2024-05-20: Currently it doesn't appear that any updates to F4SE are needed. Still observing plugin stability.
Spoiler:
Show
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 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?
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):
- 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.
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.
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
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?
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.
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!
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!
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
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.
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
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
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;
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.
4519 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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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.
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.
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
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?
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!
I guess this isnt compatiable with mod organizer? It needs to load the game itself for my mods to work