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.
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.
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.
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.
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.
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
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.
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?
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
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!!!
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?
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.
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!
4495 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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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.
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!!!
Please look at the PRP mod's documentation for its uninstallation instructions, or post on their mod page.
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?
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.
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!