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F4 Load Order

Nartaga

New Member
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5
I've been watching Kinggath's play through of Fallout 4 and its given me the itch to dust off the old mod list. I'm at 273 mods, and for the most part everything is fine.....except something is breaking previs and precombines in certain areas and/or double loading buildings added by Beantown in Concord.
I'm pretty sure it has to do with Tales of the Commonwealth and Beantown Interiors w/ the Optimization Patch. I've moved them around, and thought I had it fixed by moving the optimization patch further down in the load order, but alas 'tis not so. Concord is good, which is what was either disappearing or double loading buildings before, but now East City Downs' previs/precombine is messed up (buildings/roads disappearing/flickering).
I've used the creation to to add precombine and previs to Tales, so I know that is not the issue.
What I really wish to know is does anyone know Kinggath's load order for his play through? We use a lot of the same mods when it comes to world space, and I'm 99% sure it has to do with those two mods in particular, which I know he uses. I'm just at a loss here. I'm not that proficient with the creation kit and could use either some advice or anything to try to get these two mods to play nice together.
If I need to post my load order let me know, just be warned it is a loooong list. xD
 
This is a pretty interesting topic, my best guess is that Kinggath may have created custom Precombined/Previs to make everything work great together. I'm interested to learn more since I wished to use Tales of the Commonwealth but so far have not because of uncertainty about this. Same for Beantown Interiors, it looks great but I was concerned about the possibility for issues so as a result I have never used either mod.
If I need to post my load order let me know, just be warned it is a loooong list. xD
Use Spoiler Tag like this [ spoiler]Load Order [ /spoiler]. The space after the [ is so that it does not resolve it into an actual spoiler tag, so that the format can be seen
 
I've been watching Kinggath's play through of Fallout 4
What I really wish to know is does anyone know Kinggath's load order for his play through? We use a lot of the same mods when it comes to world space, and I'm 99% sure it has to do with those two mods in particular, which I know he uses. I'm just at a loss here. I'm not that proficient with the creation kit and could use either some advice or anything to try to get these two mods to play nice together.
If I need to post my load order let me know, just be warned it is a loooong list. xD

First your question, here: :bye
https://docs.google.com/document/d/1y...
https://docs.google.com/document/d/1yGRCg_pDMvo_3JysyOp20z-eetPgICwThgHBraXWJOY/edit#

I think why is he hasn't gotten to the points where they are broken at there worst. :crazy

This may help: RRTV :this
https://forums.nexusmods.com/index.php?/topic/5522717-fallout-4-optimization-and-performance-systems-explained/

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:rollseye

In the below open the spoilers: :umnik2

https://forums.nexusmods.com/index....timization-and-performance-systems-explained/


:acute
 
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I've been tweaking my load order to try and see if it was just an issue with how the two mods in question are loading in relation to one another and I was PARTIALLY correct. I've got everything fixed I believe except for East City Downs, which is now having the issues Concord was, where Beantown buildings are in the game, but the original vanilla buildings are still there as well, essentially making Beantown pointless, at least there.

I've used that video by RRTV to rebuild previs and precombine for Tales previously, and everything works fine (as far as disappearing buildings go) if I put Tales beneath Beantown interiors WITHOUT the optimization patch, except for doubling buildings in East City Downs now.

I've looked at Kinggath's mod list, but I was hoping someone knew his actual load order, thinking that it might have something to do with doubled buildings/disappearing buildings.
It does, but its kind of a trade off at this point to get MOST of Beantown working correctly with Tales.
Below is my current Load Order that I've been playing around with this morning. The Concord buildings don't double up, nothing is disappearing and reappearing that I can tell. The only issue is the doubled buildings in East City Downs now, which...frankly....isn't that big of a deal, as I don't believe any of Beantown's collectibles are in any of those buildings...

I don't know for sure though, as I've never found everything that mod offers, but the Concord buildings are more important as its such an early part of the game pertaining to both the vanilla questline and now Conqueror as that is where you meet Jammer. As well as the collectibles in Concord for Beantown (the magazines that unlock settlement stuff, as well as the Mad Bomber's Guide which unlocks explosives added by the mod).

Also yes I know Scrap Everything is a bad mod to use, especially when my issue is previs/precombine/related issues, but I am absolutely sure it has nothing to do with what is happening with Concord/East City Downs.

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EDIT: I accidently left the optimization patch in my load order list. IT IS NOT ACTIVE, and I removed it from the list in the spoilers. My bad. I am only using Beantown
 
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I think why is he hasn't gotten to the points where they are broken at there worst. :crazy
That is quite interesting, I do wonder if he might later generate custom precombineds then or maybe has it standing by to enable when it becomes relevant? I assume that without handling this there will be significant FPS drops, frequent crashes, etc. It can be somewhat okay if you're on 1080p and playing on overkill specs like GTX 1080/1080Ti/2080/2080Ti with a great CPU like an 8700k or better, though even still you will still see some drops and some crashes.

As best as I can tell the only complete solution would probably be loading the entire load order in the CK and generating full precombineds/previs for the commonwealth. I don't know what happens if you have generated precombineds/previs from different mods and they conflict, I assume it's bad news so I would therefore assume that it would be required to custom generate it.
 
I know that without generating previs/precombine in the areas noted in RRTV's video on the issue, Tales can definitely have some FPS issues. I've also noticed that with Beantown and Tales the Diner near Hangman's Alley (right near Vault 81) can have some problems with disappearing roads and building parts, but I've fixed that a while back.

If I needed to generate precombines for the entire commonwealth, is that process similar to doing it for a single mod? I'd assume it would take a hell of a lot longer, for one, but doesn't the creation kit only allow one plugin active at a time or something like that?

I think for now I'm going to settle for doubled overlapped buildings in East City Downs, as that area is not game critical, at least when compared to Concord.

Despite the issues I personally am having with these mods, I'd still recommend both Tales and Beantown.
 
I wished to use Tales of the Commonwealth but so far have not because of uncertainty about this.
I have been using it since the start and can perceive no issues. The weirdest thing I have occurring is the game freeze when you try to quit, and only after loading an active Conqueror/Liberator game, so it's probably not Tales since this doesn't happen in saves where I am not using the Conq mechanic.
Full disclosure: i have a couple of roles in Tales too. *wiggles fingers mystically* you will download eeeeet

And on that note, thanks for the tip, never tried Beantown.
 
I have been using it since the start and can perceive no issues. The weirdest thing I have occurring is the game freeze when you try to quit, and only after loading an active Conqueror/Liberator game, so it's probably not Tales since this doesn't happen in saves where I am not using the Conq mechanic.
Full disclosure: i have a couple of roles in Tales too. *wiggles fingers mystically* you will download eeeeet

And on that note, thanks for the tip, never tried Beantown.
How does it work with precombineds/Previs though? I think there is an optimization patch, but then do I need to worry about compatibility if anything else might edit the same locations(I believe it edits quite a few locations since it's a very big mod).

I think for now I'm going to settle for doubled overlapped buildings in East City Downs, as that area is not game critical, at least when compared to Concord.
Oh, is that all that happens? Just doubled buildings? I think I wouldn't mind that as long as there aren't FPS drops, crashes and it's not a huge number of buildings everywhere downtown being doubled.
 
Oh, is that all that happens? Just doubled buildings? I think I wouldn't mind that as long as there aren't FPS drops, crashes and it's not a huge number of buildings everywhere downtown being doubled.

Depending on what mods you have (see my load order list in the spoiler in a previous post), my problems have ranged from disappearing buildings/roads/terrain to doubled buildings. The Beantown Optimization patch actually seems to be the cause for the previs/precombine issues (disappearing buildings and stuff), at least when I was also using Tales of the Commonwealth. Any order I tried with those three mods together (Beantown, Beantown Optimization, and ToC) always resulted in disappearing terrain and things. Though I never rebuilt previs/precombine for all of them, just Tales by itself, which probably is/was the issue

With Beantown loaded above ToC, and having used the Creation Kit to rebuild previs and precombines for ToC, the only issue seems to be a few doubled buildings in East City Downs now that I've tweaked my load order a bit. The aforementioned load order is what I have settled on using and its working fine.

When I first started modding my playthroughs I only used Beantown Interiors to start, and I can attest that it adds a great deal to areas of the world space. The Gnome treasure hunt is quite fun, there's some environmental storytelling, collectibles, some places even have notes things to find to add to the history and its been a must have for me since I first found it.
Irreplaceable in my opinion, which is why I started this thread, to try and get advice and help on making it work with my extensive mod list. lol
 
I just created a new game for Sim Settlements 4.1 and added a handful of fun mods - as long as it doesn't break - and well guess what - I am just encountering this double building and vanishing terrain around Concord. Load order inspection time I guess. I have had Beantown since day 1 and never saw anything like this before - anywhere. Was a solution to this ever found?

Edit: Well that was easy. I like easy. I simply moved Beantown to the 2nd to last load group (from position 83 to 235) with the optimization patch after that (it was before as well) and the double building and vanishing/see-through terrain in Concord at least is gone.
I did add a mod this playthrough that breaks precombines in settlements, Cleaner Lived-In Settlements. The author states he rebuilds precombines. I would think that they would just be for the settlements but perhaps he just did it for the world? At any rate dropping Beantown to near the bottom of my load order fixed it. At least in Concord! If that helps even one person with this issue!
 
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Edit: Well that was easy. I like easy. I simply moved Beantown to the 2nd to last load group (from position 83 to 235) with the optimization patch after that (it was before as well) and the double building and vanishing/see-through terrain in Concord at least is gone.
I did add a mod this playthrough that breaks precombines in settlements, Cleaner Lived-In Settlements. The author states he rebuilds precombines. I would think that they would just be for the settlements but perhaps he just did it for the world? At any rate dropping Beantown to near the bottom of my load order fixed it. At least in Concord! If that helps even one person with this issue!

Yeah that's what I've found to work as well for Beantown. I also use Tales of the Commonwealth and some other mods that add/remove/move buildings. Getting my load order juuuust right. I'm still using the last load order posted above in a spoiler button, and have only had a few instances of doubled buildings in non-essential and inconsequential areas.

I know Kinggath uses Tales and Beantown in his let's play, and someone made a patch for all his mods for him. I'm hesitant to say that he might have a better solution. Pretty sure the patch is up for people to download, but I'm unsure how it'd work unless you have every mod and only those mods that Kinggath has....Food for thought tho.
 
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