There is information as to one reason why Bethesda implemented the new version change in the plugin header. This has to do with the change to support compacting FormIDs in the range of 0x001 - 0x7FF. Previously compacting a plugin for ESL usage only compacted in the range of 0x800 - 0xFFF which only provided a record space of 2047 instead of the 4095 that was "advertised" with the implementation of the light plugin system.
This F4SE plugin does what it advertises it does, which is allow older game exe versions to load plugins with the newer header version. However if those plugins are using FormIDs in the range of 0x001 - 0x7FF, and those records are not intended to be hardcoded overrides, then they will malfunction. This is not a bug of this mod or the author of the mod being used. This is the limitation of using an old game version that does not properly support the newer produced content. Since the VR version of Fallout 4 was never updated, this will always be the case until Bethesda does so.
The behavior prior to game exe version 1.10.162 was to use forms in that range as hard coded overrides even if they weren't explicitly set as overrides of the hard coded FormID. An example: A new plugin creates a form, ID = 7. The engine would still treat it as an override of 0x00000007 even though it might be loaded as 0x4B000007.
Plugins created/loaded and saved in the latest version of the Creation Kit (CK) will not work for older versions of the game. Meaning you either have to use an older version of the CK to match the older version of the game that you have, or update your game to match the updated CK you have. There's a third way which is to change the version number found in the header of the plugin manually using F4Edit. If you have a lot of mods and/or you're always skipping game updates for whatever reason (most likely you don't want to break FO4SE and FO4SE-dependent mods) this mod will make it so the game will bypass that checking step making your life a lot easier.
I hope I'm not misunderstanding? I just wanted to write this simple-to-understand (imho) explanation.
I would start by asking if you're using regular Fallout 4 or VR? If **not** VR then you only would need it if you're on an old version of the game before 1.10.162. If you're on 1.10.162 or newer you don't need this.
If you do need this then the simplest is to let your mod manager handle the installation. It will put it in the proper place.
Hello. I cannot start Fallout4VR with this mod enabled. If you disable it, you can start it. I have disabled all mods and enabled the Fallout 4 Version Check Patcher, but I can't solve the problem. I have re-installed both FO4VR and F4SE with the latest version. Does anyone know what's going on? I used the Deepl interpreter.
Open C:\Users\username\Documents\My Games\Fallout4VR\Fallout4Custom.ini Add (or modify) the following [General] bEnableThreadedAI=1 iNumHWThreads=8 ; 8 for i7-4790 (4 for 4) Test by launching Fallout 4 VR After doing this, I was able to get it to work.
You don't need, and shouldn't have this installed, if you're using Next Gen. If you're using the game EXE with version 1.10.162 or later then this is not needed.
what mod replace this one ? cause if i remember correctly, back in 2022 this mod was needed to make "new" mod avalible in game, like X-03 Predator Armor, without this mod the armor won't show up, so there is a new mod that does the same thing ? or i can still use it ?
This mod still works on the game versions it was designed for. That is that any game version prior to 1.10.162. The reason being, that with 1.10.162 and the accompanying CreationKit release. The HEDR version within the plugin (.esm, .esl, .esp) files was updated to 1.0. The older game EXE files would refuse to load files with HEDR 1.0. The newer CreationKit since version 1.10.162 always saves with HEDR 1.0. If you're using any newer version of the FO4 Game EXE from 1.10.162 or newer, including the NextGen update of FO4, this mod is not needed and provides no benefit. Nor is there any replacement as the thing this mod does is not necessary since 1.10.162 and newer EXE's all support the HEDR 1.0.
Now, if you're still on the older game exe prior to 1.10.162 and using this mod. You may run into issues with the newer BA2 version formats. I believe someone else made another mod to handle that. Look for something like back ported archives or something.
my game crashes on start up whenever i have this enabled and i have no idea how to fix it, do you got any idea why that happens or a possible way to fix it?
If you have any mods installed that bring BA2 files with them, try disabling them. If any were packed with the newer archive tool in the recent FO4 CreationKit update they aren't compatible.
does this work for any mod that doesn't use F4SE for VR? sometimes when I load into VR not all mods seem to load on the start and it takes a while for it to work
I don't understand your question. This mod is a dll file that requires F4SEVR in order to load it. All it does it change the version check against the header of the plugin file. So instead of checking if the version is > 0.95 which causes it to ignore the file. It makes it check if version is > 1024.0. Thus any plugin is just loaded.
Now, whether the plugin performs properly is a whole different subject. If the plugin has forms in the lower range < 0x800 then it may malfunction. This is typically ESL flagged .esp's that someone made for FO4 non-VR. There's also a possibility that some forms in VR have different IDs than in regular. If any of those are overridden or referenced then that could also cause issue. This mod doesn't do anything to check for any of these issues. It simply changes the check related to the header version value.
I can't seem to get it to work with my VR version. The .dll is in the correct location I think (Data/F4SE/Plugins), and is enabled on Vortex.
When I try to load up my FalloutVR (f4sevr_loader.exe) the window opens up briefly, then closes. When I disable this patcher in Vortex I can load up as normal but obviously the patcher is disabled. I can't figure out what's going wrong.
I think it's currently only two or three mods that I have that are File Header 1.0, so I'll just manually change those to 0.95 in FO4Edit and that will hopefully fix them
Thank you for this! Just a heads up for those playing VR. You need this. MANY craft mods that add buildings and such (Homemaker, etc) require Settlment Menu Manager, which will not work for VR....leaving out a crap ton of fun mods. I tried everything and read all the forums, and couldn't figure out how to make it work. THIS was all I needed to make the settlement menu manager appear and its dependent mods magically show up in the workshop menu. Again, If you have Fallout 4 VR, you need this.
Hello, so im trying to mod FalloutVR to use a body morph called Atomic Muscle. I dont see any body morphs in the game. Will this mod fix that issue? if so what do i do?
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This F4SE plugin does what it advertises it does, which is allow older game exe versions to load plugins with the newer header version. However if those plugins are using FormIDs in the range of 0x001 - 0x7FF, and those records are not intended to be hardcoded overrides, then they will malfunction. This is not a bug of this mod or the author of the mod being used. This is the limitation of using an old game version that does not properly support the newer produced content. Since the VR version of Fallout 4 was never updated, this will always be the case until Bethesda does so.
The behavior prior to game exe version 1.10.162 was to use forms in that range as hard coded overrides even if they weren't explicitly set as overrides of the hard coded FormID. An example: A new plugin creates a form, ID = 7. The engine would still treat it as an override of 0x00000007 even though it might be loaded as 0x4B000007.
I hope I'm not misunderstanding? I just wanted to write this simple-to-understand (imho) explanation.
If **not** VR then you only would need it if you're on an old version of the game before 1.10.162. If you're on 1.10.162 or newer you don't need this.
If you do need this then the simplest is to let your mod manager handle the installation. It will put it in the proper place.
Data\F4SE\Plugins
I have disabled all mods and enabled the Fallout 4 Version Check Patcher, but I can't solve the problem.
I have re-installed both FO4VR and F4SE with the latest version.
Does anyone know what's going on?
I used the Deepl interpreter.
Add (or modify) the following
[General]
bEnableThreadedAI=1
iNumHWThreads=8 ; 8 for i7-4790 (4 for 4)
Test by launching Fallout 4 VR
After doing this, I was able to get it to work.
Now, if you're still on the older game exe prior to 1.10.162 and using this mod. You may run into issues with the newer BA2 version formats. I believe someone else made another mod to handle that. Look for something like back ported archives or something.
What game are you using (Normal/VR)?
What version of the game (version number ie 1.10.111)?
What version of F4SE/VR (ie 0.6.12)?
and yes im launching it through the f4se
Now, whether the plugin performs properly is a whole different subject. If the plugin has forms in the lower range < 0x800 then it may malfunction. This is typically ESL flagged .esp's that someone made for FO4 non-VR. There's also a possibility that some forms in VR have different IDs than in regular. If any of those are overridden or referenced then that could also cause issue. This mod doesn't do anything to check for any of these issues. It simply changes the check related to the header version value.
When I try to load up my FalloutVR (f4sevr_loader.exe) the window opens up briefly, then closes. When I disable this patcher in Vortex I can load up as normal but obviously the patcher is disabled. I can't figure out what's going wrong.
I think it's currently only two or three mods that I have that are File Header 1.0, so I'll just manually change those to 0.95 in FO4Edit and that will hopefully fix them