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I've 'heard' Earth is flat. Let's talk about facts. Nothing is "essential". If it was it would be built-in or at least there would be a notification on the Fallout 4 product page that such a thing is required. You can finish the final mission without it.
You have, rounding down, a billion entries in the patch history:
https://www.afkmods.com/Unofficial%20Fallout%204%20Patch%20Version%20History.html
Read the notes and decide if you mind these bugs and issues. If you're doing a playthrough that is modded I'm not sure how is that even a question. I've played maybe 2-3 hrs of completely vanilla F4. Rest, out of 620hrs was played with F4UP, never had any issues related to UP, and very, very few problems at all with maybe one major one, that was related to an unknown mod and was fixed by reloading an earlier savegame.
It's "essential" because the mods rely on it, you don't *have* to use the patch, but if you want to use the mods that have it as a requirement, you will need to.
i don't know about "unnecessary". That's entirely opinion from the person saying it as some will want those changes, and others won't. Make your own decision on that one, it's as valid as any other.
Update won't break your mods *IF* you properly protect your game using F4SE;
Setting Steam to update on launch and then only using the F4SE launcher from then on.
Never clicking play in Steam again, and only launching from F4SE AFTER logging into Steam.
Setting the Manifest file for Fallout 4 to read only (This one prevents Steam from touching the game entirely. if it attempts to update, it'll just crash and can't do it).
Make a backup copy of the files in the Fallout 4 folder somewhere else. This is pretty much common sense when modding. If you screw a file up, you've got an instant backup.
Once you've done all that, mod away to your hearts content, because there's little chance of it updating on you, and if it does, you always have the backup to restore from.
Depending on the mods used- nothing, some, or everything.
Not sure what's the actual point here- start a playthrough and as usual add mods one at a time and filter those (immediately)not working/breaking.
"Do I have an issue with starting a new game at any point?"
Willing to start anew, at the drop of a hat, negates the worry of any updates and potential problems with mods. I have always started a new game after every Beth update since the release of Skyrim.
Unless, you are in the camp of crying about the unofficial patch not allowing you to exploit a glitch, that was fixed due to the other issues it can cause, I wouldn't worry about it and load the patch.
I've been using the Bethnet mods from the menu for years. No F4SE. I start with the unofficial patch and go from there. Tailoring each playthrough with a different set of mods that support a particular character.
In the end... don't let my suggestions, or anyone else's for that matter, define your choice. Read, research and decide for yourself. It's your game.
I sure wouldn't wait on an update that no one knows when it comming.
If your not using F4SE, you'll just have to check what the update changes and make sure none of your mods change those things. You'll probably have nothing to worry about.
You won't be able to protect your game without F4SE, but the flip side is you won't have that much to worry about; you might lose a couple of mods depending on what the update changes.
Not sure how you can look forward to something that we have little information on, but it is interesting nonetheless i agree.
Which, like skyrim is generally fixed in a matter of days...
Might be slightly longer given Fallout hasn't been touched in years, but i doubt it'll take long. Completely irrelevant if you protect your game though!
They broke it so much in that Skyrim update because it was a Compiler change. Most of the time it's a simple version change and that's it, and the Script Extender is updated to match pretty quickly...
Remember to set the manifest file to read only too if you haven't already!
Radio songs you should be fine with, though Homemaker and True Storms are.. big mods. Virtually -every- mod relies on scripts though, unless it's a pure texture replacer.
They'll be as safe as any mod can be, but until the update is out, we won't know exactly what Beth will change, and what mods are affected by those changes. The only mods that will 100% break will be ones that those changes affect.
Most F4SE mods themselves don't break, the reason they stop working is F4SE itself needing it's update.
Take SkyUI for Skyrim as an example; relies on SKSE, but hasn't had an update in years yet works just fine.
There's loads of Lore Friendly and non invasive mods out there, even ones reliant on F4SE and the unofficial patch.
adding the gen 3 synth component to all synths, changing several quests and other content for reasons not bug related. Not listing these changes in the mod documentation.
Conflicting with a number of mods by editing the same forms they do (granted some are bug fixes).
a lot of the "fixes" are for issues that can be resolved by following the game creators instructions and not exceeding 60fps.
I was used to play without mods because I played fallout 4 on release on console and there I had only the problem with CTD in Boston. The patch fixed some bugs which I encounter on Xbox so it was nice that the patch fixed this bugs.
I would not wait for the update, and just start careful with modding. You can still create a new save if the update rolls out, with other or no mods. I personally use Mod Organizer2 for modding because you can have more profiles which can have different mods and MO2 never store your mods in your steam fo4 folder so if you start the game via steam, you always got a vanilla game.
I'm in that boat of 'I could try and play Mass Effect but it will not run properly so I have to have a full conversion mod to do it' meaning I will not be playing Mass Effect. Same thing with STALKER. If it's unplayable without a full mod, it's not worth playing. The Unofficial Patch is only a patch, but it is not really a needed thing at all.