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.
hey there, its a me again haha So i've been playing fallout VR for awhile now. and i switched to a new stronger CPU and had to reinstall windows sadly. Installed falloutvr and got the mods i needed. and for some reason, i can't figure out why far harbor and nuka world have invisible floors. even with this mod on. I didnt do anything different from my reinstall windows part. i dont get it *sigh*
Only mods i have is: F4SEVR Unofficial F4 Patch PRP - OG PRP - Resources
Have non-nextgen fallout 4, moved the master files into fallout 4 vr.
I have the GOG Version, so I installed PRP Plugins OG, Branch 74, part 2.
I'm unclear whether to use PRP Resources Branch 74, part 1, or PRP Resources Branch 69, part 1. The former is in the same branch, but the instructions on the download page indicate clearly it's meant for PRP Plugins NG, Branch 74, part 2 ("Main Files PRP Plugins - NG").
question: i have the 74-15 version of the PRP plugins (NG) already installed and i'm pretty deep into the game. the latest version (74-20) is missing the Heavy Flamer Creation patch. is it safe to uninstall 74-15 or should i just overwrite it with 74-20?
Overwrite it with 74.20, the CR patch only exists for OG users now, as half of it got merged to the unofficial patch, and the other half into the ppf.esm master file as NG assumes you have that CC item now.
i'm sorry if i sound dumb here, but from what i understand it is safe to uninstall 74-15 and replace it with 74-20, correct? i have the latest UFO4 patch installed as well.
If you previously had the 74.20 ESM hotfix, you can safely delete that mod and upgrade to this fomod update.
74.20 (Initial release), 74.21 (Cleaned up translations release)
Minor plugin cleanup in master file to adjust for UFO4P (removed a pair of overrides that are no longer needed and forwarded a text string update)
Foreign language players, the text string is from the following changelog line, I'm going to feed the DeepL results into the plugin for that name (Did so for FR, DE, IT and ES as of this post). If it's not correct for your language, please let me know with the correct spelling so I can fix it. Not all languages have been updated for this, so a few of you might see that updated name in English. The .xml files I have just need updated per usual.
InstituteTunnel01: "Public Works Maintenence Area" -> "Public Works Maintenance Area" (Bug #34540)
Edit: Also considering dropping PT-BR due to the submitter being banned and no suitable replacements exist right now.
Humble request: Would it be possible to get an optional build that has light source meshes (lamps, candles, spotlights, etc.) excluded from precombines?
If you're familiar with the old ENB Lights mod for Fallout 4, it boosted the emittance value of these meshes to give stronger bloom, but had to place down copies of every single ref in the game. I made personal patches for ELFX but it's kind of hell to maintain. Removing the lamps from the precombine would allow one to tweak them however they want without patching dupe refs in.
I can provide a comprehensive list of meshes to exclude.
An alternate option would be to supply you with patched meshes that use external material files instead of shader values directly in the mesh. Many models in FO4 do not use BGEM/BGSM files the way they should.
Honestly the patched meshes would be a better option going forward, especially with the current work I'm trying to do to backport Far Harbor's inconsistencies.
It begs the question of why every individual mesh doesn't have materials assigned to them.
I also need to get that development discord setup one of these days, it's getting more difficult to keep track of everything I need to fix.
the patched meshes would be a better option going forward
Agreed! Some of the meshes with animations embedded may not be affected by external material files since those values effectively become hard-coded, but that's a small minority. I'll pull together patched meshes/materials ASAP.
why every individual mesh doesn't have materials assigned to them.
Short explanation, inconsistency; Pipelines changes mid-development or not everyone adheres to standards. In 3DS Max you can assign a BSLightingShaderProperty or a BSEffectShaderProperty to a mesh and specify the parameters there without being forced to use a BGSM/BGEM, which are optional.
4607 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.
So i've been playing fallout VR for awhile now. and i switched to a new stronger CPU and had to reinstall windows sadly.
Installed falloutvr and got the mods i needed. and for some reason, i can't figure out why far harbor and nuka world have invisible floors. even with this mod on. I didnt do anything different from my reinstall windows part. i dont get it *sigh*
Only mods i have is:
F4SEVR
Unofficial F4 Patch
PRP - OG
PRP - Resources
Have non-nextgen fallout 4, moved the master files into fallout 4 vr.
Not sure what my problem is *cries* lol
I'm unclear whether to use PRP Resources Branch 74, part 1, or PRP Resources Branch 69, part 1. The former is in the same branch, but the instructions on the download page indicate clearly it's meant for PRP Plugins NG, Branch 74, part 2 ("Main Files PRP Plugins - NG").
74.20 (Initial release), 74.21 (Cleaned up translations release)
Minor plugin cleanup in master file to adjust for UFO4P (removed a pair of overrides that are no longer needed and forwarded a text string update)
Foreign language players, the text string is from the following changelog line, I'm going to feed the DeepL results into the plugin for that name (Did so for FR, DE, IT and ES as of this post). If it's not correct for your language, please let me know with the correct spelling so I can fix it. Not all languages have been updated for this, so a few of you might see that updated name in English. The .xml files I have just need updated per usual.
InstituteTunnel01: "Public Works Maintenence Area" -> "Public Works Maintenance Area" (Bug #34540)
Edit: Also considering dropping PT-BR due to the submitter being banned and no suitable replacements exist right now.
If you're familiar with the old ENB Lights mod for Fallout 4, it boosted the emittance value of these meshes to give stronger bloom, but had to place down copies of every single ref in the game. I made personal patches for ELFX but it's kind of hell to maintain. Removing the lamps from the precombine would allow one to tweak them however they want without patching dupe refs in.
I can provide a comprehensive list of meshes to exclude.
An alternate option would be to supply you with patched meshes that use external material files instead of shader values directly in the mesh. Many models in FO4 do not use BGEM/BGSM files the way they should.
Just thought I'd ask!
Thanks for your crazy amount of work on this.
It begs the question of why every individual mesh doesn't have materials assigned to them.
I also need to get that development discord setup one of these days, it's getting more difficult to keep track of everything I need to fix.
Agreed! Some of the meshes with animations embedded may not be affected by external material files since those values effectively become hard-coded, but that's a small minority. I'll pull together patched meshes/materials ASAP.
Short explanation, inconsistency; Pipelines changes mid-development or not everyone adheres to standards. In 3DS Max you can assign a BSLightingShaderProperty or a BSEffectShaderProperty to a mesh and specify the parameters there without being forced to use a BGSM/BGEM, which are optional.