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So it basically has this mod as one of its functionalities? also how can I tell if I have the Microsoft Visual C++ Redistributable?
Edit: what is this "TBB Redistributables" that I found in the main section?
The POSTS tab on the Buffout 4 mod page contains a wealth of information covering subjects ranging from installation to how to interpret the crash log.
If you got the warning, then Buffout 4 is NOT running. Like the previous poster said, you need to launch your game with the F4SE launcher BUT if you're already doing that, check your buffout4.log file for ANY error messages. That file is located at:
Documents/my games/fallout4/F4SE/
These errors, if any, must be resolved in order for Buffout 4 to run. Once you get these resolved, a game crash should generate a log that looks like this:
crash-2020-12-08-03-35-00.log
That log will ALSO be located at the location I listed above.
There is ALSO another log that you should check for errors, xSE PluginPreloader.log, and that log is located in you Fallout 4 GAME folder. This log has mostly to do with the load method you're using for the xSE PluginPreloader F4 requirement. The mod page explains what edits you MAY have to make to the xSE PluginPreloader.xml file.
In MOST cases, once you choose the proper load method, Buffout 4 will run properly.
Address Library for F4SE Plugins
Fallout 4 Script Extender (F4SE)
xSE PluginPreloader F4
Microsoft Visual C++ Redistributable for Visual Studio 2019
These are all listed and LINKED on the Buffout 4 mod page. You need to make sure you have all these requirements in order for it to work. You ALSO might have to edit the
xSE PluginPreloader.xml file as describled on the xSE PluginPreloader F4 mod page.
If this is all too confusing or too complicated, perhaps you might want to either start from the beginning OR not install Buffout 4 at all.
<LoadMethod Name="ImportAddressHook">
Description:
Loads plugins inside 'DLLMain' of the preloader DLL when it receives 'DLL_PROCESS_ATTACH' notification.
In other words, right after the host process starts. Executing certain kinds of code inside 'DLLMain' is
risky (see: https://docs.microsoft.com/ru-ru/windows/win32/dlls/dynamic-link-library-best-practices#general-best-practices)
so this method may fail in some cases.
Remarks:
The preloader calls 'DisableThreadLibraryCalls' when it's done interfacing with 'DLLMain' thread notifications.
Parameters:
<None>
-->
<OnProcessAttach/>
<!--
Description:
Same as 'OnProcessAttach' above, but loads plugins after certain number of threads have been created
by the host process (inside 'DLL_THREAD_ATTACH' notification). This methods has all the disadvantages
of the previous one and it can be triggered too late.
Remarks:
The method mainly designed for Mod Organizer 2 (MO2) to give some time to its virtual file system to
initialize itself, otherwise there will be no plugins to preload id they're installed as MO2 virtual
mods.
Parameters:
- ThreadNumber: Specifies a thread number which will trigger the loading. That is, when the value is '2',
the second attached thread will trigger the loading process. Negative numbers are not allowed.
-->
<OnThreadAttach>
<ThreadNumber>2</ThreadNumber>
</OnThreadAttach>
<!--
Description:
Sets an import table hook for the specified function inside DLL loaded by the host process.
When the hook is called, it'll load plugins and then it'll get back to its usual operations.
Uses Detours library by Nukem: https://github.com/Nukem9/detours
Parameters:
- LibraryName: The name of a DLL that contains the function to hook.
- FunctionName: Name of the function to hook. Must be exported from the DLL pointed by 'LibraryName'.
Function *must* have a signature compatible with 'void(__cdecl*)(void*, void*)'.
-->
<ImportAddressHook>
<LibraryName>MSVCR110.dll</LibraryName>
<FunctionName>_initterm_e</FunctionName>
</ImportAddressHook>
</LoadMethod>
This is what I did. I change the topmost line. did I miss something else? I'm certain I have Redist 2019.
I think I'm gonna try and uninstall this completely if this doesnt work out.