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.
Ok this is something weird. I updated all my active mods and got the order right but for some reason it still crashes. So I thought of disabling all mods and going vanilla. And for some reason it magically worked. Everything was working fine, but as soon as I enable all mods it crashes on startup withing 2 seconds. Anyone else having this problem?
You are having problems with your load order. Enable mods one by one to find the problem. This is not the correct place to be looking for load order solutions; it's one of the most common problems when modding Bethesda games and is unrelated to F4SE.
If youre asking if LOOT should handle that, then it sounds to me like youre not very expirienced modder. Working on this premesis - i can tell you that LOOT only sorts mods by their tags.
If mod author, i assume, i dont exactly know how they appear, writes tags, like this mod should go under that mod but above this mod. Then LOOT does that. But if mod author didnt know about some mods or there are new mods or categories, then LOOT will not know what to do with it.
In the end, if you have 100, 200 or 300 mods(Highest ive had is about 280), LOOT will handle maybe 80-90% of your load order, rest you have to do manually. However if you have only 20-30 mods and they are among the most popular mods, LOOT is likely to have tags for all of them and probably will sort correctly.
That said - you dont have to have absolutely correct load order always. It can be 90% or 95% accurate and game can run fine, with maybe a crash once per day or some texture isnt working correctly(like you installed new textures on everything, but on super mutants you see old texture). That might not even be noticable at all. But if there are some mods that always cause CTDs when you start a game or try to save a game, those mods are very important to load correctly manually if LOOT doesnt on its own.
No way to say this than other that F4SE is broken for next gen right now. I have run test after test and the only issue is F4SE. I've had 400+ mod plays, and it crashed at 437. I've wiped the game files, did a full clean install. Can run fine on Vanilla, but as soon as F4SE touches a load order/script, the game crashes. I've ran this through over 20 times so it's not just a one time thing. Hopefully this can help everyone that is struggling with starting the game.
EDIT: After hours of extra testing, in order to get F4 to work with F4SE, you need to have these mods running beside it. -Address library -xSE PluginPreloader F4 -Buffout 4
These next mods are only recommended but do also help. -Robco Patcher.
You need these for the black screen crash fix at the beginning. This maybe a new bug for base game but this is the only workaround I could find as of right now
I don't know what problem you're having, but F4SE is not suddenly universally broken on 1.10.984. I wouldn't be surprised if there were something on your computer that was causing problems. Set up Buffout 4 NG, generate a crash log with just vanilla + F4SE + Buffout (no other mods other than the minimum needed for buffout, like you say), and host the crash log somewhere. Do not paste it here; that's going to trivially hit the character limit.
I am having the same issue, unclear if it is F4SE or MCM or their interaction, i get to the loading screen and roughly 15 seconds into the main menu it crashes
I figured out the problem. F4SE has to run along a few mods in order for Fallout 4 to work. Will update my original comment with them. But i used buffout 4 and it couldn't tell me the problem so I had to trial and error with extra utilities mods
The mods you listed are the prerequisites for Buffout (address library and preloader).
It's good that you were able to find a workaround for your problem, but this is not a situation happening on most people's computers. Please don't put misleading information ("YOU NEED THESE IN ORDER TO RUN FALLOUT 4 ALONGSIDE F4SE NOW") in your post.
To give constructive information, you could try seeing which option in Buffout's settings causes the problem to go away on your computer. That would give me something to investigate.
Keep in mind that Buffout does not patch F4SE, it only patches the game (and optionally the RaceMenu mod).
I do have all those mods too, Buffout was unable to determine a cause too, I am thinking there is some interaction with MCM as I disable it and everything is good. I did go through the MCM site and try all those recommendations too.
Regardless, thanks for the fantastic mod!
I will enquire on the MCM mod page too if anyone is having this issue.
Script Extender, Next gen/latest version, crashes at approximately 400 mods.
Several builds, several timelines, ever since that fateful April day. I have come back and rebuilt, updated mods and from scratch, and whenever I hit the 400 mark the script extender crashes. I remove a mod, any mod, and everything works again.
My last build is/was 394 mods with 201 regular plug-ins and 259 light. I can send you the error reports but they all show the same collapse and CLASSIC says something is overwriting Script Extender. Remove a mod, not even related, and everything works fine.
And before you ask, I am using Vortex, the load order is checked by LOOT and their app shows no problems. The game runs fine at 460 plug-ins, but if I go one plug-in over, regardless WHICH plug-in, it crashes.
I used to be able to hit 600+ on the older versions easily, so I am wondering if anyone else has encountered this or even tried?
There isn't an inherent limit in the script extender, however any case where you're using more complicated mods can lead to hitting other limitations earlier (file handles being the main one that comes to mind).
It doesn't matter the build, it doesn't matter where in the build I am at. Once I hit the 460 plug-in limit nothing else will go in. I add a building mod, everything shuts down, I remove a clothing mod, everything works again. I put in a encounter mod, everything shuts down. I take out a texture mod everything works again. This has happened on over dozen attempts including complete re-installs and rebuilds. For whatever reason, wither it is the base game itself because of the update or because of Script Extender itself (unlikely), Script Extender collapses at about 400 mods.
I don't need comebacks, I need people brave enough to test this theory. I have a full creation club and 460 plug-ins, I DARE you to beat it.
Guess what tested myself for the first time in a while. I usually run close to 200 with all CC content. but I got to 430 today and it started doing the same thing as you. I add one of tumbajambas armor mods, won't start. Removed Skidabas Machineguns rebirth, ran fine. Added Vivid weathers, crashed. Removed Elis Armor Compendium, Ran fine. I even tested it with my discord mods and same thing. I did a clean install, wiped files, everything. didn't even backup. I can run the game fine on vanilla now, but once it detects F4SE, it gets to the Bethesda screen plays for 2 seconds and closes. I tested this by completely wiping the game files everything. New INI files, complete clean install. Ran F4 vanilla to see if it'd run, it did. Added F4SE and only F4SE and it crashed. This is not a base game issue, it's a F4SE issue. Hopefully this helps
Anyone know if F4SE works on Steamdeck? I can only launch the game Via "gaming mode' which runs the game through the "normal" .exe I could set up a new launch path but im not sure if F4SE will even work as SteamDeck is Linux based.
I typed this on SteamDeck sorry for primal english
Hello, when I try launching the game it says this: "You have instructed f4se loader to run the vanilla Fallout 4 launcher, which cannot work, Most likely you have renamed files incorrectly.". I'm not sure if I messed something up before ever installing F4SE or something. Installed through Vortex if that can help, also can give you a mod list if needed
As the error message says, you've renamed Fallout4Launcher.exe to Fallout4.exe (or used the .ini file to do something similar). Revert the changes or repair your installation.
Ohhhh, yeah now that I think about it i may have done something like that when modifying the FOV in the game files, thank you, as soon as I get home I’ll fix it
If you want to remap keys using this mod, apparently they put CustomControlMap.txt in the wrong place, at the root where it doesn't seem to be doing anything.
It seems you have to create a subfolder called F4SE in the Data folder and if you put it in there it works.
I remapped the console key because I have a different keyboard after spending an hour with AutoHotKey and failing. Now it works. I changed the "Console" to 0x70 and now F1 is the key.
The copy in the root isn't supposed to do anything beyond providing the latest vanilla control map. Bethesda modifies it over time, and if you don't keep it up to date, the game can break in weird ways. See the whatsnew for more details.
I don't know if there was a copy originally but this mod contains a copy at the root and it doesn't have the Data\F4SE\ folder in it. I just checked the archive. Sorry, but do you guys ever provide instructions to your mods, how are we supposed to know these things? I had to spend two hours trying to figure it out until I found this on some random obscure site written by some random person. I couldn't use the console because I have a different keyboard which wasn't working.
Yes you're right it's there in the What's new file under version 1.0, but seriously bro, i'm a newb you'll have to punch me that I don't check What's new files in a script extender to remap keys when I had no idea the script extender would be the way to do that. I know you guys are like modding gods, that's not unclear, it would be fabulous if you told us this stuff. Thanks. I think you'd get more people modding that way, since that's the biggest problem here that the gurus don't tell us things.
I followed the TMR guide step by step and the game stays on a black screen on startup and with the pointer circle loading indefinitely. I went back to deleting everything including the game and doing it over and over again and it doesn't work. Either the guide is outdated or one of the mods is causing conflicts with each other. I guess I'll have to play vanilla for a while.
I manually downloaded it from the files tab, and zipped it to my fallout folder, but when I go do the loader.exe, it says it can't be found, cause of it not being installed to the right folder, even though I followed it step by step. I don't know what else to do.
You have not followed the instructions correctly. Paste the contents of Documents\My Games\Fallout4\F4SE\f4se_loader.log inside spoiler tags here, and someone can tell you exactly what you did incorrectly.
4467 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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Japanese:
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If mod author, i assume, i dont exactly know how they appear, writes tags, like this mod should go under that mod but above this mod. Then LOOT does that. But if mod author didnt know about some mods or there are new mods or categories, then LOOT will not know what to do with it.
In the end, if you have 100, 200 or 300 mods(Highest ive had is about 280), LOOT will handle maybe 80-90% of your load order, rest you have to do manually. However if you have only 20-30 mods and they are among the most popular mods, LOOT is likely to have tags for all of them and probably will sort correctly.
That said - you dont have to have absolutely correct load order always. It can be 90% or 95% accurate and game can run fine, with maybe a crash once per day or some texture isnt working correctly(like you installed new textures on everything, but on super mutants you see old texture). That might not even be noticable at all. But if there are some mods that always cause CTDs when you start a game or try to save a game, those mods are very important to load correctly manually if LOOT doesnt on its own.
EDIT: After hours of extra testing, in order to get F4 to work with F4SE, you need to have these mods running beside it.
-Address library
-xSE PluginPreloader F4
-Buffout 4
These next mods are only recommended but do also help.
-Robco Patcher.
You need these for the black screen crash fix at the beginning. This maybe a new bug for base game but this is the only workaround I could find as of right now
It's good that you were able to find a workaround for your problem, but this is not a situation happening on most people's computers. Please don't put misleading information ("YOU NEED THESE IN ORDER TO RUN FALLOUT 4 ALONGSIDE F4SE NOW") in your post.
To give constructive information, you could try seeing which option in Buffout's settings causes the problem to go away on your computer. That would give me something to investigate.
Keep in mind that Buffout does not patch F4SE, it only patches the game (and optionally the RaceMenu mod).
Regardless, thanks for the fantastic mod!
I will enquire on the MCM mod page too if anyone is having this issue.
Script Extender, Next gen/latest version, crashes at approximately 400 mods.
Several builds, several timelines, ever since that fateful April day. I have come back and rebuilt, updated mods and from scratch, and whenever I hit the 400 mark the script extender crashes. I remove a mod, any mod, and everything works again.
My last build is/was 394 mods with 201 regular plug-ins and 259 light. I can send you the error reports but they all show the same collapse and CLASSIC says something is overwriting Script Extender. Remove a mod, not even related, and everything works fine.
And before you ask, I am using Vortex, the load order is checked by LOOT and their app shows no problems. The game runs fine at 460 plug-ins, but if I go one plug-in over, regardless WHICH plug-in, it crashes.
I used to be able to hit 600+ on the older versions easily, so I am wondering if anyone else has encountered this or even tried?
I don't need comebacks, I need people brave enough to test this theory. I have a full creation club and 460 plug-ins, I DARE you to beat it.
This is not a base game issue, it's a F4SE issue. Hopefully this helps
I typed this on SteamDeck sorry for primal english
It seems you have to create a subfolder called F4SE in the Data folder and if you put it in there it works.
I remapped the console key because I have a different keyboard after spending an hour with AutoHotKey and failing. Now it works. I changed the "Console" to 0x70 and now F1 is the key.