Read. The. Instructions. The mod is different now. Forget everything you knew of it before. It has new requirements. New way of installing. New ini settings ect. Joining the discord give you access to more in depth troubleshooting as we are better equipped there to answer any questions about the mod.
I am not actively associated with the mods development any more. I am only informed as to what is happening with it. I have not kept up with the technical changes to the mod so please refer all questions to the CRP team.
In the past, it was because some assets used in it weren't allowed to be posted on Nexus due to permissions, and because the overall size of it was above what Nexus allows for upload.
Also, because when the original creator of CRP, Shadow0ftheWind, opened it up for community development, they kept the restriction that it wasn't to be posted on Nexus. They're allowing patches to be posted here, but not the main plugin or archives.
I think that's your question. Are you asking if new objects added by CRP will ever be scrappable? They should already be. MisterNumbers has removed some items from precombines. We can look at creating a scraplist for the new objects if they aren't already on it, but Place Everywhere should let you select and scrap them without that, using the Extra Object Selection. We will also be patching in some of the Rebuild and Deep Clean settlement mods, but they might require a bit more work due to how they're set up.
Will this work with winter mods? and can this work with seasons change?
also im not expecting a response to this particular question as their is probs tons to write if you were to help with it but i really want to use this mod with the "Wasteland Reborn Modlist" do you or anyone know how to make it work with the modlist? i understand id need to remove a bunch of things but im just wondering what needs to be removed for it to work or whatever changes need to be made to work
Hello, recently i just installed femshepping RockyPonds alongside with patch here, but turns out there is some a flying object left. Tes, i did followed the LO instruction and disable a original Femshepping Previs but still same.
I'm unsure if it's been tested by MisterNumbers or not. For the most part, it should work, but there might be some clipping in Concord (and other locations) where SS2 adds new objects.
Sim Settlements 2 will require a patch. Currently I do not have one available for release. I have an alpha patch that I am testing in my own playthrough, which I will finalize and release when CRP gets updated to the next version number. Though, I expect this to be a decent ways away. However, I *might* push something out for testing this year. But for now, you will have a lot of clipping and some quests/items may be inaccessible (Especially in Concord).
Heya, i just doing some test while yes indeed there is alot of trees in Concord can cause some clipping with SS2, and looks like diamond city expansion alongside with exopatch works pretty well. Btw, i just downloads USAF satellite station alongside with your patch but its asking me to have CRP_Previsblocker.esp and CRP_Precombineblocker.esp. Althought i just read that its for modder resources...is that okay for me to use them?
do not use the blockers in your save game. I will upload a fix in a couple of hours (will have to wait until mid/end-of week).They just need to be cleaned from the master list. For now, you can do this in Xedit.
Load the blockers into your load and launch Xedit. Clean your masters, then add the masters back (everything except the blockers). After this, sort your masters. Once done, right click the plugin in Xedit and select "check for Errors." You should be clean. Then save the plugin, remove those two blockers from your load order and carry on playing!
Yes, the DLC are set as masters for the main plugins and all the patches. To remove them is not something we would consider, and if you attempted it on your own you’d have a lot of work at both the northeast and far west of the map, where the DLC add their content.
Curious how much heavier this is on performance compared to A Forest, since clearly this adds even more vegetation so I would assume quite a lot. Also are all the vegetation only green similar way to Last of Us, or is there variation to the colors of nature depending on location.
There were a few members within the discord state that the performance was a bit better than the previous release of CRP, which per my benchmarks was around 10% worse than a forest. So I would say, based on my testing, you are going to be looking at around <> 3% of A Forest's benchmarks, depending on the area of the map. CRP, for example, likely will perform better in Sanctuary, Vault 111, and the Red Rocket areas, whereas a Forest is going to fare much better in Lexington. While CRP adds more, it also precombines the majority of the items added, whereas A Forest does not.
As for point 2, the plants, trees, and other vegatation are all green, but different color variants.
Thank you for the comprehensive answer and quick response. I do like some green in my Fallout 4 over the boring vanilla colors, but too vibrant green for me feels bit off since after all it's post apocalyptic world of nuclear explosion so it needs bit of that "dead world" look. I found Luxor's Summer for example to be too vibrant for my taste even tho I still think it's good mod and beautiful. A Forest had good colors for my taste giving bit more like Stalker vibes, so I'm kinda trying to figure out would this fall more into the style of Luxor's Summer or A Forest in that aspect.
Also since I only have 4gb vram card I'm wondering if this would be too heavy. I still gotta say I love the look of vegetation and nature taking back what used to belong to it, giving that LoS vibe which was beautiful game.
I mean, I would suggest trying it. Install this and SKK's Faststart mod to get going rather quickly. Travel to Lexington, Concord, DC, and downtown Boston. Those are going to be your heavy performance areas. If you're running well, then you should be fine. If not, A Forest is an excellent mod that I highly recommend. I also think Season's Change is a wonderfully fantastic mod as well.
I'm actually running SKK but, got save file already up where I have pretty much all my stuff setup which is now at good point to start my adventures, since all the "necessities" for comfortable game play are there. That being said it would be shame to start all that work over, but it's not impossible task for me since I'm used to do that over and over again when modding. However if I need to then I'm gonna play with A Forest for now for while since I have 5 weeks of modding behind me and I want to finally enjoy my game, haha. But definitely at some point this will be one those nature mods I want to test out along side the Season Change you mentioned which I have also been thinking. In some way I'm falling into this place between these 3 having problems to choose from since I would want to use all of them same time for their different qualities which I think highly of.
I'm getting flickering in areas near sommerville with South of the sea installed.
Load order
CRP_overgrowth.esp (crp patches for other mods like fourville and ToTC) PRP.esp CRPOvergrowthPrevis.esp CRPMHDT.esp CRPHotfixprevis.esp Southofthesea[previs].esp SOTS_AS_CRPPatch.esp SouthoftheSeaCRPPatch[previs].esp CRP_LOD.esp
What is the correct load order for the SoTS patch?
The previs file supplied by SouthoftheSea should go a lot higher up, as should the SOTS_AS_CRPPatch file.
Like this:
The reason for this is we are only using the navmesh, doors, etc. in the mod-supplied file, and not actually using any of the previsibines.
That said, there still could be issues, and there could be conflicts with other mods. We've tried to identify them, but there could be some overlap or we might have missed some things.
Please use PJM's AutoCellDisplay ring to get the exact location you're seeing these issues, and report with screenshots on the Black Pearl discord.
You need to reinstall South of the Sea - Atom's Storm, and any other mod that have pre-generated previsibines, and select the Vanilla version, not the PRP version. Then you can put them in the correct load order, above PRP. We've regenerated them for CRP. The only exception might be for mods that redo interior cells only.
Ok I think I see the problem. I was also using the ToTC previs patch from here which is why those areas kept flickering.
So just for clarification, I currently also have your Fourville and Xander's aid previs patches from that mod page active as well. I should keep the Xander's aid one because there isn't a CRP patch for it but remove the Fourville one and use the CRP Fourville patch from this page here so they don't conflict correct?
Those patches are built against PRP. The patches uploaded here are built against CRP ... it has different textures, different meshes and different materials. If you use PRP patches you will have flickering, clipping, and other bad results. Only use the patches from here, unless you're able to make your own or they're specifically built against CRP 7.0 (I've outlined the procedure on the Discord).
So no, don't use my other patches, which are for PRP.
The install CRP installation instructions say ELFX is incompatible. Why is this? Does CRP edit interior cells? If ELFX isn't compatible, how about other lighting mods like Ultra Interior Lighting?
Yes, previsibines have been rebuilt in all cells, including interior ones, so ELFX would need to be patched. And there is custom lighting throughout CRP, so UIL and UEL would be incompatible as well. The fog really adds to the feel of a lush overgrown world.
60 comments
The mod is different now. Forget everything you knew of it before. It has new requirements. New way of installing. New ini settings ect.
Joining the discord give you access to more in depth troubleshooting as we are better equipped there to answer any questions about the mod.
I am not actively associated with the mods development any more. I am only informed as to what is happening with it. I have not kept up with the technical changes to the mod so please refer all questions to the CRP team.
Completed Patches available to download here
Load Order instructions for CRP and other mods and patches
PRP patches will not work! CRP uses different textures, meshes, materials and in some cases different landscape values.
The only exception MIGHT be previsibine patches for only interior mods, but even then it probably will have issues.
When you install mods that come with their own previs, choose the vanilla variety when installing, if you have to pick something.
I imagine that's still the case for it
We will also be patching in some of the Rebuild and Deep Clean settlement mods, but they might require a bit more work due to how they're set up.
also im not expecting a response to this particular question as their is probs tons to write if you were to help with it but i really want to use this mod with the "Wasteland Reborn Modlist" do you or anyone know how to make it work with the modlist? i understand id need to remove a bunch of things but im just wondering what needs to be removed for it to work or whatever changes need to be made to work
thank you
fantastic mod <3
https://i.postimg.cc/wvnHqF1s/20241104095252-1.jpg
Edit ; I've found the conlict...it was Hunkered Down causing that flying object.
a couple of hours(will have to wait until mid/end-of week).They just need to be cleaned from the master list. For now, you can do this in Xedit.Load the blockers into your load and launch Xedit. Clean your masters, then add the masters back (everything except the blockers). After this, sort your masters. Once done, right click the plugin in Xedit and select "check for Errors." You should be clean. Then save the plugin, remove those two blockers from your load order and carry on playing!
As for point 2, the plants, trees, and other vegatation are all green, but different color variants.
Also since I only have 4gb vram card I'm wondering if this would be too heavy. I still gotta say I love the look of vegetation and nature taking back what used to belong to it, giving that LoS vibe which was beautiful game.
Load order
CRP_overgrowth.esp
(crp patches for other mods like fourville and ToTC)
PRP.esp
CRPOvergrowthPrevis.esp
CRPMHDT.esp
CRPHotfixprevis.esp
Southofthesea[previs].esp
SOTS_AS_CRPPatch.esp
SouthoftheSeaCRPPatch[previs].esp
CRP_LOD.esp
What is the correct load order for the SoTS patch?
Like this:
The reason for this is we are only using the navmesh, doors, etc. in the mod-supplied file, and not actually using any of the previsibines.
That said, there still could be issues, and there could be conflicts with other mods. We've tried to identify them, but there could be some overlap or we might have missed some things.
Please use PJM's AutoCellDisplay ring to get the exact location you're seeing these issues, and report with screenshots on the Black Pearl discord.
Thanks for reporting this, and playing the mod!
Am I misunderstanding/missing something?
So just for clarification, I currently also have your Fourville and Xander's aid previs patches from that mod page active as well. I should keep the Xander's aid one because there isn't a CRP patch for it but remove the Fourville one and use the CRP Fourville patch from this page here so they don't conflict correct?
So no, don't use my other patches, which are for PRP.
The install CRP installation instructions say ELFX is incompatible. Why is this? Does CRP edit interior cells? If ELFX isn't compatible, how about other lighting mods like Ultra Interior Lighting?
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