2024-05-20: Currently it doesn't appear that any updates to F4SE are needed. Still observing plugin stability.
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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.
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
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. 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.
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.
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.
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?
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.
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!
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
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.
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?
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.
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?
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).
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.
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
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
4481 comments
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.
ONLY TRY THIS IF YOU KNOW WHAT YOU ARE DOING AND CAN HELP YOURSELF. NO SUPPORT IS GIVEN FOR DOWNGRADING.
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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?
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.
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!
cuando inicio con el nuevo .exe no pasa nada
;,c
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?
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.
This is not a base game issue, it's a F4SE issue. Hopefully this helps
Everything fine, thx for the work.