Fallout 4
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perchik71

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perchik71

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Safe to use

About this mod

Various patches and bug fixes for the Creation Kit to make life easier.

Requirements
Permissions and credits
Mirrors
Changelogs
Donations
Installation

1. Extract the zip contents to your Fallout 4 directory containing CreationKit.exe
2. Configure any options in fallout4_test.ini
3. Run the Creation Kit
4. Done

FAQ

Q. I already have tbb.dll or tbbmalloc.dll in my Fallout 4 folder, are they compatible?
A. Yes.

Q. Is your port similar to SSE Skyrim Fixes?
A. Yes. Initially, this was done by the author of the SSE Skyrim Fixes, but he hasn't been working on a port for Fallout 4 for a long time.

Q. What version does this require?
A. The F4 CK version 1.10.162.0.

Q. VSyncRender is enabled, but it doesn't work, why?
A. This option requires RenderWindowUnlockedFPS. It forces you to keep fps, however, if your machine can't option RenderWindowUnlockedFPS, then it's better to disable both.

Q. Does your port support Unicode?
A. Surrogate. The code is very old and is based on ANSI architecture. I use UTF-8 conversion to WinCP(Current Page) when loading the mod and back when saving.
IMPORTANT: In Win10, in the language settings, there is now an option to work with UTF-8, you need to turn it off otherwise there will be only "?".
The idea worked well enough in my community, but there may be problems with scripts, little information.


Requirements

- UI option must be enabled (for correct work UITheme option)
- Creation Kit (ver. 1.10.162.0)
Microsoft Visual C++ 2019 Redistributable (x64)

Fixes/Patches

- Significantly decreases time while loading plugins.
- A fix for dialogs suddenly not opening. This is from a resource leak after opening too many dialogs and not restarting the editor.
- Ability to replace the kit's default memory allocator with a custom one.
- Ability to save master plugins (.ESM) files directly from the save dialog.
- Ability to edit plugins with ESP files as masters without them being removed.
- Ability to globally disable assert message boxes.
- Filtering by active forms
- Filtering mods in the Data dialog
- Experimental patches that will come and go over time.

Additional

In version 0.7, I redefined the HTML redactor material, because I don't know how to use it, to the redactor material from the author ousnius.
Url: https://www.nexusmods.com/fallout4/mods/3635
Unzip the contents of the archive to the /Tools/MaterialEditor/ folder.

IMPORTANT: 
CK does not work well with ENB. I wrote f4ck_loader 0.2, but some algorithms on the site considered it a virus, you can go to github, download from tag 0.9 or compile master yourself. The program is console and simple, for 15 seconds removes from the known to me .dll files that harm the work of CK this time is enough to load the CK itself. All deleted .dll files will be restored after this time. (Added: now hide work)

  • d3d11.dll
  • d3d10.dll
  • d3d9.dll
  • d3dcompiler_46e.dll
  • dxgi.dll
  • enbimgui.dll

Credits

Nuukem for contribution to this port. I sometimes rely on his ideas.

Source Code at GitHub