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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:
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    download_depot 377160 435871 5106118861901111234

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

    German:
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    download_depot 377160 435873 2207548206398235202

    Italian:
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    Russian:
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    Portuguese:
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    Japanese:
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    download_depot 377160 404091 6756984187996423348
  3. WaRi0
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    I have been using F4SE successfully for a long time and only recently have I hit a snag.  I had been running the downgraded 1.10.163.0 version for a long time but seeing that all of the mods that require it have been updated, I went ahead and let steam update my game to 1.10.984 but now when I try to start the game with f4se_loader.exe it gives me an error saying I have the wrong version of the script extender for my game version.  It shows game version: 1.10.984 and f4se: 0.6.23 (the version for 1.10.163) even though I no longer have the older f4se installed.  When I start the loader from tmy fallout 4 folder it starts fine but not when I start it from mod organizer 2, and interestingly every time I try and run the script extender thru mo2 the file f4se_1_10_163.dll appears in the fallout 4 folder again even though I delete it.  Anyone know whats going on?
    1. ianpatt
      ianpatt
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      The loader is not lying to you. The loader also doesn't create any dlls - check your mod manager.
  4. vaflya
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    Subject: F4SE 0.7.2 Reports Incorrect OS Version (Win 8) on HP ENVY Desktop / Windows 11 24H2

    Hello F4SE Team and Community,

    I'm seeking assistance with an issue where F4SE version 0.7.2 is consistently reporting my operating system as os = 6.2 (9200) (which corresponds to Windows 8) in the f4se.log. My actual operating system is Windows 11 24H2.

    I discovered this while troubleshooting issues with the Equipment and Crafting Overhaul (ECO) mod not functioning correctly with my current mod setup. While I haven't achieved a stable gameplay session with this particular mod list to determine the full gameplay impact of the OS misreporting, the OS detection discrepancy itself is a primary concern. I only recently began checking F4SE logs on this computer in detail. My goal is to resolve this OS detection issue to ensure a stable foundation for F4SE and other mods.

    System Specifications (from DxDiag):

        Computer Manufacturer: HP
        Computer Model: HP ENVY Desktop TE02-0xxx
        Operating System: Windows 11 Home 64-bit (10.0, Build 26100) (specifically 26100.ge_release.240331-1435)
        Processor: 12th Gen Intel(R) Core(TM) i7-12700, ~2.1GHz
        Memory: 32GB RAM
        Graphics Card: NVIDIA GeForce RTX 3060 Ti
            Driver Version: 32.0.15.7242
            Driver Date: 2/11/2025
        BIOS: Version F.45 (UEFI) (Confirmed this is the latest available from HP for my model).

    F4SE Log Snippet (From most recent test showing the issue):

    F4SE runtime: initialize (version = 0.7.2 010A3D80 01DBD4F4554A542F, os = 6.2 (9200))
    imagebase = 00007FF6E2790000
    reloc mgr imagebase = 00007FF6E2790000
    plugin directory = D:\steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\

    Troubleshooting Steps Performed:

        - Launched f4se_loader.exe directly from the game folder (bypassing any mod manager for launch).
        - Verified Fallout 4 game files via Steam (19 files failed and were reacquired by Steam).
        - Tested with a new, minimal game profile containing only F4SE, official DLCs, and Creation Club content.
        - Checked standard Windows compatibility settings for Fallout4.exe and f4se_loader.exe (ensured no compatibility modes were enabled).
        - Checked "Change settings for all users" and "Change high DPI settings" for both executables (ensured no overriding modes were causing this).
        - Checked the HKEY_CURRENT_USER\Software\Microsoft\Windows NT\CurrentVersion\AppCompatFlags\Layers registry key; a HIGHDPIAWARE entry for Fallout4.exe was found and deleted. The HKEY_LOCAL_MACHINE equivalent key was clear for Fallout 4.
        - Temporarily disabled Bitdefender antivirus protection during testing.
        - Performed a Windows Clean Boot (ensuring the "Steam Client Service" remained enabled to allow game launch).
        - Repaired the Microsoft Visual C++ 2015-2022 Redistributable packages (both x64 and x86, specifically version 14.40.33810).
        - Ran sfc /scannow (reported no integrity violations).
        - Ran DISM /Online /Cleanup-Image /RestoreHealth (completed successfully).
        - Confirmed system BIOS (HP F.45) is the latest version available from HP for this specific desktop model.
        - Confirmed all key system drivers (Intel via Intel Driver & Support Assistant, HP specific, NVIDIA, Realtek) are fully up-to-date.

    Despite these exhaustive steps, F4SE consistently reports the OS as 6.2 (9200).

    Is this a known issue with F4SE 0.7.2 on certain HP hardware configurations like the ENVY Desktop TE02-0xxx, or with this specific Windows 11 24H2 build (Build 26100)? Are there any other specific F4SE diagnostics I could run, or more obscure system settings that might be influencing F4SE's OS detection?

    Thank you for your time and any insights or assistance you can provide. 
    1. ianpatt
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  5. DiegooGoomes
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    pra mim deu tela preta e agora o que eu faco
  6. Aoikani
    Aoikani
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    Hello, I've been using F4SE 1.10.0.163, and then today I discovered I had a double installed error in Vortex for the mod. After removing one, I can't start up the game and I get this error, even after totally removing the mod and re-installing it. I don't know how to fix this.
    SHGetFolderPath 00000005 failed (result = 80070005 lasterr = 00000005)
    Asserstion failed in E:\github\common\common\IDebugLog.cpp (64): SUCCEEDED(err) (code = FFFFFFFF80070005 (-2147024891))

    edit: I fixed this error. Between yesterday and today, somehow MS Controlled Folder Access decided to block a lot of files. Not only that, in trying to allow the files through the firewall, it was not sufficient to fix this. Vortex, Fallout 4, and F4SE was all blocked by CFA. Fixed now.
  7. adimatalon1
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    Hey all would love some help with a problem that im not too sure is related to F4SE itself but here goes
    I'm trying to deploy my mods on vortex but cant and continue to get these two errors

    1. Incompatible mods enabled : and then four lines of "Fallout 4 Script Extender (F4SE)" incompatible with "Fallout 4 Script Extender (F4SE)"
    2. Some mod dependencies are not fulfilled:
    "Fallout 4 Script Extender (F4SE)" conflicts with "Fallout 4 Script Extender (F4SE) v<0.6.23 || >0.6.23"
    "Fallout 4 Script Extender (F4SE)" conflicts with "Fallout 4 Script Extender (F4SE) v<0.7.2 || >0.7.2"
    "Fallout 4 Script Extender (F4SE)" conflicts with "Fallout 4 Script Extender (F4SE) v0.6.23"
    "Fallout 4 Script Extender (F4SE)" conflicts with "Fallout 4 Script Extender (F4SE) v0.7.2"
    "Fallout 4 Script Extender (F4SE)" conflicts with "Fallout 4 Script Extender (F4SE) v<0.6.23 || >0.6.23"
    "Fallout 4 Script Extender (F4SE)" conflicts with "Fallout 4 Script Extender (F4SE) v<0.7.2 || >0.7.2"

    Other than two seperate versions of F4SE installed I cant figure out what to make of this, I've scoured all relevant files (at least think I did) and deleted whatever is related to F4SE and then reinstalled and still getting the problem.
    Any help would be very much appreciated, thank you

  8. Hello,

    just got back into FO4, installed F4SE per direction, start up the game, black screen for a few seconds theeeeeen CRASH! (CTD). I'm fairly experienced at mod troubleshooting too, tried disabling few a time, GPU drive checks, version checks, deleted EVERYTHING out of Plugins folders per suggestion, nothing. I'm a few minutes away from just walking out on it and waiting for a new version maybe. Maybe I did something wrong though?
    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. Crashes immediately on startup are usually load order/standard mod conflict issues, though.
    2. Appreciate the reply. I'll give you a rundown

      Access Violation: Tried to read memory at 0x000000000008 <--- So that tells me it's something near and dear related to an..animation possibly? Hard to say, but what's at the core is that it doesn't like a version of one of my many, many mods installed. Dude, I've got like 200+ and I'm not going through all of them just to pick out the 1 or 2 that the engine/install version doesn't like. Well, that was a waste of 3 days getting all those mods back up. Thanks, Bethesda, you guys truly rule!
    3. wiredgutter
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      Yah Im a pretty experienced modder as well and this thing is one of the most problematic mods i have ever encountered. edit: got my issue working, it just started working today. bizarre! 
  9. wiredgutter
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    My mod manager says this archive is not valid and refuses to install it. I unpacked the archive and now im not sure what to point the mod manager too. Ill do the manual install and try that.  

    I guess this isnt compatiable with mod organizer? It needs to load the game itself for my mods to work
    1. ianpatt
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      You will need to tell MO2 to load the game via f4se_loader, but otherwise there should be no problems once installed. Mod managers often cannot install the script extenders correctly.
    2. wiredgutter
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      edit: my mods suddently started working today! I have no idea what changes I made, last night I gave up and went to bed. weird! anyways im happy its working
  10. Bobby233333333333
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    anybody having a issue with the compatibility im using it with project mojave and its not letting me do anything within the add on as (f4se)isnt enabled despite it being enabled 
    1. ianpatt
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      I can't answer for Mojave, but it sounds like you aren't running the game via f4se_loader.
  11. shinsoukomori
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    Hi there! Sorry for the trouble but I've been having an issue- when I try and get it through Vortex, it doesn't load into the game properly (simply doesn't run or register at all, has the No_f4se code). So I manually installed it, placed it into the .exe folder, and it worked..! The only issue is that now I can't manage my loadout through the actual Fallout game anymore..? I was able to prior and quick fixed some placement bugs, but now I can't shift through and find the mod I was using. I am new to modding FO4 so if this is a quick fix I'm so embarrassed ;o;
    1. ianpatt
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      Generally it is not a good idea to use the built-in mod manager. Literally any third party mod manager will be better and will break your game less.
  12. MeoWoof
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    I download the latest version and there is no FO4SE loader?
    1. ianpatt
      ianpatt
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      Yes, there is. Make sure you are using recent 7-zip to extract the archive, and that your virus scanner isn't doing something stupid. The file name will be "f4se_loader.exe", which may be displayed as "f4se_loader" if you have your Explorer set to do something very insecure.