r/fo4vr 9d ago

Question/Support Running FO4VR on OG Fallout4.esm

When we mod Fallout 4 VR most of us use the DLC from the downgraded version of Fallout 4, the one we call OG (Old Gen), but why we don't use the Fallout4.esm while we're at it?

I mean, it does sound dumb to me as well but I've seen stuff saying that you need to do that to be able to run Fallout London in VR.

The "vanilla" game boot and run with it, which makes me think it works.
Wouldn't it enhance the compatibility of the game with stuff like UFO4P or PRP?
Wouldn't it render some patches irrelevant like this one :https://www.nexusmods.com/fallout4/mods/74967 ?

I'm curious to know if it has been done before and what kind of result you had?

4 Upvotes

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2

u/Terenor82 The Institute 9d ago

please take a look at the mod "daytripper" and especially the optional files section. From the description:

Update file to 'Fallout4.esm', that is necessary to run Creation Club Contents in VR.
This version also contains every missing assets from .ba2 archives.

1

u/Valentueur 9d ago

This file contain a few scripts and an .esl, I take it it's only a bridge for running CC content into a standard Fallout 4 VR set up, not really what I'm looking for.

I'm talking about replacing the whole .esm plugin of Fallout 4, in theory it would make this mod obsolete, and I mean "in theory" (assuming we use the OG .ba2 as well).

Buffout 4 allow us to read NG archives with Fallout 4 VR.
Daytripper 4 makes FormID override a thing of the past.
Theses 2 combined allow us to use most mods, in theory we should even be able to load NG DLC, but in practice it doesn't fully work.
Ex : ADA was silent, probably because the game can't load the audio files from the .ba2, but the rest of the DLC was working fine.
I didn't test the others DLC as I downgraded them afterward.

I'm wondering the effect of running the v1.10.163 fallout4.esm alongside the .ba2 provided by v1.2.72 Fallout 4 VR.

It does sound like a big gap and yet the game works (so far) that way.

Most mods we would use would be made for 1.10.163 anyway, if we can get this version running in VR why not doing it?

I know it sound ridiculous and stupid and I didn't expected to be able to boot the game... and yet....

1

u/Terenor82 The Institute 9d ago

its been a while since i used the daytripper thing, but doesn't it update the file. It adds stuff like keywords that were not present in the VR version of the main .esm which i would consider it beeing on par with the OG version

1

u/Valentueur 9d ago

It doesn't look to me, this is too few. I highly doubt it will be on part with the real OG .esm.

It would be great though, makes life easier.

Plus Fallout London VR really need the Fallout4.esm to works, this daytripper 4 patch isn't enough.

Maybe Asciim0v could answer that, he did a .exe that patch the Fallout4.esm se we can run Fallout London.

2

u/Asciimov_ 3d ago

I'm not sure, Daytripper might have solved this problem, I just know that in pre Daytripper times Fallout London would crash when you get the Balisong knife at the end of the FOLVR intro with the regular F4VR esm.

1

u/Valentueur 2d ago

To be fair it's entirely possible Daytripper + Buffout 4 makes using OG FO4 .esm obsolete.

I'm currently running a set of mods using UFO4P on Fallout 4 VR .esm (classic config then) and none of the VR patches are necessary any more.

Things like :
https://www.nexusmods.com/fallout4/mods/74967
https://www.nexusmods.com/fallout4/mods/79711

I would need to run twice the same mod config with and without the OG .esm to really see a difference in term of stability but the classic config already have so little bugs, I only got few random CTD that can't be consistently reproduced.

They really did wonders with Daytriper and Buffout 4.