FlexRevive (updated)
Restore Fallout 4's weapon remains on modern hardware. Blocks spill out of the world as you shoot, tumble, bounce onto the world and settle on surfaces, all simulated by this plugin, not Nvidia's crappy library.
About this mod Machine translation
Restore Fallout 4's weapon remains on modern hardware. Blocks spill out of the world as you shoot, tumble, bounce onto the world and settle on surfaces, all simulated by this plugin, not Nvidia's crappy library.
Original address:
Updated on September 5th:
Version 1.3.0
- A fixed fragment falls from the surface on which it rests. Debris-to-shard parsing moves the blocks directly, without being able to see the whole world, so each neighbor that lands on the board is pushed slightly into the board; the next scan starts inside the skateboard, looks down, finds nothing, and lets it fall. Each piece of debris now remembers where it last rested on Earth and sweeps from there, causing displacement to be overridden by motion and come to a stop at the surface. Coming under fire on the scaffolding and then being hit by a grenade went from thirteen pellets to none.
- Fixed one frame rotation when recycling debris slots. The engine interpolates each chunk's orientation between the last two fragments by lerping directly on the quaternion component, without a minimum arc check, so when a slot is reused for a new fragment, its orientation can be on the opposite hemisphere from the previous occupier's last fragment, and the fragment is rotated around the long distance into a frame. Each direction reported now remains within 90 degrees of the last reported direction for that period: the same rotation, and indicates the locomotive's LERP requirement
- Changed a blast to use the engine's published strength range and vertical offset. The force field record contains minimum and maximum strength, and the force of the explosive form is adjusted in nvdebris.txt by the minimum and maximum strength of the weapon (100 to 440 for grenades), with the force distributed upward based on the vertical deflection of the form. Only the smallest part is read, so each explosion simulates the weakest part in the game's intent, purely pushing the ground. Each part now draws its own strength from the range, just like the engine per particle, and increments by release share
- Added BlastLift under [Collision], default 1.0, which will multiply the upward share of each explosion. 0 fires a purely outward explosion
- Changed the default value for blast level from 6.0 to 1.3, as blast now serves as the range of the engine itself rather than the minimum. A fragment from the center of a frag grenade will move away between 130 and 570 units/second. The blast gauge carried over from 1.2.0 should be approximately four
- Changed the explosion to avoid knocking the resting piece into the object supporting it, since the surface takes the thrust
- Changed ComputeBackend=GPU to step a full frame on the graphics card when the device boots up and every collision shape in the world is a testable collision shape: triangle meshes, convex hulls, spheres, capsules and boxes. The world containing anything else will stay on the CPU and the logs will explain why, since the scan doesn't see the collider meaning debris will fall from it. It's slower than measuring the CPU path for this machine because a single readback of a frame costs more than a whole CPU step, so the CPU stays at default
- Added pair, settle, and world passes to the dispatch chain so that the entire frame runs on the card without any reads between substeps. Pair passes send only one color of the cell partition at a time, and doing two identical runs on a 1500 heap is consistent across components, demonstrating that coloring holds true across cards and is consistent across threads.
- Fixed generating speed readings, never previously confirmed in the field. It will be emitted based on the rate at which the engine writes to the particle buffer owned by the plugin. The session log now shows that each read is accepted at 200 to 250 units/second and the engine will publish the buffer it receives.
Restore Fallout 4 weapon remains on modern hardware.
You shoot, roll, bounce and settle on surfaces that send flying debris, …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.