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F4SE Team

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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)

    download_depot 377160 377161 7497069378349273908
    download_depot 377160 377162 5847529232406005096
    download_depot 377160 377163 5819088023757897745
    download_depot 377160 435870 1691678129192680960

    Language-dependent depots

    English:
    download_depot 377160 377164 2178106366609958945
    download_depot 377160 435871 5106118861901111234

    Not english:
    Spoiler:  
    Show
    French:
    download_depot 377160 377165 7549549550652702123
    download_depot 377160 435872 5590419866095647350

    German:
    download_depot 377160 377166 6854162778963425477
    download_depot 377160 435873 2207548206398235202

    Italian:
    download_depot 377160 377167 783101348965844295
    download_depot 377160 435874 9032251103390457158

    Spanish:
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    download_depot 377160 435875 2953236065717816833

    Polish:
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    download_depot 377160 435876 6475533526946306248

    Russian:
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    download_depot 377160 435877 2675794883952625475

    Portuguese:
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    download_depot 377160 435878 8276750634369029613

    Chinese:
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    download_depot 377160 435879 367504569468547727

    Japanese:
    download_depot 377160 393884 3455288010746962666
    download_depot 377160 404091 6756984187996423348
  3. MrFox1983
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    Problem: After installing the new F4SE (one time over vortex one time manually) the game doesn´t start anymore. I get a black screen a short load and it just stops. I have no idea what to do or if I did anything wrong. The F4SE data is complete and no error in unzipping the archive. At this point I think the loader just doesn´t work correctly. I tried without any mods installed and it didn´t work, so other mods are not the problem. I also tried removing everything from data/F4SE/Plugins. Also didn´t work. Btw I also deleted the complete Fallout4 Archive and clean reinstalled the game and it worked, it stopped working after F4SE was installed again and ONLY F4SE.
    1. ianpatt
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      Please install Buffout and generate a crash log so your problem can be diagnosed. The log file will probably be too long to attach here; use an external text host.
    2. MrFox1983
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      So, I installed Buffout and got the text "main.cpp (269): Buffout loaded to late etc. I already tried to change the preloader.xml with the whole thread on attch and so on. Always the same result. I also tried just to install the Adress Library manually without a mod manager - no change. At this point I don´t even know where to start anymore and it´s just a big hassle. I remembered this stuff to be way easier and not this complicated. I have no real knowledge of programming and how this stuff works. I appreciate the help. 
    3. MrFox1983
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      I have no idea what just happened. I restarted vortex and just tried again. And it somehow works at the moment. I´m going to try to add some standard mods like MCM and stuff and see if it stays stable. As said before thanks for the quick response and help. 
    4. pharogamo
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      I'm having the same issue. Been modding Fallout since it came out never had this issue. Deleted everything, fresh install with JUST F4SE and same thing black screen loads for a sec then stops. idk whats going on
    5. ianpatt
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      pharogamo: Then you should also install Buffout and generate a crash log so your problem can be diagnosed. The log file will probably be too long to attach here; use an external text host. I wish people would read the threads they enter.
    6. VegiSlayer
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      im having the same problem sadly
  4. lincolnshooter
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    Hi,

    I am trying to write a script in the creation kit which makes use of the new functions, specifically the power armor related ones, is there anything i need to do beyond installing the script folder to Data? 

    Thanks. 
    1. ianpatt
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      No. The editor doesn't need patching, so as long as you are referencing the updated scripts when compiling, you're good.
  5. 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.
    2. DOLCEXO
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      have you found a solution? I'm also struggling to figure out where i went wrong, lol.
  6. walrossmaus2
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    I'm playing FO4 in the old version 1.10.163 with PRP 69 and FOSE Version 6-23.
    Now I want to start a new game without PRP and the other mods altering previsibines/precombines.
    But no matter whether I disable the files in the Mod Manager (YAFOMM) or manually remove them from the Data folder, the next time I start it with FOSE, the game crashes constantly. Why on earth does this happen?
    I should be able to remove PRP without interfering with FOSE.
    In your opinion, how am I supposed to remove all the plugins from the FOSE folder without several mods no longer working because the DLL files are now all gone? Even if the Script Extender then starts again.

    So, is there no other option than to reinstall FO4 from scratch? I hope not. Can you give me a tip?
    THANKS!!!
    1. ianpatt
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      It sounds like you are having a problem with PRP. I can't help you with that.

      Please look at the PRP mod's documentation for its uninstallation instructions, or post on their mod page.
  7. molaar
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    Very strange completely unique issue. Not sure where to put it but just looking for advice. Not F4SE related but folks come here a lot and are very knowledgeable.
    The NextGen F4 update was very good for me, in general, in that everything is running much more stable overall. However, in this one spot where my character happened to be when the NextGen updates happened, something got irreversibly corrupted and I cannot go back to that area anymore, and within like a cell from it. It hard freezes anywhere near that spot. The whole rest of the game is 100% fine everywhere else in Nukaworld and in all other dlc areas, including all mods. (It happens to be in the Riverside Farm in Nukaworld.) Is there anything I can to do to just nuke that area in the code, or go there in some kind of safe mode?
  8. Shubbabang
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    Hi! I'm using MO2 and the correct version of fallout4 to go with the f4SE file, however when I try to install it into MO2, it tells me that "the content of <data> does not look valid." Last time this happened I moved the f4se files into the Fallout 4 steam folder as told to do so in the read me file. Once I did that, it caused an infinite load glitch on the menu which eventually forced me to reinstall fallout 4 entirely after verifying the game files, so I want to avoid that again.

    Is there anything here that I've done wrong/should do differently? I'm a little new to modding. Thank you!

    //edit I was able to launch fallout 4 through the f4se launcher, however none of my mods from mo2 show up when I do so. My mo2 mods only work when launching through mo2, but putting f4se into mo2 still gives me that same error and I'm hesitant to mess with any of the files in the mod in fear of breaking something. 
  9. 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 
  10. 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
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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
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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.
  11. 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. 
  12. 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!