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Last updated
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F4SE TeamUploaded by
ianpattVirus scan
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About this mod
The Fallout 4 Script Extender, or F4SE for short, is a modder's resource that expands the scripting capabilities of Fallout 4. It does so without modifying the executable files on disk, so there are no permanent side effects.
- Requirements
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This mod does not have any known dependencies other than the base game.
Mods requiring this file
- Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
- Console modding permission This mod won't work on consoles or would not be acceptable on Bethesda.net according to their rules
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
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- Mirrors
- Changelogs
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Version 0.7.2
- support for runtime 1.10.984
- fix loading some plugins with additional exports
- remove user-facing text referencing starfield
- SplineUtils::ConnectSpline (fixes ObjectReference.AttachWireLatent)
- fix BSHash::operator() generic specialization
- GetObjectAtConnectPoint, fixes ObjectReference.GetConnectPointsLatent, TransmitConnectedPowerLatent (thanks shad0wshayd3)
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Version 0.7.1
- add API to retrieve save folder name (usable during preload). folder names are guessed because GOG doesn't exist yet and I don't have epic
- fix guess at addresslib name
- fix accidental references to SKSE paths/names when transplanting code
- fix GetGameSetting and related functions
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Version 0.7.0
- support for runtime 1.10.980 "next generation" update
- plugin manager uses declarative versions similar to skse64 after the AE update
- plugin manager supports preloading
- f4se_steam_loader.dll no longer needed
- ScriptObject.RegisterForGamepadButton and related (thanks TommInfinite)
- Form.GetEditorID
- handle 'None' as an array member when passed to custom papyrus functions (thanks TommInfinite)
- fix ScriptObject.RegisterForFurnitureEvent filters
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Version 0.6.23
- workaround for bug in High FPS Physics Fix
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Version 0.6.22
- fix ConstructibleComponent.object type
- add a basic diagnosis for the dreaded error code 126
- new interface for plugins to allocate from F4SE's branch-accessable pools
- new interface for plugins to query other plugins PluginInfo struct
- add new command line option "waitfordebugger" to explicitly wait for a debugger to attach regardless of build config
- add Actor.IsProtected
- fix Perk.IsPlayable, Perk.IsHidden
- fix setting process priority in f4se_loader
- fix resolving handles referring to ESL plugins
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Version 0.6.21
- fix Game.GetInstalledLightPlugins when more than 255 plugins are installed
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Version 0.6.20
- - support for runtime 1.10.163
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Version 0.6.19
- - fix serialization of light mod list
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Version 0.6.18
- - support for runtime 1.10.162
- - send kMessage_NewGame on new game (thanks to HLP for porting from skse64)
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Version 0.6.17
- - support for runtime 1.10.138
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Version 0.6.16
- - support for runtime 1.10.130
- - Game.UpdateThirdPerson, Game.GetCameraState (based on code from Neanka, thanks)
- - fix Actor.GetWornItemMods
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Version 0.6.15
- - fix crash when loading cosaves with light mod list entries
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Version 0.6.14
- - support for runtime 1.10.120
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Version 0.6.13
- - support for runtime 1.10.114
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Version 0.6.12
- - support for runtime 1.10.111
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Version 0.6.11
- - support for runtime 1.10.106
- - added InstanceData.Get/SetAddAmmoList
- - fixed nullptr crash with material swaps with no material name
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Version 0.6.10
- - support for runtime 1.10.98
- - added GetExternalEventRegistrations to Papyrus Plugin API
- - Returns all scripts and callbackName registered with F4SE's RegisterForExternalEvent
- - added Form functions
- - Get/SetRaceForm
- - GetSlotMask
- - AddSlotToMask
- - RemoveSlotFromMask
- - added Armor.GetArmorAddons
- - added ArmorAddon class
- - GetAdditionalRaces
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Version 0.6.9
- - fixes UI.Load deadlock
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Version 0.6.8
- - support for runtime 1.10.89
- - changed locking implementations to BSReadWriteLock
- - added Scaleform functions to load dds images
- - MountImage(menuName, pathToMount, mountName)
- - UnmountImage(menuName, pathToUnmount)
- - Image is loaded through URLRequest("img://mountName")
- - added Scaleform receiving function
- - function onF4SEObjCreated(codeObject:Object):void
- - This function is called on the menu root document as well as first-level children
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Version 0.6.7
- - support for runtime 1.10.82
- - added ObjectReference.Get/SetMaterialSwap
- - fixed ObjectReference.ApplyMaterialSwap crash
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Version 0.6.6
- - support for runtime 1.10.75
- - fixed SimpleLock implementation (again)
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Version 0.6.5
- - support for runtime 1.10.64
- - fixed bug with SimpleLock implementation
- - added MatSwap class and MatSwap.Get/SetRemapData
- - added ObjectReference.ApplyMaterialSwap
- - added UI functions
- - IsMenuRegistered
- - RegisterCustomMenu
- - Open/CloseMenu
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Version 0.6.4
- - support for runtime 1.10.50
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Version 0.6.3
- - fixed compiling against outdated script files (ObjectReference was missing ClearFromOldLocations)
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Version 0.6.2
- - fixed crash in ObjectReference::AttachWireLatent
- - fixed input handler
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Version 0.6.1
- - support for runtime 1.10.40
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Version 0.6.0
- - support for runtime 1.10.26
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Version 0.5.1
- - Fixed bug with F4SE based inventory-safe functions
- - Fixed crash when passing None structs to native functions taking structs as args
- - Fixed incorrect definitions to ActorValueInfo
- - Added UI.IsMenuOpen
- - InstanceData functions will now create InstanceData where applicable (e.g. target equipped item has no mods at all)
- - Added InstanceData.Get/SetKeywords
- - Fixed Scaleform function AllowTextInput
- - Added missing two control mappings to CustomControlMap.txt
- - ObjectReference.GetDisplayName is now inventory safe
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- Donations
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Straight donations accepted
All native code plugins (.dlls) need to be updated by their creators for 1.10.980+.
Old native code plugins not loading is not a problem with F4SE.
The Fallout 4 Script Extender, or F4SE for short, is a modder's resource that expands the scripting capabilities of Fallout 4. It does so without modifying the executable files on disk, so there are no permanent side effects.
Once installed, no additional steps are needed to launch Fallout 4 with F4SE's added functionality. You can start the game using F4SE from f4se_loader.exe
Installation (Manual)
Install with Vortex
Compatibility:
F4SE supports the latest version of Fallout available on Steam. MS Store/Gamepass/Epic/whatever else isn't supported.
Old native code plugins not loading is not a problem with F4SE.
The Fallout 4 Script Extender, or F4SE for short, is a modder's resource that expands the scripting capabilities of Fallout 4. It does so without modifying the executable files on disk, so there are no permanent side effects.
Once installed, no additional steps are needed to launch Fallout 4 with F4SE's added functionality. You can start the game using F4SE from f4se_loader.exe
Installation (Manual)
- Download the F4SE from the Files tab.
- Extract all files inside the top-level folder in the ZIP to your game folder (where Fallout4.exe is located).
- Run the game using f4se_loader.exe.
- To confirm it is working, open the console with the tilde (`) key and type getf4seversion. This will display the version number of the current F4SE build.
Install with Vortex
- Click the "Vortex" button in the top-right of this page.
- Once installed and enabled, ensure you have deployed it by clicking "Deploy Mods" on the Mods toolbar.
- Use the shortcut on the dashboard to start the game with F4SE.
Compatibility:
F4SE supports the latest version of Fallout available on Steam. MS Store/Gamepass/Epic/whatever else isn't supported.