Fallout 4

Fallout 4

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vee-kay May 16, 2024 @ 12:31am
UPDATED: F4SE and Address Library are UPDATED on 14th May for latest game version (1.10.984 - NG 984)!!
F4SE updated: Version 0.7.2 : 14 May 2024, 1:22AM: 879KB
https://www.nexusmods.com/fallout4/mods/42147?tab=files

@ianpatt wrote:
Compatible with runtime 1.10.984.

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 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.

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 Starfield loader has given Windows Defender problems in the past. This is a false positive.

The MCM beta 1.40 has incorrect version data and crashes on startup with 1.10.984. An update is available.
Better Console also has bad version data and crashes on startup with 1.10.984.



"Address Library for F4SE plugins" updated: AIO includes version 1.10.163.0 : 14 May 2024, 12:14PM: 40.8MB
https://www.nexusmods.com/fallout4/mods/47327?tab=files

@Fudgyduff wrote:
Address library is now updated to the next-gen update of Fallout 4 (v1.10.980). A LOT has changed in this update. Please listen to Boromir and know that this new bin is not enough to automatically load your old f4se plugins. It's going to take a lot of work from all authors to update to the latest version of Fallout 4 (if they even do). Please do not harass them.

@Neqilenko wrote:
For those who, after updating all the main mods after NG patch 2 about which the nexus gave an error, the game still does not start, try updating the mcm menu, because I encountered this, and the nexus does not say anything, the game just did not start, I had to spend a little time before I realized what the problem was. sorry for the mistakes, I'm using a translator

@0xZeOn wrote:
Working perfectly, Thank you very much.

Steam, Fallout 4 1.10.980.0
F4SE 0.7.2
Address Library version-1-10-984-0
High FPS Physics Fix 0.8.10
Sprint Stuttering Fix 1.3
Weapon Debris Crash Fix 1.3

@BlazeStryker wrote:
You may need to sit a spell as the engine processes everything, save, quit, then see if you can load up again.
Incidentally, mods trying to disable the accursed "YOU BE DUM, HA HA HA" Exitsave have, in earlier days, wrecked loading from saves. Once things are caught up for the time being, I recommend manual saves and (for PC gamers, at least) ditching via Task Manager, preferably Classic.

@mrsnivvel wrote:
Even on Linux/Proton I have to kill the game process when doing a game exit. I always now do a quicksave, regular save, and then try to exit the game.

@Apro2022 wrote:
Fallout INI➝iPresentInterval = 1➔iPresentInterval = 0

@sfried asked: "What does Address Library - All In One do?"
@gigno9 answered:
I think it's an "all in one version" intended to be compatible with both 980 and 984 NG update
@yarrmateys answered:
it simply has all the files for every version that supports it. it's probably to cut down on "help, my game doesn't work, address library doesn't exist!" bug reports when people download the wrong version. now they can't do that anymore since it has every available version.
Last edited by vee-kay; May 16, 2024 @ 1:25pm
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Crane May 16, 2024 @ 12:47am 
i just dont know if they're gonna the game again
vee-kay May 16, 2024 @ 1:21am 
Originally posted by Crane:
i just dont know if they're gonna the game again

Bethesda doesn't care. It will release updates again, if only to make few tweaks in its fancy lucrative Creation Club.

But modding community is great, they will release fixes and updates too. But many old mods may no longer be playable in newer versions of the game, if they were not updated by the mod authors to be compatible with the game version and (if needed) mod prerequisites (F4SE, Address Library, etc.).
Last edited by vee-kay; May 16, 2024 @ 1:22am
MasterShake May 16, 2024 @ 1:38am 
Originally posted by vee-kay:
But modding community is great, they will release fixes and updates too. But many old mods may no longer be playable in newer versions of the game, if they were not updated by the mod authors to be compatible with the game version and (if needed) mod prerequisites (F4SE, Address Library, etc.).
Precisely why I lock my mod builds (SE and all libraries include) once they are made and work. Any adjustments (updates) are too high risk, unless I can fair and honestly tell myself, I know what and how they do. Which is not common, as one may predict.
Last edited by MasterShake; May 16, 2024 @ 1:41am
Shelt May 16, 2024 @ 1:43am 
Thx glory to the modifiers

Not being able to use 'scrap everything' mod is killin me
Last edited by Shelt; May 16, 2024 @ 1:56am
vee-kay May 16, 2024 @ 1:33pm 
Originally posted by MasterShake:
Originally posted by vee-kay:
But modding community is great, they will release fixes and updates too. But many old mods may no longer be playable in newer versions of the game, if they were not updated by the mod authors to be compatible with the game version and (if needed) mod prerequisites (F4SE, Address Library, etc.).
Precisely why I lock my mod builds (SE and all libraries include) once they are made and work. Any adjustments (updates) are too high risk, unless I can fair and honestly tell myself, I know what and how they do. Which is not common, as one may predict.

I had done that approach for my Skyrim build, but I didn't do it yet for FO4.
I thought Bethesda had forgotten about FO4, but suddenly it's released some useless updates and broken the mods again. :-(

Good news is that F4SE and Address Library plugins are already updated for latest game version (NG 984),

I was planning on restarting FO4 for a clean new playthrough anyway, so I'm combing through the hundreds of mods I have installed for FO4, and seeing which ones I want to reinstall and try for next playthrough. I will lock down that modlist and installed folders/files once I have it all finalized. Hopefully, most mods will work with the new versions of the game and mod prerequisites (F4SE, Address Library, etc.). I haven't tried SS2 yet, so new playthrough will be SS2 focused, so I'm kinda eager to explore and try those Sim Settlements! :-)
Last edited by vee-kay; May 16, 2024 @ 1:33pm
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Date Posted: May 16, 2024 @ 12:31am
Posts: 5