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Created by

MisterNumbers3k - MikMet - Emiral

Uploaded by

MisterNumbers3k

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About this mod

CRP Overgrowth is an environmental overhaul of Fallout 4. This mod retextures and remeshes most base game items in order to achieve an eye-popping overgrown aesthetic. Precombines are rebuilt, navmeshing completely redone, and many of the original bugs fixed.

Requirements
Permissions and credits
Changelogs
Commonwealth Reclamation Project - Overgrowth

This is both the Patch Repo and the Main mod page for the community version of CRP Overgrowth. Due to the wishes of a few mod authors whose assets are a part of the project, there is an external download requirement, meaning you will be unable to download everything from Nexus, You can download the other portion of the project from the Google Doc link here, which will take you to the file with the download links. You must download each file (there are 3). Free mega account users should note that that there is a 5gb daily limit, with the complete project being around 5gb - so pay attention to your other MEGA downloads or you may be forced to split this across a couple of days.

Please note - This project is no longer under active development and will no longer be maintained - see the pinned comment in the Conments section.The original MA opened CRP to the public, but these permissions only extend up until his latest release (v 6.1), as this permission cannot be extend to include my team’s work. Version 7.0+ is our intellectual property. We are willing to give permissions to anyone in the community looking to take the project over and build on our efforts, but these people must contact me, MisterNumbers3k, first and request permissions. After a short TLDR, I will almost certainly grant perms to anyone looking to take on the project.

Changelog versus The Black Pearl Edition
  • fixed deleted navmeshes that would cause crashing (there were 188 iirc)
  • fixed the auto-generated navmeshing
  • complete rebuild of previs and precombines
  • fixed all SCOLS to account for the new meshes of the trees
  • fixed tree placement in every single cell across the entire map (DLC included)
  • added collision boxes to all mushrooms so that NPCs will properly path around them without the need for expanding the navmeshing footprint of the mod
  • fixed grass clipping in a lot of locations
  • 1000‘s of new overgrown textures (all the work of MikMet)
  • A few other things I’m surely forgetting
  • Patched 100 mods
  • made 40-60 more compatible via precombine exclusions
  • multiple plugins - makes install slightly harder but play significantly more compatible
  • managed to royally screw up the LOD (I’ll eat this bullet - please download NukaLurk‘s LOD instead (link below))

Requirements
  • Fallout 4.esm + All DLCs (not including the HD Resolution Pack)
  • Unofficial Fallout 4 Patch - UFO4P - this was built against version 2.1.5 but any version should be compatible unless otherwise stated
  • Previsibines Repair Pack Stable Branch - PRP -Version 74.xx - Next-Gen, Downgraded, and Old-Gen are all compatible - just grab the Next Gen patch listed here if needed.
  • HIGHLY recommended: LOD for CRP Overgrowth 7.0
  • This is save-game incompatible with any version of CRP prior to 7.0. So if your save game relies on content Form Version 6.1, installing this mid-save will wreck your save game.
Installation

  • Install the three files referenced in the Google drive above
  • Install both Main Files found here on this Nexus page
  • Install the update files (as needed)
  • Input the INI edits listed below
  • Follow the load order advice given below
  • Install patches as needed
Team Members
INI Settings
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Fallout4custom.ini

[General]
bBorderRegionsEnabled=0
bUseCombinedObjects=1
bUsePreCreatedSCOL=1
bPreCulledObjectsEnabled=1
bForceUpdateDiffuseOnly=0
fUpdateTextureTime=1.0000
bAllowTextureFallback=0

[Grass]
bAllowCreateGrass=1
bAllowLoadGrass=1
fGrassFadeRange=x (X=fGrassMaxStartFadeDistance   X can be found in Fallout4pref.ini) - please replace the "x" and remove everything after that.
iMaxGrassTypesPerTexture=15 (for stability Purposes keep this setting at 15)
iMaxGrassTypesPerTexure=15 (the above line is actually incorrect - Bethesda misspelled "Texture" as "Texure," so this is the line actually required. I recommend putting both in just to be safe - perhaps this has been fixed by something else or will be fixed in the future)
iMinGrassSize=20 (this dictates your grass density level. 20 is maximum. 48 is Default. 60 is very little to no grass)

Fallout4Prefs.ini

[TerrainManager]
fBlockLevel0Distance=32768.0000
fBlockLevel1Distance=65536.0000
fBlockLevel2Distance=131072.0000
fBlockMaximumDistance=262144.0000
fSplitDistanceMult=1.0000

[Optional] - Remove these lines if any are present in any of your ini files - however, doing so will simply set these to default, which is 800, 1500, 600, and 1200 respectively. So this is up to the user to test/decide
iTextureUpgradeDistance1=7500
iTextureUpgradeDistance0=5000
iTextureDegradeDistance1=7500
iTextureDegradeDistance0=5000


Load Order
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1) Unofficial Fallout 4 Patch.esp
2) PPF.esm
3) CRP1.esp 
These should be the FIRST 3 mods in your load order. Exceptions exists for frameworks that need to be loaded higher, but all worldspace mods should load after CRP1.esp.
4) FOLIP - New LODs.esp - Required for LOD only
5) The majority of your load order
6) CRP_Overgrowth.esp (this is the navmeshing plugin)
7) xxxx-CRPPatch.esp files
8) Most of the unpatched settlement mods that do not break precombines - load them here to benefit from their navmeshing
9) PRP.esp
10) CRPOvergrowthPrevis.esp (loads two archives)
11) CRPMHDT.esp (loads updated archives/fixes) - this will be integrated into CRPOvergrowthPrevis for convenience during the next upload. For now, any Previs patches made MUST load after this. In fact, no mods should load between CRPOvergrowthPrevis.esp and CRPMHDT.esp
12) CRPHotfixPrevis.esp (loads two archives)
13) Any of our patches that say _CRPPrevis.esp - these are the previs patches. PLEASE, do NOT load the _CRPPatch.esp plugins in this category. Doing so will cause issues. These should load in group 7. Exceptions to this are for the NG_CC patch along with any other patches that have CRPOvergrowthPrevis.esp as a master. Please do NOT load mods above the masters they require.
14) CRP_LOD.esp (loads two archives) - Required for LOD only


Compatibility
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  • Flora FX overhaul - Hard Incompatibility
  • PRP-specific patches - hard incompatibility
  • Any grassmods - minor incompatibility
  • Any Tree mods with their own precombines - hard incompatibility
  • Any Tree mods without precombines (e.g. Another Pine Forest and A Forest) - minor incompatibilities
  • BostonFpsFix - Redundant - Hard incompatibility
  • The fungal Forest (This mod has been merged into CRP)
  • Mods that edit Tree SCOL Meshes - Hard Incompatibility
  • ELFX lighting mod - Hard Incompatibility 
  • Hopesmarch Pentecostal Church Bug Fix (This mod has been merged into CRP)
  • Boreallis or Badlands - Minor Incompatibilities.

Credits and Thanks
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HappoMatka/MikMet: -  He has provided a number of retextures for both CRP's base objects and the base game objects, allowing for a complete map overhaul. You will be hard pressed to find a single area of the map that has not been completely redone. Without him, I argue to say that this release would have never come to fruition. I am extremely grateful that he not only agreed to come onto the project and assist with creating the vision I had in mind, but that he was willing to put in the work needed to meet some arbitrary internal deadline I had set for the project - so many, MANY thanks for all of your help my friend!
Emiral - He is essentially my editor - which I do not say to cut him short (this is the most needed position in the Fallout modding scene). He has provided an immense amount of help throughout this project, working to clean up or point out issues that I failed to see or consider. Without him, I would have spent at least 500+ additional hours creating and testing patches. He is this reason this project is able to stand on its own, separate from the projects before.
HaplessAccreditation - Hap has provided a bunch of advice and general tips, especially as it pertains to navmeshing, over the course of this project. Without his help, the project would be much, much clunkier.
Glitchfinder - they provided some advice and pointed me in the correct direction on a few issues that have been bugging me since I took over the project. Thanks to them, I was able to resolve or at least begin to resolve many of these issues.
DoubleYou - the LOD I built is fairly decent and while it could  have been better, it certainly would have been much, much worse without DoubleYou's assistance and resources on LODGen.
PJMail: PJM has helped hundreds, maybe thousands throughout the community build their knowledge of precombines and previs. They have streamlined the process for building clean previs within the community, through the many tools and resources offered on their page.
MunkySpunk - their script for placing objects ontop of other objects, allowed me to place Collision boxes atop the 4000 or so Shrooms in the Glowing Sea, meaning I 1) did not have to navmesh (an intrusive process with a low ROI in this situation) or 2) Place these collision boxes by hand, 1-at-a-time. So many, MANY thanks to them!
IceStorm  - Many thanks for hosting the textures archive for as long as you have on your server!
ShadowOfTheWind - for creating CRP Overgrowth and allowing me to run with the project. 
Anyone else I am forgetting - If anyone else contributed to my work or the project and I have forgotten you, then please let me know
and I will be happy to include/note you here.