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Did ALL mods really break after update?
Most people are saying that the update broke ALL their mods, is this true? As far as my knowledge goes, mods that don't use F4SE should be fine right? I started a playthrough after the update with some graphical, armor and settler mods installed and those mods are working just fine (none of them use F4SE). So did the update break mods that don't use F4SE too? And can a future update break the mods I'm currently using?
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Showing 1-15 of 32 comments
ShatteredPumpkin May 8, 2024 @ 1:45pm 
probably big mods that use a lot of major game assets
but not small ones probably cause i have like 4-5 mods that have last been updated arround 2015-2016 and they work fine
Alehkra May 8, 2024 @ 1:45pm 
I believe it's not just F4SE (which has been updated by now, though I don't know how stable they consider it just yet), but any mod which relied on .dll files needs to be updated.
Knavenformed May 8, 2024 @ 1:46pm 
Not literally ALL mods
A certain hyperbole is to be expected in conversations, don't be that guy filing the dots
EricHVela May 8, 2024 @ 1:49pm 
Load Accelerator didn't break.
Xenon The Noble May 8, 2024 @ 1:51pm 
No.
MCM, Extended Dialog are broken, and F4SE is beta stage again. Lots of other mods depended upon these three, but not all the mods. Just the ones that are most fun. F4SE works well enough for the FallUI mods, for example.
Xedit doesn't work on mods and neither does Creation Kit.

The makers of F4SE note that 1.10.190 isn't stable itself..
FauxFurry May 8, 2024 @ 2:05pm 
It is impossible for all of the mods to break unless every single aspect of the game's engine change with an update. Asset replacement mods typically are not affected by updates at all. With the advent of Address Libraries, fewer scripted mods break when a game is updated.
id795078477 May 8, 2024 @ 2:23pm 
The issue with mods is that it is very rare to see a popular mod that exists on its own, i.e. without relying on other mods. You could call such mods "foundational" - mods like F4SE or U4FP for example. This reveals an obvious weakness - since the majority of mods trace their dependency tree to those few foundational ones, it's enough to break just some of those foundational mods to cripple a lot of other mods - likely 2 orders of magnitude higher in numbers.

I did some rough calculations in a similar thread and you could say that around ~10k mods are involved with F4SE. Nexus has ~50k mods, so it's around 20%, but the issue is also that only ~22k out of that 50k have 100+ endorsments. So "just breaking F4SE" means there's a 50/50 chance that any given popular mod was broken. And then there's U4FP and other foundational mods.. You get the idea.
Last edited by id795078477; May 8, 2024 @ 2:26pm
SgtScum May 8, 2024 @ 2:35pm 
It's not that the patch broke all mods. It didn't. It's that you don't really know which mods were broken unless you go through a process of elimination to find them in your list. Most players just go bleh and shelve the game till the mods get updated too. Thats what I do.
id795078477 May 8, 2024 @ 2:39pm 
Originally posted by SgtScum:
It's not that the patch broke all mods. It didn't. It's that you don't really know which mods were broken unless you go through a process of elimination to find them in your list. Most players just go bleh and shelve the game till the mods get updated too. Thats what I do.
You can't blame folks who have north of 500 mods for not willing to waste dozens of hours on sorting out the mess. I figure the only way of handling it is to not update (or roll it back if it already happened) for another 2-3 years and then maybe give it a careful try.
Last edited by id795078477; May 8, 2024 @ 2:40pm
NeutronVortex May 8, 2024 @ 3:04pm 
Christ, the hyperbole some of you 'modding vets' spew is ridiculous.
Last edited by NeutronVortex; May 8, 2024 @ 3:05pm
idk man
15 gigs is a lot of wiggle room to break stuff
Bobby Digital™ May 8, 2024 @ 6:49pm 
Originally posted by Alehkra:
I believe it's not just F4SE (which has been updated by now, though I don't know how stable they consider it just yet), but any mod which relied on .dll files needs to be updated.
i won't pretend to know why, but the load accelerator mod witch is dropping a .dll in the directory works without breaking the game. it was last updated many years ago so it's not like it has been updated post next gen update
Last edited by Bobby Digital™; May 8, 2024 @ 6:49pm
SgtScum May 8, 2024 @ 10:24pm 
Originally posted by NeutronVortex:
Christ, the hyperbole some of you 'modding vets' spew is ridiculous.

Examples?
Chris May 8, 2024 @ 11:19pm 
There is no example.

Steam has had this asinine logic of not allowing freezing updates for as long as I've had it (2004) and there's no reason for it. They support modding in Steam itself. You should be able to simply have the option of "Don't update without asking me first". Or "Freeze updates on this game until I manually toggle it back on".

People put in a lot of effort to mod ESPECIALLY Bethesda games but updates break most games (with the exception of games like X4 which work really well for years of no updates on mods). The majority of games have no hope for mods to survive updates.

And people should be able to play their games and mod to their hearts' content and not ever worry about losing progress and their save being essentially bricked.

All Steam has to do is provide this option and no one can say there is any negative about it. A negative just doesn't exist and it would be one MASSIVE quality of life improvement for PC gamers.
Velber May 8, 2024 @ 11:43pm 
i wouldnt say all, but big ones definetly did
others i just had to redownload and replace the old files for them to work again
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Date Posted: May 8, 2024 @ 1:42pm
Posts: 32