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.
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?
im new to modding fallout vr, however i am going to need this mod lol , how would i go about downloading it ? did i miss a read or a guide somewhere ? sorry for the goofy question.
Kind of depends what mod manager you're going to use. If you use MO2 then having it open and using the download with mod manager button should take care of grabbing it. I don't know if the F4SEVR mods have to go in a different folder than regular F4SE. if they do then you'll need to rename the folder according to how F4SEVR wants it.
If you're using just about any other manager then you may need to download manually and add the archive to the respective manager in the proper game mode. From there the same folder renaming may apply.
So I checked with the xSE dev Discord and it was stated that the F4SE plugin path on VR is the same as regular. So just dropping the zip from this mod into any respective mod manager should get it installed to the right place.
I tried using this with my copy of Fallout4VR and it doesn't work. I only have two mods that are having version incompatibility issues, and they still keep popping errors.
I have F4SEVR, and I re-installed it just in case. I've installed this both through a mod manager and manually as described; no dice.
I've not actually used Fallout 4 VR so I'm only going on reports that other people got it working. The one thing I can think of that could be possibly related is if the plugin folder name is different for VR. In normal Fallout 4 the F4SE plugin goes in `Data/F4SE/Plugins` In VR it might be `Data/F4SEVR/Plugins`. I don't know for sure. If that is the case though you would have to manually extract the DLL from the archive and put it in the correct location yourself. Perhaps someone on the xSE Discord or someone more familiar with VR can shed more light on it.
I had actually suspected as much, and went ahead and moved the .dll to this location, which for me is [location]\Fallout 4 VR\Data\F4SE\Plugins I have two plugins that fail, but really only care about one. Both pop the error when running the game while launching from F4SEVR. If you don't have any further suggestions I'll go ahead and visit the Discord per your recommendation. Thank you again for your help.
Thank you for your insight, unfortunately the errors are the generic version incompatibility errors after launching F4SE/F4SEVR. It's not a new error, if I didn't check it so thoroughly I'd swear that I didn't install it properly since it is not seeming to interact as expected.
Were you able to figure this out? I’m having the same issue with two mods showing this error message. I might just give up and find out how to edit their version anyways.
Worked for the G36 Complex update using my older 1.10.82 version, thanks for this! I'm slowly moving towards updating my game but I haven't played in years and I'm not ready for the hassle yet lol. By chance if anyone knows; will updating from 1.10.82.0 to the latest version and switching from Nexus Mod Manager to Vortex break older mods? I'll need to update my GECK too... ugh
And if you disable/remove this mod it doesn't ctd?
If that's the case then some other mod you're using is the cause. See the second paragraph in the first sticky message above. That's most likely the issue.
If it is not, then it's a broken mesh included in a mod by some plugin that's being able to load because of this mod.
(I hope someone can help me :S ) So I have a question. I have Fallout 1.10.163 and F4SE 0.6.21 and I downloaded a couple mods today. When I launched the game, it told me an esp disabled, then I reinstalled the mod, launched the game again, and then it said another esp was disabled. So, (not to be dumb but...) the Fallout 4 Version Check Patcher will fix that issue? (I'm sorry I'm dumb lol)
Oh my goodness, huge thank you for this! I want to confirm this DOES work for VR. I'm pretty sure Bethesda has no more plans to update their subpar VR port so this is a great fix.
What version are you using? I just tried spawning an attack on 009, it spawned, fighting started, then moments later CTD. Its been on for ages but hasn't been spawning attacks even though it was set to...
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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 you're using just about any other manager then you may need to download manually and add the archive to the respective manager in the proper game mode. From there the same folder renaming may apply.
I only have two mods that are having version incompatibility issues, and they still keep popping errors.
I have F4SEVR, and I re-installed it just in case. I've installed this both through a mod manager and manually as described; no dice.
I had actually suspected as much, and went ahead and moved the .dll to this location, which for me is [location]\Fallout 4 VR\Data\F4SE\Plugins
I have two plugins that fail, but really only care about one. Both pop the error when running the game while launching from F4SEVR.
If you don't have any further suggestions I'll go ahead and visit the Discord per your recommendation. Thank you again for your help.
I’m having the same issue with two mods showing this error message. I might just give up and find out how to edit their version anyways.
If that's the case then some other mod you're using is the cause. See the second paragraph in the first sticky message above. That's most likely the issue.
If it is not, then it's a broken mesh included in a mod by some plugin that's being able to load because of this mod.