About this mod
xEdit Scripts to find Precombine/Previs (Flickering/Occlusion) errors in your game (or individual Mods), and (optionally) generate a Patch Mod to fix those problems. Can also Merge Lighting/weather/etc changes (like ELFX) from many Mods without breaking Previs. Includes various tools to visualize your Mod's conflicting Previs changes.
- Requirements
- Permissions and credits
- Changelogs
The Deep Dive article contains the latest information on everything Precombines/Previs (still a WIP as of 2025), including common CreationKit failures. More details on CK crashes can be found in the Resolving Creation Kit Crashes article.
The scripts in this mod are also the most up-to-date for this task. Everything else found on the Internet/Nexus is incomplete.
Mandatory Requirements:
- FO4Edit.exe/xEdit (or FO4Edit64.exe) V4.1.5 or later.
- FO4 CreationKit. If using the Steam version read the FAQ post for extra steps.
- CKPE ( Creation Kit Platform Extended) verson appropraite for your CK version.
- The latest PJMScripts contents extracted into the directory your FO4Edit.exe/xEdit.exe is located.
- The ability to Read the FAQ Post and follow its instructions.
Instructions:
1) Download & extract the latest PJMScripts archive
- This Contains all the latest scripts you need as of Feb 2025.
- Manually download this archive (DO NOT use a Mod manager).
- Extract it into your directory containing FO4Edit.exe (so all the *.pas scripts go into the "Edit Scripts" subdirectory).
- Download and extract any updated Files (Such as GeneratePrevisibibes.bat) to replace those extracted above.
2) Read the FAQ Post and Articles for How-to information.
- READ everything on that Stickied FAQ Post before continuing otherwise we can't help you!
- Read my Previsbines Deep Dive article Article if you want to understand anything/everything about Precombines/Previs.
3) Build Previs patches for your game.
As per the information on the Stickied FAQ Post, but examples of what you can do:-
- Find all the Cells in your game that will have visual issues (flickering)
- Fix all flickering, conflicting Lighting changes, PRP compatibility, etc for your full Load order
- Create a specific Previsbine patch for a mod that doesn't have them (to improve its performance)
- Create a patch for PRP to fix missing Region-names, Lighting (ELFX), Fog, music etc changes added by mods
Major scripts in this Mod:
FO4Check_Previsbines.pas - xEdit script with a Tasks based GUI, but also offers finer control via the Advanced button.
Can be used on its own to find all Previsbine issues introduced by Mod conflicts without having to go in the game and look for 'visual issues', and (optionally) builds a 'seed' patch to feed into GeneratePrevisibines.bat to generate a Patch that will resolve those issues.
It can also be used to create a patch to add missing regions (eg from 'region names on saves') as well as Locations, EditorIDs, Weather and Lighting effects (eg from ELFX), and MHDT info deleted/overwritten by other mods (or PRP).Full details in Guide.

GeneratePrevisibines.bat - Windows CMD script to fully automate generation of Previsbines without manual intervention.
Used with seed generated by FO4Check_Previsbines in a 2 step process to generate Previsbines (Precombines and Previs) for all your needs.
Can be used on ANY mod to Generate previsbines for it (much simpler and smaller than if generated manually via the CK GUI).

FO4FindNewPCStatics.pas - xEdit script to locate/exclude problem Precombineable Meshes that will crash the CK.
Can be run against multiple mods (only updates last mod in xEdit). Note that FO4CheckPrevisbines will automatically exclude most bad meshes anyway, so no point running it against your seed/patch. Only run it if you still get a crash building Precombines, then run it against suspect mods (or everything - will be slow!)

AutoCellDisplay - Fallout 4 Mod to show you where you are when you find visual issues.
When wearing this Craftable Ring you can see the Cell borders in game, and their Cell details (to easier find it in FO4Edit).
Blue walls are Cell borders, Purple walls are Cluster Borders. Crouch (sneak) to display your current location.

Worldspace browser with PrevisCheck.pas - xEdit script with extra options to allow you to visually see Precombines/Previs.
The extent a mod effects the cells (and thus previsbines) in your game can be clearly seen. Right-click on any cell to get it's details.
You can overlay as many mods as you want, but use the "Select colour" option to change it each
time. It helps...
Dotted Cell outline - Cell override found in Mod.
Solid Cell outline - Cell override also includes new/updated precombineable References (REFR) from Mod.
Dotted slant- Cell has new Previs file supplied by that Mod. Previs always effects 3x3 Exterior cells.
Solid slant- Cell has new Precombine files supplied by that Mod.

The above image show 2 mods and you can see their overlap (conflict) area where you will probably have visual issues.
Other scripts included:
- FO4CleanPrevisPatchMasters.pas: Smart "cleanmasters" script designed for Previsbine patch mods (ONLY!).
- FO4MergePrevisPatchIntoMaster.pas: Smart Merge of Previsbine Patch back into Original Master Mod.
- FO4RemovePrecombines.pas: Remove Previsbine information from the Mod it is run against.
- FO4MergeCombinedObjectsAndCheck.pas: Improved version of the original MergeCombinedObjects script
- FO4MergePreVisandCleanRefr.pas: Improved version of the original MergePreVis script
- FO4CheckPrevisbineAssets.pas: Validate a Previsbine mod's Archive to make sure it contains all the expected Previsbine files.
- FO4CopyCellchangesToPatch.pas: Create Patch to restore Cell settings overriden in selected Mod.
- Merge overrides into master with VCI1.pas, Copy_version_control_info_from_another_plugin_Redux.pas: Enhanced versions of default scripts.
- FO4SetTimeStampToToday.pas, FO4SetTimeStampToTodayIfNone.pas,FO4SetRefrTimestampToParentIfNone.pas: VCI1 manipulation scripts.
- FO4CheckRVIS.pas, FO4AddFixRVIS.pas,FO4SetRVISifMissing.pas: Scripts to Validate/Add/Fix RVIS on Exteriors Cells.
- FO4CopyMHDTtoWinningOverride.pas, FO4CreateMHDTPatchFromOverride.pas: Scripts to Extract/Merge MHDT Information between Plugins.
- count_loaded_refs_in_load_order_CK.pas: Script to Count the Total References in loaded Plugins. The CK (without CK Fixes) fails if above 2Mil
Other files/scripts found in this mod are used internally by the GeneratePrevisibines.bat Script.