branch 74 or 69 if you are using that branch.
Hello.I have installed about 100 mods, including UFO4P. If both mods UFO4P and PRP are active, then the game crashes when starting: crash-2025-04-19-14-35-35-AUTOSCAN If the UFO4P is turned off, then the game starts, but visual artifacts appear in the game itself:
I have been using prp for a good while now because it fixes the DLC to work in VR however in the past there were crashes in Dry Rock Gulch in the Nuka world DLC. I made my own fix by adding landscape to temporary in the prp.esp of all of the NukaWorldWildWest world spaces in xedit. That stopped the crashes but that also breaks shadows when entering the cells that I added the landscape entry to. I was just curious if any work has been done to that area since PRP 69 that’s when the crashes were happening and I’ve been forwarding my fixes to each update but would love an official more correct fix that doesn’t break shadows if there is one. I know the intention of PRP was not to fix the DLC for VR but it just so happens to do the best job of it better than any other mod and I’ve only had this one issue it’d be perfect if I could fix it correctly instead of my workaround but I don’t have nearly the knowledge of these things.
This mod isn't compatible with Do Your Damn Job Codsworth. If I have this mod beneath it, it works fine but Sanctuary gets disappearing roads and textures. If I swap the load order, then Sanctuary becomes fixed but the rest of the wasteland gets the disappearing walls and textures. Any fixes for this?
4650 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.
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.
Status update: I've begun working on the mod again, and I'm abandoning my plans to full verify the duplicates for now, so I can sort out the gamepass mess for Far Harbor. Build 75 will have the following changes and be a development build when complete:
- ESL Flag removed from ppf.esm (requires a new save, I won't budge on this as I have plans down the line, and I can't do them with the light flag applied on the master)
- Backporting the changes from the
GamepassEpic Games Store Far Harbor version to the Steam release with regard to worldspace stuff. This is in progress, but I've noticed a lot of reference deletions. Doing this backport restores compatibility with the Gamepass release.- I plan in the future to stream a quality assurance type of playthrough for testing and bug checks. More info when available.
03-24-25 Update:
Platform Support Status:
Steam - Natively (OG or NG)
GOG - Tested by others, local copy unchecked but recently purchased
Gamepass - Far Harbor is broken when used with this version of the game, known issue, to be fixed in next stable through a backport, also Automatron DLC has technical issues in it's mesh set that I can't address directly.
Epic Games Store - Partially supported, same situation as Gamepass
Literally purchased GOG and EGS's versions of the game a few moments ago, so I'll have a more indepth view of the game's differences and be able to standardize them all.
crash-2025-04-19-14-35-35-AUTOSCAN
If the UFO4P is turned off, then the game starts, but visual artifacts appear in the game itself:
For example the Sanctuary bridge has this issue.