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.
Additional install instructions:
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"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.
74.14 Notes (Both, NG initially as an English hotfix) Forwarded location fixes for E07B and E467 from UFO4P 2.1.7, which also obsoletes the related clearable patch from Glitchfinder's patch mod.
74.13, 69.7 Notes (Both) Updated default material file for the Red Rocket pump meters, contributed by CrunchyBiscuit007, they mentioned that the defaults (the one that ships with the game) aren't good and haven't figured out a good replacement, and the one presented was taken from a nearby object. An additional mesh was added with this fix pack and will take effect on next stable as I don't ship mesh updates on minor patches. For the userbase, only PPF - Main.ba2 will be updated to account for this and existing built patches won't be affected. (Both) DoubleYou also sent me a fixed CopperPanels material file that corrects the specular assignment for that texture that I hotfixed in with this update. (Both) Updated FOMOD title to display NG/OG Version for Branch 74, and backported all material updates to Branch 69.
74.12 Notes (OG) Resynced header adjustments to be in line with UFO4P 2.1.6 (mostly location and water related) (Both) Finally rebuilt the FOMOD. (OG, 082724) Resynced the missing XWEM in the Commonwealth entry. This was already fixed in NG, but I'm now just getting around to it.
74.11 Notes (Previously 74.9 and 74.10) Removed XWEM entries for Commonwealth/DiamondCity/FarHarbor (this matches the puddle fix from fadingsignal intentionally to deal with wackyness from the previous 74.8 release relying on partial forms which was causing patching issues) Reverted to vanilla records as per DoubleYou, and ENB users. The puddlefix isn't a panacea, and I shouldn't have made this sort of change, honestly, but it was 2am and I was tired. Also did conflict checks to make sure NG CC locations were in the cell headers where required. (Surprise, they are, since 74.8)
74.8b Notes Fixed the description on PRP.esp so that it doesn't show '74.8Previsibines' in Loot and instead '74.8' like it's supposed to.
74.6b (OG), 74.8a (NG) Notes Removed default cubemap in Commonwealth, a leftover from what I was attempting to resolve last night to assist in TMR load order, this matches the puddle fix mod (which makes the order between PRP.esp and the Puddle fix mod now irrelevant). Apologies for the sudden amount of updates.
74.7, 74.8 Notes Did conflict resolution with the Next Gen master files and synced header updates, also adding the requirement of a pair of newly added CC items to minimize requirements for PPF/PRP (HeavyFlamer and Remnants are now required as of this patch due to header location updates, but also frees up a slot taken by a CR plugin that's now pointless)
74.6 Notes Updated SCOL meshes with the patched versions DoubleYou sent to resolve conflicts with the Flutter Flicker Fixer for Foilage mod which will be fully fixed in the next branch, and added a patched mesh to fix a model seam, contributed by Glitchfinder. Patches generated after upgrading to 74.6 will pick up this fix, it's not important enough to merit a full branch rebuild. 74.6a: QAC'd and PartialForm'd PRP.esp at request, english only due to time constraints. Future updates will do this for next gen users and translated versions. 74.5 Notes Purged some ITPO remnants from the build process that weren't cleaned previously.
74.4 Notes Additional work to make CC related changes seamless where possible. The affected records were marked initially disable when branch 74 was generated, they just need to be hooked up to an enable parent instead, so generated patches should be unaffected. Associated interiors do need checked, though. Next up is the FOMOD overhaul, which is long overdue, those waiting on translations, 74.5 should have them, provided nothing else needs patching. 74.4a: I'm an idiot, forgot to do the ESL renumber with PRP.esp loaded. Fixed the new record links to PRP.esp (two new records should not have been renumbered), and finally cleared out the reference group deletion entries.
74.3 Notes Fixed incorrect enable/disable state for a specific set of CC related references for the Vault Suit CC and implemented the missing walls in MassPikeTunnel01 if you do not have the X02 CC installed. Both patches do not require any patch rebuilding, but the Vault Suit related references (just locker statics in vaults, only the VaultCryo111 locker with loot in it would be missed) are not retroactive. The objects are there, just disabled. The archives were repacked to better match Build 69 (minus translations, that'll be later), if you are a MO2 user and did a merge, just install PPF's update, as only PPF.esm was updated in this upload. Vortex users and MO2 users should redownload both parts unless they are tech savvy enough to move PRP.esp to the PPF mod installation folder. These instructions only apply to build 74 users, build 69 has not changed.
74.2 Notes Rebuilt MDHT again for Nuka World, I swear to the office gods, I need to setup a trello or something.
74.1 Notes Disabled Previs in RelayTowerInt12. Again. I really need to blacklist that cell.
74.0 Notes Initial upload of new branch.
69.6 Notes Resaved PPF.esm in xEdit 4.1.5b to correct ONAM records as per the patch notes. This may or may not shore up issues that were present in the stable build. No changes otherwise were made to the plugin. 69.6a was an archive recompress, no changes were made since 69.6. If you previously downloaded that version, there's no need to update.
69.5 Notes Disabled Previs in RelayTowerInt12 (This was in the 69.4 hotfix) Updated LCTN entries to match FATE, including the one in SS2 Ch3, also adding default music and cubemap as per FATE for NukaWorld. Too far in to notice that I didn't rebuild the translator caches. PL, JA, ZHTW and ES have untranslated entries as a result and I was too far in to notice. I'm leaving the 69.3 FOMOD up till I fix this for existing users. Fixed as of 69.5.1.
65.6 Notes Updated PPF.esm in FalloutVR to inject the missing worldspace references that already exist in Fallout (Flat version, the one most of us use). This fix hasn't been ported to branch 69 yet, trying to decide on the how. Fixed FOMOD versioning scheme. (Leftover from the versioning switch, example: 0.65.5 -> 65.5)
69.0 Notes Build 69 has had the new records renumbered to better support VR, as there's a whopping 30ish or so in PPF. Existing saves may crash as a result of this change on release, but limited testing did not show this. The upside is that there will only be a single set of plugins per language, which should simplify patch building depending on the mod.
So, if you experience crashes after upgrading to this release, see if a new save fixes it or fast travel to an interior that's not Fallon's or DBHighSchool and upgrade. My apologies for the pain and suffering this will likely cause a few people. 69.1 Notes Forgot NW MDHT records again. 69.2 Notes Foreign language players that migrate to the 69 branch should wait for this version, as 69.0 has placeholder english language files in the usual spots. I'm waiting on the stable release of the UF4OP update to see if translation updates need to be made or not. Migrating from 2.1.3 to 2.1.4 strings for French, for example had slight name adjustments, too soon to say. Did a bunch of conflict resolution with the compat patches which should now be 100% in sync with the main PRP plugin. 69.3 Notes (Optional if the below fixes aren't applicable to your load order.) Translation updates (French, Russian) PRP-Compat-RegionNames.esp had an incomplete copy of the generated MDHT data, this has been manually corrected to be in line with the main PRP.esp plugin.
Known issues:
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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 (2.1.7): Expected next build. Starting with this build and newer, it will not be safe save due to plugin architecture changes and filename changes.
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.
Props: This was a tremendous undertaking, and I absolutely respect the work you put into this. But...
PSA: Users should be aware that blanket Precombine / Previs mods like this one WILL CONFLICT with other mods, such as my settlement cleanups, that regenerate their own Precombines / Previs.
Compatibility: To minimize conflicts, PRP should load BEFORE any cell editing mods that generate their own Precombines / Previs. BOTH PRP + these cell editing mods should be at/near the end of your load order, as stated in the image below. Or...something like this:
All other mods Cell edits with BROKEN precombines / previs PRP Cell edits with REGENERATED precombines / previs (END)
Caveats:
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This STILL is not a 100% guarantee that you won't have occasional flickering or disappearing near cell borders where the Previs / Precombine data may have a conflict or two. But it should at least minimize it. This is a limitation of the engine and the way it optimizes cell geometry.
Prevention:
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You won't NEED mods like PRP if you DO NOT use mods that disable previs / precombines to begin with. This includes a lot of OLD green mods like Regrowth Overhaul, which asked users to disable bUsePrecombines. Some mods even turn it off without telling the user, or accidentally break it. You can check this in game with a console command: TPC (Toggle Pre-Culling) If you can toggle it between disable and enable without errors, your cell has working precombines. If you get an error, they are broken.
For modders who want to edit a cell, there are 2 rules you must follow: ( 1 ) If you are going to TOUCH ANYTHING VANILLA in a cell, assume you will break precombines, and need to regenerate precombines + previs. Just CLICKING on a vanilla cell object flags the cell as edited and breaks precombines. This can be fixed using xEdit / FO4Edit to remove any unintended vanilla cell edits. ( 2 ) If you don't want to touch vanilla, and just want to ADD CONTENT to a cell, create a layer and do ALL work on that layer.
Why does this even matter? Performance! Many of the "Fallout 4 is not optimized" complaints were coming from users who broke their precombines with mods. Even Bethesda themselves broke precombines in the General Atomics cell with the Automatron DLC. This has a HUGE impact. Here is a video I made comparing on -vs- off:
thanks for making this sticky! most important in my opinion is the prevention paragraph! you can add objects and you can change dynamic objects. if you try to change or delete any static object (potentially part of a precombine) including clutter in settlement areas with previs/precombines set to disabled you are definitely taking the risk to raise draw calls dramatically and to cripple your performance as shown in the videos! everybody should know this before manipulating any object in exterior areas or installing mods doing exactly this!
Old Gen/GOG (1.10.163): UFO4P 2.1.5 (old files), PRP 74.17 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 2.1.7, PRP 74.17
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.
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.
Future pending changes: - From scratch rebuilt MDHT for Commonwealth, SanctuaryHills(Intro), DLC03FarHarbor (adds new file intended for patch development for blocks not covered by PRP that includes the MDHT updates and is optional named prp-mdht-extra.esp), delayed for a future patch to be implemented, originally planned fro 74.17. - Language updates: Chinese (Simplified, need to get in contact with Vozhuo re: permissions, if you happen to be reading this, Vozhuo, just send me a pull request with the updated xml files like usual)
Changes in 74.17: (The usual, plugins only actually updated, optional for non-Japanese players.) - Language updates: Japanese
Changes in 74.16: (Only NG Plugins was changed in this update, all other packages were version bumped nexus side, no other changes.) - Restored dynamic disables for Saugus Ironworks (related to the Heavy Incinerator CC, this is what was stopping quest progression there)
Changes in 74.15: (This update is optional if you don't play in the below listed languages.) - Translation updates (French, Russian, Spanish) - Special note for the French player base, a bug was filed against your unofficial patch translation as some mismatches were observed in comparing strings vs the string file updates that ship with the mod. - Renamed PRP Plugins to PRP Plugins OG and PRP Plugins NG nexus side, nothing has changed otherwise since last night's upload.
Changes in 74.14: - Forwarded location fixes for E07B and E467 from UFO4P 2.1.7 (This also obsoletes the ClearableUSSRiptide_PRP_Patch.esp plugin if you have it) - Renamed all filenames in the project to be lower case to be in line with the unofficial patch changes. (Reference bug 34096), this requires a reupload of the resources package. Previous users on windows don't have to redownload the updated package, as only the filenames have changed, nothing content level. - Minor note, forgot to remove the unused images from the OG FOMOD, that's why it's slightly larger than the NG one.
Changes in 74.13 and 69.7: - fomod config (adds OG or NG Version in title, Branch 74 only) - Updated RedRPumps01.BGSM (Material file attached to Red Rocket Pump Meter mesh, thanks to CrunchyBiscuit007 for the contribution) - Added updated CopperPanels01.BGSM (Material file attached to CopperPanels used in some yellower buildings, this fixes specular assignment to them as per DoubleYou)
Edit: 74.13 plugins need autocleaned because I'm dumb and forgot. PPF: 1 ITM, PRP: 93 ITM
Edit: Mod Permissions updated to clarify the no translate stance. Compat patches are fair game for translating, the main PRP mod isn't (and comes with most covered translations of varying quality, improvements welcome)
Sorry, i'm sure you've already answered this a bunch, but i'm using the downgrade patcher that leaves the CC content in the game. Whenever a mod page says Pre-NG or NG i'm never really sure which version to go for since it's technically both. So should i use the NG or the OG Plugins?
Project status: Nexus mod updates are going to be sparse for a while. I'm in the process of doing a long and tiring verify pass of the mod's master file and ripping out any and all fixes that aren't already covered by PJM's scripts or were development leftovers. The userbase can follow progress from the git repo here. This repo will replace the existing one when I'm finished.
I plan on opening a personal discord (it's already created, just needs some role/fine tuning for setup) to better track bugs and what I actually need to fix as the method I've been using so far isn't panning out so well. The existence of that discord will not remove my presence from Collective Modding, but when it's finally up and running, I will condense the channel count to a single mod author channel.
Suffice it to say, I've still got a long way to go, but I'm not giving up yet.
Build plans: Verify phase will have interim builds at the following markers: Interiors done, Commonwealth done (multiple sections will probably happen, split twice or four times, haven't decided), and such. The interim builds will be for quality assurance purposes only and be stripped of any and all previs fixes that were previously considered subjective.
STARTING WITH BUILD 75 AND NEWER, THE ESL FLAG WILL BE REMOVED FROM PPF.ESM, WHICH WILL REQUIRE A NEW SAVE UNLESS YOU ARE COMFORTABLE WITH THE ENGINE EFFECTIVELY RIPPING OUT A MOD AND REPLACING IT IN YOUR CURRENT SAVE.
The reasoning for the above change is to preserve VR support (for the six or so still playing it), and to get around a generation bug if I decide to actually add content to the mod (which would be pushed out as an optional patch, but the cell headers have to be anchored to ppf.esm for them to work as expected, as precombines get ignored if the newly created master file is in an ESL plugin, it's a known engine bug.)
Hello, i don't know if this is already postet or if i'm the only one with this "disparity", but at the downlodpage for the PRP Resources states Version 74.17, however if i try downloading it it loads something with 74.14 in its Name. The same is true with the Downloadmanager, as it installs 74.14. I do get the update message in my Downloadmanager so is this just me, or did the Resources not get updated?
The reversioning was me trying to work around mod managers not correctly showing version updates. The 2GB resources package has been unchanged since 74.14, so if you have any version of it since that point, you don't need to redownload it.
As Exoclyps said, Remnants is one of the CC included in the NG update, and Neon Flats is a CC item that is purchased separately (not required for PRP use, the CR plugin only addresses conflicts with it and PRP.)
Hey, I've been away from fallout for a bit and I'm starting a new build, I was curious if the newest PRP is still VR compatible? I know you were planning on future updates not being compatible anymore was just curious if that happened yet?
I need to make a save game breaking change to maintain compatibility, as I realized there was an engine issue I also have to account for, so future builds past 74 will be VR compatible provided you use the Flat ESM files.
The main problem with the VR build is the ESL bug (it's not the lack of ESL support as some think, it's actually just the same bug that plagued skyrim until recently, where only half the ESL records space is allowed)
Thanks so much for the reply, yeah I looked and saw it was still esm/esp so thought I’d ask, so this version is still good to go for vr then provided we use the flat esm then right?
In the future i'm gonna play Skyrim VR after Fallout VR. I saw thhat Skyrim has the ESL bug? What does that mean exactly? and is it fixed or a patch out? I'm guessing ESL mods don't work in skyrim
Should be fine as long as flat ESMs are in use, I made adjustments to the new records to keep them in the safe area with 74.
tobyguilmon: Old Skyrim(pre-1170)/Skyrim VR/Fallout VR has a bug where only half the new records are allowed (the game hardcodes them as overrides for the other half) in an ESL flagged plugin. Skyrim VR I think actually has a fix for this through a SKSE plugin, but there's no equivalent for Fallout 4's VR version to my knowledge.
Just posting for informational purposes, I’m playing in VR and have been trying to use prp with every update , I am using the flat Fallout 4 esm it’s worth it to note that this mod does fix all of the missing textures for VR in the DLC’s however there is a consistent crash with every version of prp that I have tried in the Nuka world DLC in Dry Rock Gulch. Other than that it seems to working very well , I have made a pseudo fix though not ideal so I’m really hoping for an official fix. Tested on the newest release of prp and also branch 69 same crash in both versions.
I have absolutely no idea why it crashes for you in that specific area, and I'd like more info, but as it is, I'm considering dropping VR support unless you guys somehow get proper ESL support and archive patches.
I appreciate the reply I wasn’t sure if there was any interest in fixing it for VR that’s why I first wanted to share the info before being more specific, it’s crashing just after the main entrance past the protection and by the roller coaster that’s just past the first protection that greets the player and also around the area where the flag goes to claim the area for a raider gang of the players choosing , I can also post my crash log if interested, just let me know, and I know that esl support is being worked on but I’m not sure about archive patches. Also I have made a simple “pseudo” work around that stops the crashing by going into xedit and adding landscape to all of the ext cells in the prp.esp Starting with NukaWorldWildWestExt01 and so on, for all of the Dry Rock Gulch exteriors, this fixes the crashes however causes shadows to turn off when crossing into a different exterior cell but it does work somehow.
Without getting too crazy of posting the entire log , this may possibly be the area of interest in determining the crash. I can also still post the whole log if interested in helping for VR. Name: "WorldRoot Camera" RTTIName: "NiCamera" Flags: 2000000000000e Checking Parent: Name: "WorldRoot CameraNode" RTTIName: "NiNode" Flags: 2000000000000e Checking Parent: Name: "WorldRoot Node" RTTIName: "SceneGraph" Flags: 2000002000280e
Also just wanted to post my two cents. This mod is a great asset for VR players to improve performance and also fix all the DLC missing textures, the only issue I’ve had so far is the aforementioned crashes in Dry Rock Gulch though I haven’t completely fully tested everything, I have tested pretty extensively so far on branch 69. I hope very much that you’ll consider not abandoning VR and possibly setting aside 69 for VR users. Please know that I completely understand the already daunting task in creating and improving the mod for flat Fallout 4 and so addressing any issues in VR isn’t of much interest with that being the case, and I’m also aware that it wasn’t your intention to improve performance for VR specifically or fix the broken landscape in the DLC and that it just so happened to be a side of creating the precombines. However it is a great solution for VR players and would be a shame for those who only play fallout VR. I speak for myself obviously as I just have no interest whatsoever in flat Fallout 4 and have begun to learn all I can of modding in order to compensate for lack of VR support in the modding community for Fallout 4 specifically. That being said I would love to help with the VR aspects of the mod if I could and also if not I would consider making my own separate fix for the DLC for VR from scratch but you have already done most of all the legwork for that and so I’m hoping that the minor issues can be addressed but I also understand that it is not the intention or priority for the mod to begin with.
The only reason I'm even considering it is because of the archive format change in the NG update for flat. VR just needs updated to handle it, then support will continue at that point. I've heard someone's working on it and the ESL support upgrade, but little else. If you have programming skill, that's where your efforts should be focused.
I just have nothing for the Dry Gulch issue.
Edit: As an aside, 74 should work for VR users as well as 69 does, any build past 74 will be the issue.
Thank you for the reply, yeah it’s definitely being worked on. Also there’s a “fix” on the nexus for the DLC in VR but it’s incomplete and has many issues I am just starting to get deeper into modding and have a decent amount of experience but still not by any means at a higher level but will see if I could look into a solid solution for the Dry Rock issue if there’s no other solution , as I’ve said adding landscape to those entries stopped the crash but when I leave the cell it turns shadows off when entering the next cell this is to my understanding an issue with precombines but I’ll keep trying to find a more solid solution just thought I’d mention it if you were interested for informational purposes alone.
this might be a stupid question but is this mod only worth downloading if you use mods that break pre combines cause i want to use a scrap everything mod and dont have one but i do have this installed. or is it more just to have this mod in downloaded as like a patch.
Think of PRP as the unofficial patch version of the precombines system. A mod like Scrap Everything isn't compatible with it (yet) and would require a dedicated patch for it.
It's useful for fixing visual details and improving performance in specific areas (I spent nearly a year going through and removing duplicate references that were in the master files that save some draw calls in places and there's a few bugfixes in places like Corvega and the Financial District that greatly improve FPS there.), but it's also a conflict magnet, and there's little I can do to mitigate this due to the nature of the system itself and where it's typically stored in the plugins (the cell headers)
So, it's a trade off if you want to be able to clean absolutely everything and have anything remotely like good fps or you can have improved (I won't say great as this was a marketing mistake early in the project's lifetime and a gross misunderstanding of what I was trying to fix in the first place, there's benchmarks out there of what my mod does) fps.
ok thanks for clarifying that really just wanted to be able to remove the red rocket cause i want to build my own version in that spot and obviously the game really doesn't like that.
Are you aware of ESM'ifying plugins breaking PRP patches ? I happen to have read about it today, and would like to get confirmation at the most knowledgeable source since I happen to have done so with several of the mods I'm using (alongside PRP and patches).
Personally, I doubt that toggling a flag on the header and switching non-static records (like NPCs or doors) from temporary to persistent should break anything, but I'm by no means an expert in how previs/precombines could be affected.
One of the locals in the TMR discord got hit by this, but I'm starting to wonder if there's something going on that we aren't seeing. As far as PRP is concerned, ppf.esm should already be ESM (+ESL in builds 74 and older) and prp.esp cannot be ESM at this time in normal usage scenarios (as sadly a lot of plugins aren't ESM), but there shouldn't be any difference as far as the esp being tagged ESM in this instance unless there's a new and esoteric engine bug that we are now discovering is in play here.
tl;dr: Needs testing, unlikely chance of engine bug.
Hi ! Some asked me if my mod would break PRP, but i didn't know watt PRP was (as i never played Fallout 4 for the moment ^^) So i asked what was PRP and here i am. How could i know if my mod break your one ? There's "only a few" edited meshes, but there's. https://www.nexusmods.com/fallout4/mods/3747
In short, PRP is the unofficial patch for the precombined/previs mesh and optimization system for the game. Bethesda implemented the system originally to make the game not run like garbage on DX11 due to draw call limits.
For texture replacements, PRP should be 99% compatible with a few exceptions as the included meshes (in PPF - Main.ba2) are user contributed and have fixes of some sort that address z-fighting or other developer jank and brand new texture assignment in one specific case. The list you provide does actually have a conflict as the two pump meter meshes are updated in my mod by a user to assign a specular and material file if I recall, and the associated files are in the same archive.
So, if you edit a mesh, and it was previously precombined, the updated mesh won't show as the precombined meshes are built before hand. This is why I have relatively open permissions for the mod and why the patch ecosystem exists, as any contributed mesh fixes (I'm not good with Blender) are in that archive or the unofficial patch and propagated to any and all mods that build patches against PRP.
Looking at my mod's history, fadingsignal updated the meshes to have a material file assigned, and another user added the shadow casting flag to the mesh later on.
If there are any other bugfixes of this nature, I will take them in to the project with open arms (and permissions) if the unofficial patch does not, anything to help out the community.
I really appreciate your answer. So as i understand i do not need to remove anything as your mod on top of mine will dominate. I'll give a try for your mod and test what happens exactly, but i'm pretty confident.
That's not entirely accurate. I would only remove the two red rocket meshes, depending on the kind of edits you were trying to accomplish, the others I believe are not precombined, or otherwise modified by PRP to my knowledge but I have not checked in detail.
What does your version of the meshes even change, by the by?
4464 comments
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.
Recent patch notes:
74.15 Notes
Translation updates (French, Russian, Spanish)
74.14 Notes
(Both, NG initially as an English hotfix) Forwarded location fixes for E07B and E467 from UFO4P 2.1.7, which also obsoletes the related clearable patch from Glitchfinder's patch mod.
74.13, 69.7 Notes
(Both) Updated default material file for the Red Rocket pump meters, contributed by CrunchyBiscuit007, they mentioned that the defaults (the one that ships with the game) aren't good and haven't figured out a good replacement, and the one presented was taken from a nearby object. An additional mesh was added with this fix pack and will take effect on next stable as I don't ship mesh updates on minor patches. For the userbase, only PPF - Main.ba2 will be updated to account for this and existing built patches won't be affected.
(Both) DoubleYou also sent me a fixed CopperPanels material file that corrects the specular assignment for that texture that I hotfixed in with this update.
(Both) Updated FOMOD title to display NG/OG Version for Branch 74, and backported all material updates to Branch 69.
74.12 Notes
(OG) Resynced header adjustments to be in line with UFO4P 2.1.6 (mostly location and water related)
(Both) Finally rebuilt the FOMOD.
(OG, 082724) Resynced the missing XWEM in the Commonwealth entry. This was already fixed in NG, but I'm now just getting around to it.
74.11 Notes (Previously 74.9 and 74.10)
Removed XWEM entries for Commonwealth/DiamondCity/FarHarbor (this matches the puddle fix from fadingsignal intentionally to deal with wackyness from the previous 74.8 release relying on partial forms which was causing patching issues)Reverted to vanilla records as per DoubleYou, and ENB users. The puddlefix isn't a panacea, and I shouldn't have made this sort of change, honestly, but it was 2am and I was tired.Also did conflict checks to make sure NG CC locations were in the cell headers where required. (Surprise, they are, since 74.8)
74.8b Notes
Fixed the description on PRP.esp so that it doesn't show '74.8Previsibines' in Loot and instead '74.8' like it's supposed to.
74.6b (OG), 74.8a (NG) Notes
Removed default cubemap in Commonwealth, a leftover from what I was attempting to resolve last night to assist in TMR load order, this matches the puddle fix mod (which makes the order between PRP.esp and the Puddle fix mod now irrelevant). Apologies for the sudden amount of updates.
74.7, 74.8 Notes
Did conflict resolution with the Next Gen master files and synced header updates, also adding the requirement of a pair of newly added CC items to minimize requirements for PPF/PRP (HeavyFlamer and Remnants are now required as of this patch due to header location updates, but also frees up a slot taken by a CR plugin that's now pointless)
74.6 Notes
Updated SCOL meshes with the patched versions DoubleYou sent to resolve conflicts with the Flutter Flicker Fixer for Foilage mod which will be fully fixed in the next branch, and added a patched mesh to fix a model seam, contributed by Glitchfinder. Patches generated after upgrading to 74.6 will pick up this fix, it's not important enough to merit a full branch rebuild.
74.6a: QAC'd and PartialForm'd PRP.esp at request, english only due to time constraints. Future updates will do this for next gen users and translated versions.
74.5 Notes
Purged some ITPO remnants from the build process that weren't cleaned previously.
74.4 Notes
Additional work to make CC related changes seamless where possible. The affected records were marked initially disable when branch 74 was generated, they just need to be hooked up to an enable parent instead, so generated patches should be unaffected. Associated interiors do need checked, though. Next up is the FOMOD overhaul, which is long overdue, those waiting on translations, 74.5 should have them, provided nothing else needs patching.
74.4a: I'm an idiot, forgot to do the ESL renumber with PRP.esp loaded. Fixed the new record links to PRP.esp (two new records should not have been renumbered), and finally cleared out the reference group deletion entries.
74.3 Notes
Fixed incorrect enable/disable state for a specific set of CC related references for the Vault Suit CC and implemented the missing walls in MassPikeTunnel01 if you do not have the X02 CC installed. Both patches do not require any patch rebuilding, but the Vault Suit related references (just locker statics in vaults, only the VaultCryo111 locker with loot in it would be missed) are not retroactive. The objects are there, just disabled.
The archives were repacked to better match Build 69 (minus translations, that'll be later), if you are a MO2 user and did a merge, just install PPF's update, as only PPF.esm was updated in this upload. Vortex users and MO2 users should redownload both parts unless they are tech savvy enough to move PRP.esp to the PPF mod installation folder. These instructions only apply to build 74 users, build 69 has not changed.
74.2 Notes
Rebuilt MDHT again for Nuka World, I swear to the office gods, I need to setup a trello or something.
74.1 Notes
Disabled Previs in RelayTowerInt12. Again. I really need to blacklist that cell.
74.0 Notes
Initial upload of new branch.
69.6 Notes
Resaved PPF.esm in xEdit 4.1.5b to correct ONAM records as per the patch notes. This may or may not shore up issues that were present in the stable build. No changes otherwise were made to the plugin.
69.6a was an archive recompress, no changes were made since 69.6. If you previously downloaded that version, there's no need to update.
69.5 Notes
Disabled Previs in RelayTowerInt12 (This was in the 69.4 hotfix)
Updated LCTN entries to match FATE, including the one in SS2 Ch3, also adding
default music and cubemap as per FATE for NukaWorld.
Too far in to notice that I didn't rebuild the translator caches. PL, JA, ZHTWand ES have untranslated entries as a result and I was too far in to
notice. I'm leaving the 69.3 FOMOD up till I fix this for existing
users.
Fixed as of 69.5.1.
65.6 Notes
Updated PPF.esm in FalloutVR to inject the missing worldspace references that already exist in Fallout (Flat version, the one most of us use). This fix hasn't been ported to branch 69 yet, trying to decide on the how.
Fixed FOMOD versioning scheme. (Leftover from the versioning switch, example: 0.65.5 -> 65.5)
69.0 Notes
Build 69 has had the new records renumbered to better support VR, as there's a whopping 30ish or so in PPF. Existing saves may crash as a result of this change on release, but limited testing did not show this. The upside is that there will only be a single set of plugins per language, which should simplify patch building depending on the mod.
So, if you experience crashes after upgrading to this release, see if a new save fixes it or fast travel to an interior that's not Fallon's or DBHighSchool and upgrade. My apologies for the pain and suffering this will likely cause a few people.
69.1 Notes
Forgot NW MDHT records again.
69.2 NotesForeign language players that migrate to the 69 branch should wait for this version, as 69.0 has placeholder english language files in the usual spots. I'm waiting on the stable release of the UF4OP update to see if translation updates need to be made or not. Migrating from 2.1.3 to 2.1.4 strings for French, for example had slight name adjustments, too soon to say.
Did a bunch of conflict resolution with the compat patches which should now be 100% in sync with the main PRP plugin.
69.3 Notes (Optional if the below fixes aren't applicable to your load order.)
Translation updates (French, Russian)
PRP-Compat-RegionNames.esp had an incomplete copy of the generated MDHT data, this has been manually corrected to be in line with the main PRP.esp plugin.
Known issues:
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.
Mod Changelog (live updated as I work) is here.
As always, bug reports welcome.
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 (2.1.7): Expected next build. Starting with this build and newer, it will not be safe save due to plugin architecture changes and filename changes.
- 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.
PSA: Users should be aware that blanket Precombine / Previs mods like this one WILL CONFLICT with other mods, such as my settlement cleanups, that regenerate their own Precombines / Previs.
Compatibility: To minimize conflicts, PRP should load BEFORE any cell editing mods that generate their own Precombines / Previs. BOTH PRP + these cell editing mods should be at/near the end of your load order, as stated in the image below. Or...something like this:
All other mods
Cell edits with BROKEN precombines / previs
PRP
Cell edits with REGENERATED precombines / previs
(END)
Caveats:
Prevention:
For modders who want to edit a cell, there are 2 rules you must follow: ( 1 ) If you are going to TOUCH ANYTHING VANILLA in a cell, assume you will break precombines, and need to regenerate precombines + previs. Just CLICKING on a vanilla cell object flags the cell as edited and breaks precombines. This can be fixed using xEdit / FO4Edit to remove any unintended vanilla cell edits. ( 2 ) If you don't want to touch vanilla, and just want to ADD CONTENT to a cell, create a layer and do ALL work on that layer.
Why does this even matter? Performance! Many of the "Fallout 4 is not optimized" complaints were coming from users who broke their precombines with mods. Even Bethesda themselves broke precombines in the General Atomics cell with the Automatron DLC. This has a HUGE impact. Here is a video I made comparing on -vs- off:
Hope this helps.
Old Gen/GOG (1.10.163): UFO4P 2.1.5 (old files), PRP 74.17
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 2.1.7, PRP 74.17Is 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.
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.
- From scratch rebuilt MDHT for Commonwealth, SanctuaryHills(Intro), DLC03FarHarbor (adds new file intended for patch development for blocks
not covered by PRP that includes the MDHT updates and is optional named prp-mdht-extra.esp), delayed for a future patch to be implemented, originally planned fro 74.17.
- Language updates: Chinese (Simplified, need to get in contact with Vozhuo re: permissions, if you happen to be reading this, Vozhuo, just send me a pull request with the updated xml files like usual)
Changes in 74.17: (The usual, plugins only actually updated, optional for non-Japanese players.)
- Language updates: Japanese
Changes in 74.16: (Only NG Plugins was changed in this update, all other packages were version bumped nexus side, no other changes.)
- Restored dynamic disables for Saugus Ironworks (related to the Heavy Incinerator CC, this is what was stopping quest progression there)
Changes in 74.15: (This update is optional if you don't play in the below listed languages.)
- Translation updates (French, Russian, Spanish)
- Special note for the French player base, a bug was filed against your unofficial patch translation as some mismatches were observed in comparing strings vs the string file updates that ship with the mod.
- Renamed PRP Plugins to PRP Plugins OG and PRP Plugins NG nexus side, nothing has changed otherwise since last night's upload.
Changes in 74.14:
- Forwarded location fixes for E07B and E467 from UFO4P 2.1.7 (This also obsoletes the ClearableUSSRiptide_PRP_Patch.esp plugin if you have it)
- Renamed all filenames in the project to be lower case to be in line with the unofficial patch changes. (Reference bug 34096), this requires a reupload of the resources package. Previous users on windows don't have to redownload the updated package, as only the filenames have changed, nothing content level.
- Minor note, forgot to remove the unused images from the OG FOMOD, that's why it's slightly larger than the NG one.
Changes in 74.13 and 69.7:
- fomod config (adds OG or NG Version in title, Branch 74 only)
- Updated RedRPumps01.BGSM (Material file attached to Red Rocket Pump Meter mesh, thanks to CrunchyBiscuit007 for the contribution)
- Added updated CopperPanels01.BGSM (Material file attached to CopperPanels used in some yellower buildings, this fixes specular assignment to them as per DoubleYou)
Edit: 74.13 plugins need autocleaned because I'm dumb and forgot. PPF: 1 ITM, PRP: 93 ITM
Edit: Mod Permissions updated to clarify the no translate stance. Compat patches are fair game for translating, the main PRP mod isn't (and comes with most covered translations of varying quality, improvements welcome)
Project status:
Nexus mod updates are going to be sparse for a while. I'm in the process of doing a long and tiring verify pass of the mod's master file and ripping out any and all fixes that aren't already covered by PJM's scripts or were development leftovers. The userbase can follow progress from the git repo here. This repo will replace the existing one when I'm finished.
I plan on opening a personal discord (it's already created, just needs some role/fine tuning for setup) to better track bugs and what I actually need to fix as the method I've been using so far isn't panning out so well. The existence of that discord will not remove my presence from Collective Modding, but when it's finally up and running, I will condense the channel count to a single mod author channel.
Suffice it to say, I've still got a long way to go, but I'm not giving up yet.
Build plans:
Verify phase will have interim builds at the following markers: Interiors done, Commonwealth done (multiple sections will probably happen, split twice or four times, haven't decided), and such. The interim builds will be for quality assurance purposes only and be stripped of any and all previs fixes that were previously considered subjective.
STARTING WITH BUILD 75 AND NEWER, THE ESL FLAG WILL BE REMOVED FROM PPF.ESM, WHICH WILL REQUIRE A NEW SAVE UNLESS YOU ARE COMFORTABLE WITH THE ENGINE EFFECTIVELY RIPPING OUT A MOD AND REPLACING IT IN YOUR CURRENT SAVE.
The reasoning for the above change is to preserve VR support (for the six or so still playing it), and to get around a generation bug if I decide to actually add content to the mod (which would be pushed out as an optional patch, but the cell headers have to be anchored to ppf.esm for them to work as expected, as precombines get ignored if the newly created master file is in an ESL plugin, it's a known engine bug.)
The nexus API needs some work, honestly.
ccOTMFO4001-Remnants.esl required by ppf.esm, prp.esp
cctosfo4002_neonflats.esm required by ppf-neonflats-cr.esm
I have insalled the latest build of PRP and selected the neonflats options. Do I need to get these files elsewhere? Please advise.
Thank you.
Which version of the game are you on?
The main problem with the VR build is the ESL bug (it's not the lack of ESL support as some think, it's actually just the same bug that plagued skyrim until recently, where only half the ESL records space is allowed)
I'm guessing ESL mods don't work in skyrim
tobyguilmon: Old Skyrim(pre-1170)/Skyrim VR/Fallout VR has a bug where only half the new records are allowed (the game hardcodes them as overrides for the other half) in an ESL flagged plugin. Skyrim VR I think actually has a fix for this through a SKSE plugin, but there's no equivalent for Fallout 4's VR version to my knowledge.
Name: "WorldRoot Camera"
RTTIName: "NiCamera"
Flags: 2000000000000e
Checking Parent:
Name: "WorldRoot CameraNode"
RTTIName: "NiNode"
Flags: 2000000000000e
Checking Parent:
Name: "WorldRoot Node"
RTTIName: "SceneGraph"
Flags: 2000002000280e
I just have nothing for the Dry Gulch issue.
Edit: As an aside, 74 should work for VR users as well as 69 does, any build past 74 will be the issue.
It's useful for fixing visual details and improving performance in specific areas (I spent nearly a year going through and removing duplicate references that were in the master files that save some draw calls in places and there's a few bugfixes in places like Corvega and the Financial District that greatly improve FPS there.), but it's also a conflict magnet, and there's little I can do to mitigate this due to the nature of the system itself and where it's typically stored in the plugins (the cell headers)
So, it's a trade off if you want to be able to clean absolutely everything and have anything remotely like good fps or you can have improved (I won't say great as this was a marketing mistake early in the project's lifetime and a gross misunderstanding of what I was trying to fix in the first place, there's benchmarks out there of what my mod does) fps.
Are you aware of ESM'ifying plugins breaking PRP patches ? I happen to have read about it today, and would like to get confirmation at the most knowledgeable source since I happen to have done so with several of the mods I'm using (alongside PRP and patches).
Personally, I doubt that toggling a flag on the header and switching non-static records (like NPCs or doors) from temporary to persistent should break anything, but I'm by no means an expert in how previs/precombines could be affected.
Thank you very much for your insight.
tl;dr: Needs testing, unlikely chance of engine bug.
Some asked me if my mod would break PRP, but i didn't know watt PRP was (as i never played Fallout 4 for the moment ^^)
So i asked what was PRP and here i am.
How could i know if my mod break your one ? There's "only a few" edited meshes, but there's.
https://www.nexusmods.com/fallout4/mods/3747
Could you tell me ?
here is the list :
Meshes\Architecture\Buildings\Shell
BldgShellStudsInt01.nif
BldgShellStudsInt02.nif
BldgShellStudsIntCornerHalf01.nif
BldgShellStudsIntDoor01.nif
BldgShellStudsIntDoorHalf01.nif
BldgShellStudsIntHalf01.nif
BldgShellStudsIntHalf02.nif
BldgShellStudsIntHalf02L.nif
BldgShellStudsIntHalf03.nif
BldgShellStudsIntHalf03L.nif
BldgShellStudsIntHalfDoor01.nif
Meshes\interiors\RedRocket
RedR_SmBldg01_PumpMeterFREE01.nif
RedR_SmBldg01_PumpMeterFREE02.nif
Meshes\SetDressing\BobbleHeads
Bobblehead_Stand01.nif
Meshes\SetDressing\CashRegister
CashRegisterLaneNumber01.nif
CashRegisterLaneNumber02.nif
CashRegisterLaneNumber03.nif
CashRegisterLaneNumber04.nif
Meshes\SetDressing\Ducts
BLDGDuct1x2lPipeA.nif
BLDGDuct1x2PipeLgA.nif
BLDGDuct1x4lPipeA.nif
BLDGDuct1x4PipeLgA.nif
BLDGDuct1x4Wedge30PipeA.nif
BLDGDuct1x6lPipeA.nif
BLDGDuct1x6PipeLgA.nif
BLDGDuct2x1PipeA.nif
DuctVerticalAngle30Pipe01.nif
DuctVerticalPipe01.nif
Meshes\SetDressing\Greebs
GreebDuctTube_01.nif
WallGreeb1x1_01.nif
WallGreeb1x1_02.nif
WallGreeb1x1_03.nif
WallGreeb1x1_05.nif
WallGreeb1x2_02.nif
WallGreeb1x2_03.nif
WallGreeb1x2_04.nif
WallGreeb2x1_02.nif
WallGreeb2x1_03.nif
WallGreeb2x1Corner_01.nif
WallGreeb2x1Corner_02.nif
WallGreeb2x1Corner_03.nif
Meshes\SetDressing\Office
FolderPapers01.nif
FolderPapers02.nif
For texture replacements, PRP should be 99% compatible with a few exceptions as the included meshes (in PPF - Main.ba2) are user contributed and have fixes of some sort that address z-fighting or other developer jank and brand new texture assignment in one specific case. The list you provide does actually have a conflict as the two pump meter meshes are updated in my mod by a user to assign a specular and material file if I recall, and the associated files are in the same archive.
So, if you edit a mesh, and it was previously precombined, the updated mesh won't show as the precombined meshes are built before hand. This is why I have relatively open permissions for the mod and why the patch ecosystem exists, as any contributed mesh fixes (I'm not good with Blender) are in that archive or the unofficial patch and propagated to any and all mods that build patches against PRP.
Looking at my mod's history, fadingsignal updated the meshes to have a material file assigned, and another user added the shadow casting flag to the mesh later on.
If there are any other bugfixes of this nature, I will take them in to the project with open arms (and permissions) if the unofficial patch does not, anything to help out the community.
What does your version of the meshes even change, by the by?