2024-05-20: Currently it doesn't appear that any updates to F4SE are needed. Still observing plugin stability.
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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.
I don't know if I'm crazy, but I can't get this to work with Steam Deck at ALL anymore... I've tried everything, I've made sure everything is in the right location and right folder... I changed the Launcher name to "Fallout4Launcher.exe.OLD", and changed f4se Loader to "Fallout4Launcher.exe". It still just launches the normal game... and when I try to launch directly through f4seloader.exe, the f4se Loader just refuses to recognize that it is indeed in the same location as the exe file... I need help
i need help and i'm to stupid to understand what is happening so pls someone have to help maybe in a discord call, i did everithing, i think but it wont open pls i wanna play help me
I believe user worm82075 is experiencing some of the same/similar issues as I am.
I've reinstalled FO4 / F4SE over this. I am able to grab logs for what exactly is occuring from both event viewer and buffout.
Basically, the game starts up fine, the mods work, everything is great. But after a few moments, could be seconds, could be minutes if I'm launching with administrator, I get a full crash of all video when streaming and playing FO4. It takes several moments to rectify and pushes a NSIS error "Temporary files could not be written. Verify temp folder is valid" something or another.
It also pushes an event log from event viewer.
This is explicitly when running F4SE, everything else that doesn't require F4SE runs fine from the standard steam FO4 launch.
I'm running a RX9070XT Steel Legend as my GPU.
I'd love to be able to get back to my 1000 hr save.
Please let me know what additional information you'd need to help resolve this.
It sounds like your video driver is crashing. Nothing Fallout-related uses NSIS, so I assume that's part of either the video driver's crash reporting or device-disconnected recovery system not working correctly. I would suggest investigating that part (when the NSIS error message is displayed, look at what process is creating the error message).
That is not possible for F4SE by itself to do. I can only assume you have a plugin installed that is doing something weird with the display or the swapchain that is causing problems for the video driver.
I had tried F4SE alone with no mods installed and it's repeatable.
I've done some looking around and see if I can find some information on the driver issue. It's peculiar and driving me nuts. I'll comment back when I either find a solution or come back with some buffout and stranslated crash logs. lol. Perhaps you'd be able to point me into some better directions.
I use a 7900XTX and have played FO4 recentlyish without running in to any problems. These use similar video drivers that share a lot of code. Do you need to be streaming for this to happen? Are you using the video card's hardware encoder? (be very specific when describing settings)
You also mention a 1000 hr save - were you using F4SE before and then started encountering problems later? If so, when specifically did that happen?
Crash logs from the game are unlikely to be helpful as a video driver crash isn't happening inside the game.
I always crash to desktop after about an hour or so of playing, always with the same error in the Votex log;
[script-extender-error-check] Failed to check for script extender errors ENOENT: no such file or directory, stat 'C:\Users\USER\Documents\My Games\Fallout 4\F4SE\f4se.log'
I've verified that the file exists in this location so im not sure what the issue is.
Not really. A Buffout crash log is generally not readable by the average end user, but is the closest you can get. I cannot help you read the crash log, sorry.
Hello and help, somehow someway during updates of everything I am running fallout script extender on a linux-based machine (Manjaro, Fallout 4 Next Gen), and for some reason when I go to initialize a new mod, the mod list inside the game says no contents found. But, when I disable the loader from the main directory fallout 4 I can see the mods but when I reinitialize the loader I can't. I'm currently using glorious egg roll proton version 8-26, now I have tried proton experimental, glorious egg roll proton 10-4 and it will run. But again when I reactivate the loader it shows a startup but it is not loading and anything that requires the script extender is not running. So my main question is what is the most reliable proton-based or glorious egg roll-based version to use? I thank you for your time and help on this.
So I am totally stumped. Long time modder here. Never upgraded Fallout 4, still using the older F4SE version, using MO2. Game ran fine yesterday, was testing out various mods for a play through, no problem. Added a few mods today, mostly various bug fixes, tried running the game with F4SE loader though MO2 as usual, the game won't start. I get the quick message about the game in running in MO2, but it just stops, the game never opens/starts. I tried unchecking all the mods I added today, no luck. I then tried unchecking all mods, with just the base Fallout esm's and still the game won't start. Reinstalled F4SE, the game still won't start. So now I am stuck, not sure what to do if F4SE won't even start unmodded Fallout. Anyone have any suggestions? I'm totally lost at this point.
WARNING: something has started the runtime outside of f4se_loader's control. F4SE will probably not function correctly. Try running f4se_loader as an administrator, or check for conflicts with a virus scanner.
Further research reveals that something appears to be preventing it from running. Any idea how I can figure this out?
Look for something installed on your computer that is not normal, and globally interacts with all programs on your machine. You may be surprised to find what it is. In one case it was a South Korean banking web browser extension that hadn't been redesigned since the ActiveX and legally restricted cryptography days.
Haha, kind of funny, except for the person who was struggling with this. I can't think of anything like that, and it was working yesterday (Wed) but this morning is when all the problems began. I have searched all over, even tried ChatGPT :) and asked on a number of forums but no one's got a clue. I do agree with you, I do think there is SOMETHING on my computer preventing it from running, but hell if I can figure it :( I appreciate your answer, I just wish there was a way to track this down.
Ok, I have new information. When I run f4se directly outside of MO2, I get the following pop up message:
"Fallout4.exe - Application Error
The application was unable to start properly (0xc0000142). Click ok to close the application.
I also noticed another error box that I had not seen before:
F4SE Loader Unable to inject DLL
I also looked into the xSE PluginPreloader.log and found the following:
[2025-06-14/08:25:06.141][PID:010940|TID:030692][Critical ] Invalid state of 'PreloadHandler' reported, terminating process
Only when I run f3se_loader through MO2 do I get the message:
WARNING: something has started the runtime outside of f4se_loader's control.
So two different error messages depending upon whether I run f4se_loader using MO2 or run it directly.
Any further ideas based upon this new info?
Edit: Finally figured it out. I had installed xSE PluginPreloader, but because it was put directly into the Fallout folder, it does not show in MO2 as a mod, so I forgot about it. Seeing the log above had me look at the Nexus page for this and I saw that I had downloaded and installed it. Deleting the preloader files allowed me to run F4SE through MO2.
It was just this one little thing, but because it went directly into the Fallout folder, I forgot all about it. Whew, glad to have figured this out.
The problem was that the xSE PluginPreloader Nexus page stated that the new update included NG, which led me (and others I should note) to believe that the new file was for both OG and NG, since it said this was added, and he did not indicate any split between OG and NG like a lot of other mod pages do. Instead it was just NG. I first deleted this and it worked, then I went back and looked at my old installation documentation and saw that I was using an older, OG version. I reinstalled that and it worked again. So I am good now.
4566 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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not on the command line or for mods life Mod Config Menu
help
this is my target in vortex
is this wrong?
I've reinstalled FO4 / F4SE over this. I am able to grab logs for what exactly is occuring from both event viewer and buffout.
Basically, the game starts up fine, the mods work, everything is great. But after a few moments, could be seconds, could be minutes if I'm launching with administrator, I get a full crash of all video when streaming and playing FO4. It takes several moments to rectify and pushes a NSIS error "Temporary files could not be written. Verify temp folder is valid" something or another.
It also pushes an event log from event viewer.
This is explicitly when running F4SE, everything else that doesn't require F4SE runs fine from the standard steam FO4 launch.
I'm running a RX9070XT Steel Legend as my GPU.
I'd love to be able to get back to my 1000 hr save.
Please let me know what additional information you'd need to help resolve this.
That is not possible for F4SE by itself to do. I can only assume you have a plugin installed that is doing something weird with the display or the swapchain that is causing problems for the video driver.
I've done some looking around and see if I can find some information on the driver issue. It's peculiar and driving me nuts. I'll comment back when I either find a solution or come back with some buffout and stranslated crash logs. lol. Perhaps you'd be able to point me into some better directions.
You also mention a 1000 hr save - were you using F4SE before and then started encountering problems later? If so, when specifically did that happen?
Crash logs from the game are unlikely to be helpful as a video driver crash isn't happening inside the game.
[script-extender-error-check] Failed to check for script extender errors ENOENT: no such file or directory, stat 'C:\Users\USER\Documents\My Games\Fallout 4\F4SE\f4se.log'
I've verified that the file exists in this location so im not sure what the issue is.
Hello and help, somehow someway during updates of everything I am running fallout script extender on a linux-based machine (Manjaro, Fallout 4 Next Gen), and for some reason when I go to initialize a new mod, the mod list inside the game says no contents found. But, when I disable the loader from the main directory fallout 4 I can see the mods but when I reinitialize the loader I can't. I'm currently using glorious egg roll proton version 8-26, now I have tried proton experimental, glorious egg roll proton 10-4 and it will run. But again when I reactivate the loader it shows a startup but it is not loading and anything that requires the script extender is not running. So my main question is what is the most reliable proton-based or glorious egg roll-based version to use?
I thank you for your time and help on this.
WARNING: something has started the runtime outside of f4se_loader's control.
F4SE will probably not function correctly.
Try running f4se_loader as an administrator, or check for conflicts with a virus scanner.
Further research reveals that something appears to be preventing it from running. Any idea how I can figure this out?
"Fallout4.exe - Application Error
The application was unable to start properly (0xc0000142). Click ok to close the application.
I also noticed another error box that I had not seen before:
F4SE Loader
Unable to inject DLL
I also looked into the xSE PluginPreloader.log and found the following:
[2025-06-14/08:25:06.141][PID:010940|TID:030692][Critical ] Invalid state of 'PreloadHandler' reported, terminating process
Only when I run f3se_loader through MO2 do I get the message:
WARNING: something has started the runtime outside of f4se_loader's control.
So two different error messages depending upon whether I run f4se_loader using MO2 or run it directly.
Any further ideas based upon this new info?
Edit: Finally figured it out. I had installed xSE PluginPreloader, but because it was put directly into the Fallout folder, it does not show in MO2 as a mod, so I forgot about it. Seeing the log above had me look at the Nexus page for this and I saw that I had downloaded and installed it. Deleting the preloader files allowed me to run F4SE through MO2.
It was just this one little thing, but because it went directly into the Fallout folder, I forgot all about it. Whew, glad to have figured this out.