1.2.7 is for Fallout 4 1.10.984 ("next-gen") and F4SE 0.7.2 1.2.6 is for Fallout 4 1.10.163 and F4SE 0.6.23 1.2.5 is for Fallout 4 1.10.163 and F4SE 0.6.20 1.2.4 is the latest version for Fallout 4 1.10.162 and F4SE 0.6.19 1.2.3 is the latest version for Fallout 4 1.10.138 and F4SE 0.6.17 1.2.2 is the latest version for Fallout 4 1.10.130 and F4SE 0.6.16 1.2.1 is the latest version for Fallout 4 1.10.120 and F4SE 0.6.14/15 1.2.0 is the latest version for Fallout 4 1.10.114 and F4SE 0.6.13 1.1.0 is the latest version for Fallout 4 1.10.111 and F4SE 0.6.12 1.0.5 is the latest version for Fallout 4 1.10.106 and F4SE 0.6.11 1.0.4 is the latest version for Fallout 4 1.10.98 and F4SE 0.6.10 1.0.2 is the latest version for Fallout 4 1.10.89 and F4SE 0.6.9
1. Crashes when you open the pipboy, or only when you go the new tabs? 2. Happens only for actor tab, or also for effects tab? 2. Can you tell me if the name of the tab(s) are translated, or they look like $WMK_something. 3. English language or another? 4. Also, it happens always, or randomly, from time to time?
1. Happens only when i go to the new actor tab. 2. Only Actor Tab. 3. The Name of the Tab is translated "Actor", no $ in there 3. english 4.happend every time.
Would really help me if I get some logs, a save file and the list with mods installed. Installed the game, used only F4SE, MCM and this mod and the game didn't crash, but the mod failed to retrieve the names for actor values, so an issue is there.
1. Clear the logs in Documents\My Games\Fallout4\F4SE folder. 2. Go to mod's Logging Level configuration page (the next to last one) and enable verbose logging. 3. Reload the save file, so the new setting is used. You should see ACTIVE EFFECTS LOGGING in the top left corner on HUD. 4. Open Pip-Boy and go to the new actors tab. This is where the game should crash.
Create an archive with:
1. Documents\My Games\Fallout4\F4SE folder (for the logs) 2. c:\Users\<your user>\AppData\Local\Fallout4 (for the list with installed mods) 3. The save file (maybe I can reproduce the problem)
And upload it somewhere and send me a PM with the link. This seems the kind of issue that I can fix only if I can reproduce it...
Having the same issue, immediate CTD without errors when cycling to the Actor Values tab. I stopped playing just before the NG update, and came back to the game yesterday. Updated game and all mods, removed mods that were no longer compatible, etc. This mod worked great before, not sure what could be causing the issue now. Hopefully you're able to find a solution.
Will continue using the mod, as there are multiple features that can still be used while avoiding the actor values tab.
Solved this problem by deleting all my saves, going through my modlist and troubleshooting them on a new game until found the culprit, removed the culprit, then restored the saves, had the loose scripts cleansed using the ReSaver and tested.
The only problem still remaining is that the Actor Values Tab still has none of the attibutes named (only the numbers) but no more CTDs.
I seem to have a problem with the additional effect widgets not being able to be toggled with ihud. The other effects such as the jet and food/drink widgets toggles fine.
I have tried for hours, but I cannot seem to get this mod working properly on my game. I get the Effects and Actor tabs in the Pip-boy, no issues there. But I cannot get any widgets to appear - for the effects, carry weight, etc... Nothing ever shows up on the HUD. Tried different settings in MCM, set all the container values to visible, reload the game - no dice.
I am running FallUI HUD, but it should not be conflicting. I tried uninstalling FallUI anyway, and fresh installing Active Effects - no dice. Installed HUD Framework - no effect either.
Have scrolled pretty far back in the posts, a few people discussing this issue, but none of their solutions worked for me. One thing that Wolf recommended to another person having the same issue, is running a papyrus log and play the game for a couple mins, then see the log results for the papyrus script (no idea what happened if that person managed to fix their issue).
I see the logs showing some errors with what appear to be the scripts of the mod. They look like this: [WmkActiveEffectsQuest (08000F99)].wmkactiveeffects.OnInit() - "D:\Steam Library\steamapps\common\Fallout 4\Data\Scripts\Source\User\WmkActiveEffects.psc" Line 76 [04/02/2025 - 04:14:00PM] error: Method RegisterForCameraState not found on wmkactiveeffects. Aborting call and returning None stack: [WmkActiveEffectsQuest (08000F99)].wmkactiveeffects.OnInit() - "D:\Steam Library\steamapps\common\Fallout 4\Data\Scripts\Source\User\WmkActiveEffects.psc" Line 85 [04/02/2025 - 04:14:01PM] error: Unable to obtain function call information - returning None
For reference, I am running the GOG version of Fo4, so unsure why Steam folders are referenced here. Maybe that is connected to the issue.
I don't really understand code or modding, so if Wolfmark or anybody else could help, would be much appreciated, as this mod looks awesome, really want to play with it.
Would you be willing to release a version of this mod without the Vanilla HUD modification feature? It’s actually very inconvenient because it’s not compatible with FallUI.
im playing all FallUI mods + Complexsorter + this mod (and + 500 mods) and i have no problem with this mod, or any other FallUI mod Why do you say it is not compatible?
This mod's support for Vanilla HUD features overrides the position values of the flashlight and Vault Boy icons provided by FallUI HUD. Moreover, the position adjustment for the icons supported by this mod only takes effect after restarting the game, making real-time adjustments quite challenging.
Hey I love the idea of the mod and find it to be quite the necessary mod, but theres sadly not a version that supports Game v1.10.984 and F4SE 0.6.23 which is what "The Midnight Ride" uses and id like to think is gonna be the standard for Fallout 4 modding from here on out. So if you ever reada this and find the time to such a version I and others I bet would be Eternally Grateful 🙏
I can't seem to adjust the locations of the containers in mcm or in the ini file. I can move the widgets once and only once, after that it wont matter if i change settings in the mcm or the ini file and save it the container locations will remain the same even when saving and loading after each change. So I then need to reinstall the mod again to move the widgets again and repeat the process. What am I doing wrong?
In the PipBoy Stats>>Actor Values tab the attribute name column values are all empty. All other columns do contain values but no way to know which attribute each row represents. The game is not crashing.
I can only confirm that it works perfectly for me in the downgrade version .163
F4SEPlugin_Query: F4SE version = 0.6.23.0 runtime version = 1.10.163.0 F4SEPlugin_Load F4SE module handle: 00007FF8F8210000 GamePtr::InitAll - base_addr = 0x00007FF7ECF60000 code_start_addr = 0x00007FF7ECF61000 code_length = 46225408 GamePtr::InitAll - f4se_base_addr = 0x00007FF8F8210000 f4se_code_length = 905216 GamePtr::InitAll - 2 GamePtr instance(s) to initialize GamePtrCodeSegRelWithOffset: name = SlowTimeFactor address_offset = 0x4C5F443 m_address = 0x00007FF7F2842A30 IDA_address=0x458E2A30 m_offset = 132 (0x84) GamePtrCodeSegRel: name = ParseTranslation address_offset = 0xFFFFF6BD m_address = 0x00007FF8F826D680 GamePtr::InitAll - 32 ms 190 registered settings: setting[00]: name = iTicksPerSecond value = 10 setting[01]: name = iLoggingLevel value = 0 setting[02]: name = iVisibilityDefault value = 1 ........ ........ ....... If you're going to play with mods, I still think it's not worth playing with the latest NG version.
ok i installed the mod but i don't see any icons on screen. what options i have to enable to show any icons and counters i don't even see the effect and actor option on the pip boy even tho i have the options enabled
610 comments
1.2.7 is for Fallout 4 1.10.984 ("next-gen") and F4SE 0.7.2
1.2.6 is for Fallout 4 1.10.163 and F4SE 0.6.23
1.2.5 is for Fallout 4 1.10.163 and F4SE 0.6.20
1.2.4 is the latest version for Fallout 4 1.10.162 and F4SE 0.6.19
1.2.3 is the latest version for Fallout 4 1.10.138 and F4SE 0.6.17
1.2.2 is the latest version for Fallout 4 1.10.130 and F4SE 0.6.16
1.2.1 is the latest version for Fallout 4 1.10.120 and F4SE 0.6.14/15
1.2.0 is the latest version for Fallout 4 1.10.114 and F4SE 0.6.13
1.1.0 is the latest version for Fallout 4 1.10.111 and F4SE 0.6.12
1.0.5 is the latest version for Fallout 4 1.10.106 and F4SE 0.6.11
1.0.4 is the latest version for Fallout 4 1.10.98 and F4SE 0.6.10
1.0.2 is the latest version for Fallout 4 1.10.89 and F4SE 0.6.9
Do someone have a solution? Ty
2. Happens only for actor tab, or also for effects tab?
2. Can you tell me if the name of the tab(s) are translated, or they look like $WMK_something.
3. English language or another?
4. Also, it happens always, or randomly, from time to time?
2. Only Actor Tab.
3. The Name of the Tab is translated "Actor", no $ in there
3. english
4.happend every time.
english version
always actor tab when i go to it, tried it multiple times
1. Clear the logs in Documents\My Games\Fallout4\F4SE folder.
2. Go to mod's Logging Level configuration page (the next to last one) and enable verbose logging.
3. Reload the save file, so the new setting is used. You should see ACTIVE EFFECTS LOGGING in the top left corner on HUD.
4. Open Pip-Boy and go to the new actors tab. This is where the game should crash.
Create an archive with:
1. Documents\My Games\Fallout4\F4SE folder (for the logs)
2. c:\Users\<your user>\AppData\Local\Fallout4 (for the list with installed mods)
3. The save file (maybe I can reproduce the problem)
And upload it somewhere and send me a PM with the link. This seems the kind of issue that I can fix only if I can reproduce it...
If it helps I can link the mod pack here: https://next.nexusmods.com/fallout4/collections/wfyq9b/revisions/8?tab=about
Will continue using the mod, as there are multiple features that can still be used while avoiding the actor values tab.
The only problem still remaining is that the Actor Values Tab still has none of the attibutes named (only the numbers) but no more CTDs.
Just installed the mod to try it out but the game crashes everytime I try to select the Actor Values.
I am running FallUI HUD, but it should not be conflicting. I tried uninstalling FallUI anyway, and fresh installing Active Effects - no dice.
Installed HUD Framework - no effect either.
Have scrolled pretty far back in the posts, a few people discussing this issue, but none of their solutions worked for me. One thing that Wolf recommended to another person having the same issue, is running a papyrus log and play the game for a couple mins, then see the log results for the papyrus script (no idea what happened if that person managed to fix their issue).
I see the logs showing some errors with what appear to be the scripts of the mod. They look like this:
[WmkActiveEffectsQuest (08000F99)].wmkactiveeffects.OnInit() - "D:\Steam Library\steamapps\common\Fallout 4\Data\Scripts\Source\User\WmkActiveEffects.psc" Line 76
[04/02/2025 - 04:14:00PM] error: Method RegisterForCameraState not found on wmkactiveeffects. Aborting call and returning None
stack:
[WmkActiveEffectsQuest (08000F99)].wmkactiveeffects.OnInit() - "D:\Steam Library\steamapps\common\Fallout 4\Data\Scripts\Source\User\WmkActiveEffects.psc" Line 85
[04/02/2025 - 04:14:01PM] error: Unable to obtain function call information - returning None
For reference, I am running the GOG version of Fo4, so unsure why Steam folders are referenced here. Maybe that is connected to the issue.
I don't really understand code or modding, so if Wolfmark or anybody else could help, would be much appreciated, as this mod looks awesome, really want to play with it.
I have the full Papyrus log, if that would help.
Why do you say it is not compatible?
Game Version: 1.10.984.0
F4SE Version: 0.7.2
MCM Version: 1.40-BETA2
ActiveEffects Version: 1.2.7
Beginning of WmkActiveEffects.log
This is the only error information I could find.
F4SEPlugin_Preload: F4SE version = 0.7.2.0 runtime version = 1.10.984.0
F4SEPlugin_Load
trampoline alloc 00007FFACD31FC00x0000000000000400 failed (000001E7)
trampoline alloc 00007FFACD31FC00x0000000000000400 failed (000001E7)
trampoline alloc 00007FFACD31FC00x0000000000000400 failed (000001E7)
trampoline alloc 00007FFACD31FC00x0000000000000400 failed (000001E7)
trampoline alloc 00007FFACD31FC00x0000000000000400 failed (000001E7)
trampoline alloc 00007FFACD31FC00x0000000000000400 failed (000001E7)
trampoline alloc 00007FFACD31FC00x0000000000000400 failed (000001E7)
trampoline alloc 00007FFACD31FC00x0000000000000400 failed (000001E7)
trampoline alloc 00007FFACD31FC00x0000000000000400 failed (000001E7)
trampoline alloc 00007FFACD31FC00x0000000000000400 failed (000001E7)
trampoline alloc 00007FFACD31FC00x0000000000000400 failed (000001E7)
trampoline alloc 00007FFACD31FC00x0000000000000400 failed (000001E7)
trampoline alloc 00007FFACD31FC00x0000000000000400 failed (000001E7)
F4SE module handle: 00007FFAC9690000
trampoline alloc 00007FFAC968FC00x0000000000000400 failed (000001E7)
trampoline alloc 00007FFAC968FC00x0000000000000400 failed (000001E7)
trampoline alloc 00007FFAC968FC00x0000000000000400 failed (000001E7)
trampoline alloc 00007FFAC968FC00x0000000000000400 failed (000001E7)
trampoline alloc 00007FFAC968FC00x0000000000000400 failed (000001E7)
F4SEPlugin_Query: F4SE version = 0.6.23.0 runtime version = 1.10.163.0
F4SEPlugin_Load
F4SE module handle: 00007FF8F8210000
GamePtr::InitAll - base_addr = 0x00007FF7ECF60000 code_start_addr = 0x00007FF7ECF61000 code_length = 46225408
GamePtr::InitAll - f4se_base_addr = 0x00007FF8F8210000 f4se_code_length = 905216
GamePtr::InitAll - 2 GamePtr instance(s) to initialize
GamePtrCodeSegRelWithOffset: name = SlowTimeFactor address_offset = 0x4C5F443 m_address = 0x00007FF7F2842A30 IDA_address=0x458E2A30 m_offset = 132 (0x84)
GamePtrCodeSegRel: name = ParseTranslation address_offset = 0xFFFFF6BD m_address = 0x00007FF8F826D680
GamePtr::InitAll - 32 ms
190 registered settings:
setting[00]: name = iTicksPerSecond value = 10
setting[01]: name = iLoggingLevel value = 0
setting[02]: name = iVisibilityDefault value = 1
........
........
.......
If you're going to play with mods, I still think it's not worth playing with the latest NG version.