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F4SE Team

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ianpatt

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  1. ianpatt
    ianpatt
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    2024-05-20: Currently it doesn't appear that any updates to F4SE are needed. Still observing plugin stability.

    Spoiler:  
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    The 2024-04-25 Fallout 4 update (1.10.980 and later) has broken F4SE and the rest of the native code modding scene similarly to
    Skyrim's "Anniversary Edition" patch. An update is available, but I'm
    sure it can use more testing. Do not email with questions about
    progress.

    Thank you for all of the support! I assume people would rather have me working on the update than making individual responses,
    but in general thanks for the nice words and support.

    2024-04-27: The first step of the update process is done, doing a first pass at
    updating all of the addresses for the new version of the game. Another
    long step begins now, validating the addresses and seeing if there were
    any structure layout changes. This would not benefit from external
    testing.
    2024-04-28: Building regression tests for games on this engine is painful. To progress on something else that needs work before
    release, I'm porting over the plugin manager changes and loader changes
    from SKSE64 and SFSE. This modernizes plugin version detection, and
    minimizes the virus scanner false positive issues by using a single
    loader executable that doesn't need to change with each version.
    2024-04-29: Secondary preloaders and f4se_steam_loader.dll are no longer needed.
    Plugins now use the declarative version system from SKSE64/SFSE. Plugin
    manager is back up and running. Struct comparison between the two
    versions continues, but I haven't found anything interesting that
    changed so far. If the next session (not necessarily tomorrow) keeps
    finding nothing, I'll probably put up a prerelease version to get test
    results.
    2024-04-30: I've put up a very early build so that mod developers can test their plugins and mods against 1.10.980. I
    appreciate feedback, but right now I can only realistically handle
    focused feedback from mod developers who know how their scripts work.
    Reports like "when I call GetWaterType on this specific cell with editor
    ID [whatever] it returns the wrong result" would be ideal, but I'll be
    doing investigation as needed.
    2024-05-01: Investigating feedback. 1.10.980 itself has some major stability problems that I can reproduce
    with just vanilla content, so there's probably (hopefully) going to be a
    follow-up patch soon. Updating for that will not take anywhere near as
    long as 1.10.980. The unstable base makes finding problems in my code
    more difficult than it should be.
    2024-05-02: A few fixes from mod author reports and requests. Let's see what happens if I widen the audience a bit.
    2024-05-03: Apart from the usual misdirected complaints about other people needing
    to update their mods (expected), things seem pretty good so far. If you
    can make make the game crash with a single mod, have QA-style repro
    steps, and the problem doesn't happen when being run without the loader,
    please let me know.
    2024-05-04: Fixed GetResourceLibraryProcAddress - if you are a plugin author trying to update your plugin, that plugin
    has additional exported addresses, and the plugin loader is doing
    something weird with it, this will fix the problem. Fixed
    SplineUtils::ConnectSpline. Most of the updates going forward are going
    to be very uninteresting, with me just watching the forums and other
    places to see if people are crashing in a way that isn't caused by the
    vanilla game, maybe doing small fixes like mentioned earlier. Once I
    find something seriously wrong or something that is impacting plugin
    authors then I'll put out a new version with the fixes.
    2024-05-10: Bethesda has announced a hotfix patch that will be released on the 13th.
    This, as is normal, will break things, but nowhere near as badly as the
    1.10.980 update. I'll have an update out as soon as possible to support
    the patch. Hopefully some of the vanilla crashes will be fixed.
    2024-05-13: Hotfix released, should have an update after lunch. Seems stable aside
    from some plugins with bad version data. I am contacting the authors
    where possible.

    Crashing on startup? Remove everything from Data/F4SE/Plugins.
    Gamepass/MS Store/EGS requests are off topic and will be removed.
  2. ianpatt
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    Steam depots to downgrade to 1.10.163 (before the "next-gen" update):

    ONLY TRY THIS IF YOU KNOW WHAT YOU ARE DOING AND CAN HELP YOURSELF. NO SUPPORT IS GIVEN FOR DOWNGRADING.

    Common depots (content_a, exe, content_b, automatron)

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    Not english:
    Spoiler:  
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    French:
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    download_depot 377160 435872 5590419866095647350

    German:
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    Italian:
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    download_depot 377160 404091 6756984187996423348
  3. bayblade1997
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    i dont know what i have done but every time i load my game a message pops up saying ($no_F4SE) can someone help me 
  4. AlecNoAlex
    AlecNoAlex
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    I dont know s#*! about all this things tbh, but I dont understand why Ive got a f4se_loader without the .exe. In the note "readme" says that u have to copy the f4se_loader.exe, but in the archive itself, it doesnt exist (or at least I cant find it). It isnt working for me anyways, I use vortex and even though I manage to select f4se as the loader of the game, it doesnt work when I start the game. Idk what to do
    1. ianpatt
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      You are either not finding the file, using something broken to extract the archive, or your virus scanner is being stupid.
  5. nghtwng565
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    Question 1. Where's the bug tech support area?
    Question 2. Why do you kinda respond rude to people who are attempting to use the posts as a makeshift bug tech support?
    Question 3. Why do you say it's them, not the mod?
    Question 4. The Silverlock version of F4SE is the original. I checked and this shouldn't be on the Nexus. Why is this here?
    1. ianpatt
      ianpatt
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      1. Here, kind of.
      2. Many people do not read error messages or the readme. Many people do not know how to diagnose problems, yet attempt to do so anyway. Terse responses come across as "kinda rude" to you. I would classify your questions as "kinda rude" as well as I do not believe you sincerely want responses, rather you wish to passively-aggressively complain. This is how text interactions work on the internet.
      3. Because it is them and not the mod. In general, the only issues that show up with the mod itself are large problems caused by new patches, and those are cleared up quickly. Other than those issues, nothing has required a code fix.
      4. I don't know what you mean.
    2. nghtwng565
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      Search up F4SE Silverlock. It should be the ONLY way to access and download F4SE, or it is the most typically picked option to download F4SE, and I've heard conflicting information, saying Silverlock posted this, or allowed it, or did Silverlock allow this.
    3. ianpatt
      ianpatt
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      I wrote the majority of this software, and am the one writing any messages you've seen in the readme or on silverlock.org. "Silverlock" is not a person and will never post something or allow something - that's just a domain name that behippo controls. If you need further confirmation, email the contact address in the readme (which will go to me) and I can write you back.
    4. nghtwng565
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      Alr then. I'll back down. Apologies for any mishaps.
  6. Dmays55
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    I seem to be unable to get F4SE to load properly. I am using Vortex, I unzip the files, put them in the proper Fallout 4 folder, run the SE.exe, but when I press the ~ no indication of SE being loaded shows up. Some of my mods work properly, but the ones super reliant on SE are not. Is this a known issue and is there any fix? 
    1. ianpatt
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      Just pressing tilde does not show anything. Check the version shown in the pause menu, and type GetF4SEVersion in to the console. If that doesn't do anything, make sure that you are really running the game via f4se_loader.exe. You mention "the SE.exe", but that isn't close to any of the executables that are included with the game or the script extender.
    2. Dmays55
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      Thank you for the help! It was just me not understanding, and it must be a different mod issue not working. 
  7. OldmanJake
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    After 4 hours of screwing around trying to get this to work I think I fixed it. For some reason, I can't figure out why, The f4se.exe file kept bugging out if I used a DT short cut to extract it. 
    So I dragged the files to the desktop one at a time, then extracted them and it seems to be working. At least at the moment. 
    Bethesda management should be ENDED for not including a Script Extender like feature IN the game, from the start. 
    Tod Howard should be feed alive to a pack of Ghouls!
  8. nosekeponeraiuda
    nosekeponeraiuda
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    no sirve
    cuando inicio con el nuevo .exe no pasa nada
    ;,c
  9. Loonluna123
    Loonluna123
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    WHERE IS THE LATEST SCRIPT EXTENDER vortex not working add file to fallout 4 file not working what the hell is going on and i want to play fallout 4 modded 
    1. ianpatt
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      Check the files tab, and please read the readme for installation instructions. If you are getting any error messages, please read them carefully. If that does not clear up the situation, copy/paste the error message in to your response.
  10. Shambright
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    I'm getting a "the application was unable to start correctly (0xc0000142)" for fallout4.exe, they're saying it's a F4SE issue, am I in the right place?
    1. ianpatt
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      You can test that pretty easily by running the game via Fallout4.exe and f4se_loader.exe separately to see which gives you the error message. If you get that error just running Fallout4.exe, the problem is unrelated to F4SE.
  11. BHAitken
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    Okay, there's no easy way to put this:

    Script Extender, Next gen/latest version, crashes at approximately 400 mods.

    Several builds, several timelines, ever since that fateful April day.  I have come back and rebuilt, updated mods and from scratch, and whenever I hit the 400 mark the script extender crashes.  I remove a mod, any mod, and everything works again.

    My last build is/was 394 mods with 201 regular plug-ins and 259 light.  I can send you the error reports but they all show the same collapse and CLASSIC says something is overwriting Script Extender.  Remove a mod, not even related, and everything works fine.

    And before you ask, I am using Vortex, the load order is checked by LOOT and their app shows no problems.  The game runs fine at 460 plug-ins, but if I go one plug-in over, regardless WHICH plug-in, it crashes.

    I used to be able to hit 600+ on the older versions easily, so I am wondering if anyone else has encountered this or even tried?
    1. ianpatt
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      There isn't an inherent limit in the script extender, however any case where you're using more complicated mods can lead to hitting other limitations earlier (file handles being the main one that comes to mind).
    2. BHAitken
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      It doesn't matter the build, it doesn't matter where in the build I am at.  Once I hit the 460 plug-in limit nothing else will go in.  I add a building mod, everything shuts down, I remove a clothing mod, everything works again.  I put in a encounter mod, everything shuts down.  I take out a texture mod everything works again.  This has happened on over dozen attempts including complete re-installs and rebuilds.  For whatever reason, wither it is the base game itself because of the update or because of Script Extender itself (unlikely), Script Extender collapses at about 400 mods.

      I don't need comebacks, I need people brave enough to test this theory.  I have a full creation club and 460 plug-ins, I DARE you to beat it.
    3. ianpatt
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      Sorry, but this isn't on topic for this forum.
    4. BHAitken
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      Well sorry but there is no 'bug report' section, is there?  Or are we dealing with an ego issue here?
    5. ianpatt
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      You are having problems with the base game, not F4SE. This is not base game tech support.
    6. machinejk
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      Guess what tested myself for the first time in a while. I usually run close to 200 with all CC content. but I got to 430 today and it started doing the same thing as you. I add one of tumbajambas armor mods, won't start. Removed Skidabas Machineguns rebirth, ran fine. Added Vivid weathers, crashed. Removed Elis Armor Compendium, Ran fine. I even tested it with my discord mods and same thing. I did a clean install, wiped files, everything. didn't even backup. I can run the game fine on vanilla now, but once it detects F4SE, it gets to the Bethesda screen plays for 2 seconds and closes. I tested this by completely wiping the game files everything. New INI files, complete clean install. Ran F4 vanilla to see if it'd run, it did. Added F4SE and only F4SE and it crashed.
      This is not a base game issue, it's a F4SE issue. Hopefully this helps
    7. JaxsonTeller
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      Just started getting this issue with mods i downloaded in december. redownloaded them today after reinstalling windows to the exact issue you are having bro. i only have 50 mods
  12. LordNighthawk4
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    edit: solved it, had extended dialogue interface installed and for some reason nexus did not show the download in the history, works now.

    Everything fine, thx for the work.