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. 2024-05-20: Currently it doesn't appear that any updates to F4SE are needed. Still observing plugin stability.
All native code plugins (.dlls) need to be updated by their creators for 1.10.980. Old native code plugins not loading is not a problem with F4SE. The Starfield loader has given Windows Defender problems in the past. This is a false positive.
The MCM beta 1.40 has incorrect version data and crashes on startup with 1.10.984. An update is available. Better Console also has bad version data and crashes on startup with 1.10.984.
Follow it cause you need to learn how to download the repositories and how to open the steam console. Once you got that down you have to download these and install them in order replacer EVERYTHING whenever it is needed.
(Keep in mind that you are re-downloading the game from what has been saved in STEAMDB, do it one by one, don't hog your download speed by trying to do it all at once. File size should be about 22-ish GBs once you have everything. Once again FOLLOW the guide so you know where the repos will be downloaded and where / how you'll want to move them around.)
Once that is done you have to delete most new files from the creation club that will be in your DATA, these are the culprits that will cause your game to crash since Bethesda updated them in masse I can't be sure which one is safe to keep and which one isn't, so for now it is best to put them in a Back Up folder. Now, anything that has "ccBG" at the beginning of its name in the DATA folder should be safe to remove, that is the code they give to creation club content, however, if you use mods, you probably already know that these are not very much compatible with anything extra from nexus you add to the game.
Once you have all that done REMEMBER to play the game in offline mode / to shut off wi-fi on your steam deck (as is my case) or to delete any manifesto that will force the game to update, cause it will break everything again. Once you have everything I stated done you can probably re-install the current (non-updated) version of the Script Extender and start playing. I've not encountered any crashes or data corruptions. Save games seem clean enough that I have no missing ESP / ESL / Meshes / Textures. If anything goes wrong or you don't feel confident enough that this won't screw your fallout 4 install folder then don't try it. For MO2 this should be safe enough since mods are kept separately from the game elsewhere.
@ianpatt if you could pin this so people know not to bother you it would be great.
All depots are listed on this page : https://steamdb.info/app/377160/depots/ Make sure you donload the version released before April 25 ! I also believe you'll have to download your language depots in addition to the standard packages.
So anyone else running into the The Procedure entry point SteamUser could not be located in the dynamic link library
There's likely 1 of 2 issues causing this for you 1) steam_api64.dll 2) Your deployed mods
Follow these steps: 1) Open your Mod Manager and Purge your mods (don't worry this doesn't delete all the mods you downloaded) -- Also, if you used Vortex or MO2 to install F4SE (which you shouldn't) disable it in your mod manager!!! -- Also, if you installed the unofficial FO4 Patch manually, you're gonna need to uninstall that as well 2) Go to your Fallout 4 install directory and make sure all the F4SE files are gone, don't forget the stuff in the \Data folder and \Data\F4SE --Also, go in to your DATA directory and look for any files that start with ccBG and DELETE those files if you haven't already Alternatively, you can make a Backup folder and copypasta them there and then delete, your choice
3)MANUALLYinstall F4SE 4) Run the game from your mod manager or from the f4se launcher, your choice. -- Make sure that you can load your save, it's gonna whine at you about the missing mods, fo'getaboutit
If you can start the game and load your save, even with the bitching, ALT F4 5) Now you can go back in your mod manager and REDEPLOY your mods
If it's still not working, you're going to need a clean copy of the steam_api64.dll from 04/16/2024 Don't ask me where to get one Copy in the steam_api64.dll in to the ROOT of your Fallout 4 installation before continuing with steps 3 and on above
If this still didn't work for you, well, there may be no hope for you until F4SE gets updated...
So I am assuming that means it sup to date for the "Next gen Patch of 1.10" But not updated for the 'hotfix' that was recently released around next week?
F4SE 0.7.2 is up to date with the latest version on Steam (1.10.984). If you are getting error messages, it is important to read them carefully, as they probably give you the answer to your problems.
Since people are still having problems, mostly due to the usage of mod loaders or things like that, I am telling you how things work for me.
This goes for the downgraded version before NextGen, but also for the newer Patches.
I am using Vortex to have the mods installed, that I want to use, but I do not use it to start the game, cause it is not necessary at all !
F4SE was installed manually like ianpatt has written on the starting page, and before I did so, I created an exemption in my AV program, hence no errors and no missing files either, since the AV didn't delete/quaratined anything at all.
I am using a shortcut on my desktop, a copy of the original, with the necessary added parameters for F4SE - in my case that's ""G:\SteamLibrary\steamapps\common\Fallout 4\f4se_loader.exe"".
Also, Steam is not running as a service on my machine, it doesn't start after Windows has booted to desktop ! Because of that, when I doubleclick the F4SE-FO4 shortcut, steam is starting, always telling me that it is getting updated, even when there is nothing happening at all - on the machine with the downgrade, I have set the necessary manifest file to read only, resulting in steam giving me an error window telling me exactly that, that it could not update Fallout 4 ! ;-)
Bevor the second NextGen Patch, it instead showed me the Fallout Launcher, the one allowing you to change settings and so on.
I just closed the launcher, like I am now closing the error message and in both cases I can see that the entry for Fallout 4 is turning blue for a second and then white again - another doubleclick on the custom shortcut and Fallout4 is starting like nothing ever happend.
At the main menu ingame, all I have to do is g into the loadorder menu and re-active two mods, that are getting disabled every time, for what reason ever.
Fallout4 is restarting quickly and I am able to play with all mods I have in my list (about 70 or so), without the need for any mod-loader at all. This is logical, cause all of them are creating lists with the installed mods and if necessary, with the parameters to activate options, when there are options to choose from, which you did, when installing the mod through whatever modloader you were using.
No (M) on my save games, only one mod I could probably remove, since another one brings a similar function. No CTDs since downgrading, besides the one time after finishing the Mechanists Lair, which is due to Bughthesda still not being able to fix it. Now and then I get some minor lags, but I have not figured out the reason for those yet and they don't bug me that much either.
Corroborating this post. F4SE 0.7.2 and MCM 1.40BETA2 are working great for me. The game has never been more stable for me now with the NextGen version and loading the game using the current F4SE executable. Though I probably only have about 30 or 40 mods going. Exception: Nuka World is completely screwed up, probably because the settlement mod I use needs updating to NextGen.
Big problems with 1.10.980 (NG) and 1.10.984 (NG2). In fact, the update from 1.10.163 does not make sense anymore until it is fixed!
The information below was taken from the Unofficial patch page and checked by me personally with 40 different mods (which changed different NPC parameters)
EDIT: A verifiable test case for the stuttering issue has been created by Glitchfinder. As predicted, it wasn't due to anything WE did, but rather something Bethesda themselves needs to fix. I have the files myself and will link them somewhere in the morning for anyone who wants to verify this themselves.
The tl;dr of it though is this: ANY mod which makes an edit of ANY kind to an NPC WILL contribute to the issue. It makes absolutely no difference what kind of edit it is, but the issue was introduced with the NG Update. Not by anything we did to the patch.
EDIT2: Here are the files to replicate the test: https://www.afkmods.com/StutterTest.7z
Use a save in Sanctuary Hills next to the workshop. Install the no overrides version first. Run from there to downtown Concord. You should encounter an FPS hit, but no major hitching or stuttering and by the time you get there all the NPC should have been spawned.
Exit the game and switch to the file with the overrides. Reload the Sanctuary Hills save. Run to downtown Concord again. You should notice the difference immediately once you've reached where the 2 bloodbugs usually spawn by the car, and it will become increasingly worse as you continue. Assuming your game doesn't crash, you should eventually be able to reach the spawning area and still see raiders dropping in from above. The stuttering should be VERY obvious.
Is there any way that I could change screen resolution when I'm using f4se, instead of launcher?
This new gen update had this bug where it'd stretch the UI shader, thx to the new widescreen support for 21:9 ratio, now it affects me who's despite using 16:9. Unfortunately, the only way to solve it so far is by using 1280x720, other than that, I still haven't found any other solution. I can get it done if I play vanilla using the launcher, but somehow it reset to the default again when I'm using f4se, so I'm on a dilemma right now. If you know another alternatives instead, that'd be great and I'd be thankful.
When i try to talk to an npc a pop up appears that tells me that xdi.dll is not functioning. I have it in the plugin directory yet it still tells me to place it there.
I’m not sure what is happening with mine but when I try to launch it will seem like it’s launching and then stop and closes the black window of the game start. Is this happening with anyone else? I put the correct two files that it says into the fallout 4 steamapps folder.
I have a dumb question. Is there a way to change the EXE's icon to something else on the Taskbar? Skyrim, Starfield and FO4 all look the same script extender executable and it can be confusing sometimes.
3649 comments
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.
2024-05-20: Currently it doesn't appear that any updates to F4SE are needed. Still observing plugin stability.
All native code plugins (.dlls) need to be updated by their creators for 1.10.980. Old native code plugins not loading is not a problem with F4SE. The Starfield loader has given Windows Defender problems in the past. This is a false positive.
The MCM beta 1.40 has incorrect version data and crashes on startup with 1.10.984. An update is available.
Better Console also has bad version data and crashes on startup with 1.10.984.
Firstly, you'll need this guide.
https://framedsc.com/GeneralGuides/steam_update_guide.htm
Follow it cause you need to learn how to download the repositories and how to open the steam console. Once you got that down you have to download these and install them in order replacer EVERYTHING whenever it is needed.
download_depot 377160 377162 5847529232406005096
download_depot 377160 377161 7497069378349273908
download_depot 377160 377163 5819088023757897745
download_depot 377160 377164 2178106366609958945
download_depot 377160 435870 1691678129192680960
download_depot 377160 435871 5106118861901111234
download_depot 377160 435880 1255562923187931216
(Keep in mind that you are re-downloading the game from what has been saved in STEAMDB, do it one by one, don't hog your download speed by trying to do it all at once. File size should be about 22-ish GBs once you have everything. Once again FOLLOW the guide so you know where the repos will be downloaded and where / how you'll want to move them around.)
Once that is done you have to delete most new files from the creation club that will be in your DATA, these are the culprits that will cause your game to crash since Bethesda updated them in masse I can't be sure which one is safe to keep and which one isn't, so for now it is best to put them in a Back Up folder. Now, anything that has "ccBG" at the beginning of its name in the DATA folder should be safe to remove, that is the code they give to creation club content, however, if you use mods, you probably already know that these are not very much compatible with anything extra from nexus you add to the game.
Once you have all that done REMEMBER to play the game in offline mode / to shut off wi-fi on your steam deck (as is my case) or to delete any manifesto that will force the game to update, cause it will break everything again. Once you have everything I stated done you can probably re-install the current (non-updated) version of the Script Extender and start playing. I've not encountered any crashes or data corruptions. Save games seem clean enough that I have no missing ESP / ESL / Meshes / Textures. If anything goes wrong or you don't feel confident enough that this won't screw your fallout 4 install folder then don't try it. For MO2 this should be safe enough since mods are kept separately from the game elsewhere.
@ianpatt if you could pin this so people know not to bother you it would be great.
download_depot 377160 377161 7497069378349273908
download_depot 377160 377162 5847529232406005096
download_depot 377160 377163 5819088023757897745
download_depot 377160 377168 7717372852115364102
download_depot 377160 435870 1691678129192680960
download_depot 377160 435875 2953236065717816833
download_depot 377160 435880 1255562923187931216
download_depot 377160 377161 7497069378349273908
download_depot 377160 377162 5847529232406005096
download_depot 377160 377163 5819088023757897745
download_depot 377160 393882 7540680803954664080
download_depot 377160 435870 1691678129192680960
download_depot 377160 435878 8276750634369029613
download_depot 377160 435880 1255562923187931216
download_depot 377160 377162 5847529232406005096
download_depot 377160 377161 7497069378349273908
download_depot 377160 377163 5819088023757897745
download_depot 377160 377165 7549549550652702123
download_depot 377160 435870 1691678129192680960
download_depot 377160 435872 5590419866095647350
download_depot 377160 435880 1255562923187931216
download_depot 377160 377161 7497069378349273908
download_depot 377160 377162 5847529232406005096
download_depot 377160 377163 5819088023757897745
download_depot 377160 393882 7540680803954664080
download_depot 377160 435870 1691678129192680960
download_depot 377160 435878 8276750634369029613
download_depot 377160 435880 1255562923187931216
download_depot 377160 377161 7497069378349273908
download_depot 377160 377162 5847529232406005096
download_depot 377160 377163 5819088023757897745
download_depot 377160 393882 7540680803954664080
download_depot 377160 435870 1691678129192680960
download_depot 377160 435878 8276750634369029613
download_depot 377160 435880 1255562923187931216
download_depot 377160 377162 5847529232406005096
download_depot 377160 377161 7497069378349273908
download_depot 377160 377163 5819088023757897745
download_depot 377160 377164 2178106366609958945
download_depot 377160 435870 1691678129192680960
download_depot 377160 435871 5106118861901111234
download_depot 377160 435880 1255562923187931216
download_depot 377160 435882 8482181819175811242
download_depot 377160 480631 6588493486198824788
download_depot 377160 393885 5000262035721758737
download_depot 377160 480630 5527412439359349504
download_depot 377160 393895 7677765994120765493
download_depot 377160 377161 7497069378349273908 (Fallout 4 content_a)
download_depot 377160 377162 5847529232406005096 (Fallout 4 exe)
download_depot 377160 377163 5819088023757897745 (Fallout 4 content_b)
download_depot 377160 377164 2178106366609958945 (Fallout 4 english)
download_depot 377160 435870 1691678129192680960 (Fallout 4 - Automatron)
download_depot 377160 435871 5106118861901111234 (Fallout 4 - Automatron English)
download_depot 377160 435880 1255562923187931216 (Fallout 4 - Wasteland Workshop)
The following were not added because there were no recent depot for it so I would assume the update didn't touch it:
Far Harbor
Contraptions Workshop
Vault-tec Workshop
Nuka-World
Hi-res Pack
Для русскоговорящих ниже манифесты для загрузки:
download_depot 377160 377161 7497069378349273908
download_depot 377160 377162 5847529232406005096
download_depot 377160 377163 5819088023757897745
download_depot 377160 393881 4735225695214536532
download_depot 377160 435870 1691678129192680960
download_depot 377160 435877 2675794883952625475
download_depot 377160 435880 1255562923187931216
download_depot 377160 377161 7497069378349273908
download_depot 377160 377162 5847529232406005096
download_depot 377160 377163 5819088023757897745
download_depot 377160 393881 4735225695214536532
download_depot 377160 435870 1691678129192680960
download_depot 377160 435877 2675794883952625475
download_depot 377160 435881 1207717296920736193
download_depot 377160 435888 2814340383581262374
download_depot 377160 480631 6588493486198824788
download_depot 377160 393891 631542034352937768
download_depot 377160 490650 4873048792354485093
download_depot 377160 393899 1428451409051936353
and delete all "ccBG*" files in Data folder
Make sure you donload the version released before April 25 !
I also believe you'll have to download your language depots in addition to the standard packages.
There's likely 1 of 2 issues causing this for you
1) steam_api64.dll
2) Your deployed mods
Follow these steps:
1) Open your Mod Manager and Purge your mods (don't worry this doesn't delete all the mods you downloaded)
-- Also, if you used Vortex or MO2 to install F4SE (which you shouldn't) disable it in your mod manager!!!
-- Also, if you installed the unofficial FO4 Patch manually, you're gonna need to uninstall that as well
2) Go to your Fallout 4 install directory and make sure all the F4SE files are gone, don't forget the stuff in the \Data folder and \Data\F4SE
--Also, go in to your DATA directory and look for any files that start with ccBG and DELETE those files if you haven't already
Alternatively, you can make a Backup folder and copypasta them there and then delete, your choice
3) MANUALLY install F4SE
4) Run the game from your mod manager or from the f4se launcher, your choice.
-- Make sure that you can load your save, it's gonna whine at you about the missing mods, fo'getaboutit
If you can start the game and load your save, even with the bitching, ALT F4
5) Now you can go back in your mod manager and REDEPLOY your mods
If it's still not working, you're going to need a clean copy of the steam_api64.dll from 04/16/2024
Don't ask me where to get one
Copy in the steam_api64.dll in to the ROOT of your Fallout 4 installation before continuing with steps 3 and on above
If this still didn't work for you, well, there may be no hope for you until F4SE gets updated...
This goes for the downgraded version before NextGen, but also for the newer Patches.
I am using Vortex to have the mods installed, that I want to use, but I do not use it to start the game, cause it is not necessary at all !
F4SE was installed manually like ianpatt has written on the starting page, and before I did so, I created an exemption in my AV program, hence no errors and no missing files either, since the AV didn't delete/quaratined anything at all.
I am using a shortcut on my desktop, a copy of the original, with the necessary added parameters for F4SE - in my case that's ""G:\SteamLibrary\steamapps\common\Fallout 4\f4se_loader.exe"".
Also, Steam is not running as a service on my machine, it doesn't start after Windows has booted to desktop !
Because of that, when I doubleclick the F4SE-FO4 shortcut, steam is starting, always telling me that it is getting updated, even when there is nothing happening at all - on the machine with the downgrade, I have set the necessary manifest file to read only, resulting in steam giving me an error window telling me exactly that, that it could not update Fallout 4 ! ;-)
Bevor the second NextGen Patch, it instead showed me the Fallout Launcher, the one allowing you to change settings and so on.
I just closed the launcher, like I am now closing the error message and in both cases I can see that the entry for Fallout 4 is turning blue for a second and then white again - another doubleclick on the custom shortcut and Fallout4 is starting like nothing ever happend.
At the main menu ingame, all I have to do is g into the loadorder menu and re-active two mods, that are getting disabled every time, for what reason ever.
Fallout4 is restarting quickly and I am able to play with all mods I have in my list (about 70 or so), without the need for any mod-loader at all.
This is logical, cause all of them are creating lists with the installed mods and if necessary, with the parameters to activate options, when there are options to choose from, which you did, when installing the mod through whatever modloader you were using.
No (M) on my save games, only one mod I could probably remove, since another one brings a similar function.
No CTDs since downgrading, besides the one time after finishing the Mechanists Lair, which is due to Bughthesda still not being able to fix it.
Now and then I get some minor lags, but I have not figured out the reason for those yet and they don't bug me that much either.
No, it is NOT, it is NEXUS, so stop whining about things that haven't been asked for.
In fact, the update from 1.10.163 does not make sense anymore until it is fixed!
The information below was taken from the Unofficial patch page and checked by me personally with 40 different mods (which changed different NPC parameters)
EDIT: A verifiable test case for the stuttering issue has been created by Glitchfinder. As predicted, it wasn't due to anything WE did, but rather something Bethesda themselves needs to fix. I have the files myself and will link them somewhere in the morning for anyone who wants to verify this themselves.
The tl;dr of it though is this: ANY mod which makes an edit of ANY kind to an NPC WILL contribute to the issue. It makes absolutely no difference what kind of edit it is, but the issue was introduced with the NG Update. Not by anything we did to the patch.
EDIT2: Here are the files to replicate the test: https://www.afkmods.com/StutterTest.7z
Use a save in Sanctuary Hills next to the workshop. Install the no overrides version first. Run from there to downtown Concord. You should encounter an FPS hit, but no major hitching or stuttering and by the time you get there all the NPC should have been spawned.
Exit the game and switch to the file with the overrides. Reload the Sanctuary Hills save. Run to downtown Concord again. You should notice the difference immediately once you've reached where the 2 bloodbugs usually spawn by the car, and it will become increasingly worse as you continue. Assuming your game doesn't crash, you should eventually be able to reach the spawning area and still see raiders dropping in from above. The stuttering should be VERY obvious.
This new gen update had this bug where it'd stretch the UI shader, thx to the new widescreen support for 21:9 ratio, now it affects me who's despite using 16:9. Unfortunately, the only way to solve it so far is by using 1280x720, other than that, I still haven't found any other solution. I can get it done if I play vanilla using the launcher, but somehow it reset to the default again when I'm using f4se, so I'm on a dilemma right now. If you know another alternatives instead, that'd be great and I'd be thankful.
iSize H=2160
iSize W=3840
look for these entries in the Fallout4 ini files in ..\documents\mygames\Fallout4
if necessary, change them to the resolution you are usually using or were using before ...
in my case, it is simply 4k, if you are using Full-HD, it would have to be
bFull Screen=1
iSize H=1080
iSize W=1920
and so on
People like you are the reason, why a lot of modders are very, very annoyed and even stopped updating their mods ...
First go to the .exe with the icon you want. Right click > Properties > Direct Access. Click "Change Icon" button and copy the path of the icon.
Then go to the same properties of the .exe icon or direct access you want to change and paste the path in the "Change Icon" place.
Hope this helps.
// RelocPtr <tHashSet<CharacterCreation::MorphIntensity, TESNPC*>> g_morphIntensityMap(0x03715370 - 0x08);