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. I am working on an update and cannot currently offer a timeline for its availability, nor whether there will be any critical technical issues that would block an update. Do not email with questions.
Fixing the script extender itself won’t take that long as it doesn’t need to hook that many functions (although depending on how much free time people have and whether there are any surprises, it could still take longer than most people expect). Fixing all the mods that depend on it will take much longer, as between them, they hook lots more functions than the script extender itself, and with this update, it’s not just a case of most functions being the same, but at a slightly different address (as was typical with creation club updates, which tools could help with), but instead lots of functions have changed slightly due to using an updated compiler, and lots of functions have been inlined differently (so instead of just existing once, they get copied into every function that uses them, and then optimised differently in each place based on the surrounding code).
The solution that Skyrim players came up with was to downgrade to older versions. For example, Skyrim SE mods are all permanently version 1.5.97 supported. This can be done manually via the Download Depot commands in the Steam Console which is accessed by typing steam://open/console into the Windows “Run” prompt, or alternatively using a Downgrade Patcher mod which ironically also has to be updated for every new version.
So what I’m understanding from reading everyone’s outrage and input on this, is that Fallout London may or may not come out because of this, but more importantly, just wait a little while after the update to try out mods, just like every other Bethesda game update?
Little while could be a long while for some mods and maybe never for others. I wouldn’t be surprised if some mod developers don’t go back and fix it if they had moved on to other projects. These mods will be years old and anything that uses the script extender will have advanced features to it so they’re not a 3 minute quest mod using only existing assets found in the game itself.
I made a tutorial on reverting to 1.5.97 Skyrim SE like a month ago because it breaks again with every new update, and they STILL update it pretty frequently.
Fallout London is whinging but the real loser is the Fallout 4 Script Extender mod, upon which so many other mods relied.
Fallout London release or no, this has broken a massive number of mods for Fallout 4 that relied on the Script Extender.
That’s actually the bigger story here, that Bethesda declined to communicate with the modders who made the backbone of a lot of other mods.
From the Fallout 4 Script Extender home page:
https://f4se.silverlock.org/
Fixing the script extender itself won’t take that long as it doesn’t need to hook that many functions (although depending on how much free time people have and whether there are any surprises, it could still take longer than most people expect). Fixing all the mods that depend on it will take much longer, as between them, they hook lots more functions than the script extender itself, and with this update, it’s not just a case of most functions being the same, but at a slightly different address (as was typical with creation club updates, which tools could help with), but instead lots of functions have changed slightly due to using an updated compiler, and lots of functions have been inlined differently (so instead of just existing once, they get copied into every function that uses them, and then optimised differently in each place based on the surrounding code).
The solution that Skyrim players came up with was to downgrade to older versions. For example, Skyrim SE mods are all permanently version 1.5.97 supported. This can be done manually via the Download Depot commands in the Steam Console which is accessed by typing steam://open/console into the Windows “Run” prompt, or alternatively using a Downgrade Patcher mod which ironically also has to be updated for every new version.
So what I’m understanding from reading everyone’s outrage and input on this, is that Fallout London may or may not come out because of this, but more importantly, just wait a little while after the update to try out mods, just like every other Bethesda game update?
Little while could be a long while for some mods and maybe never for others. I wouldn’t be surprised if some mod developers don’t go back and fix it if they had moved on to other projects. These mods will be years old and anything that uses the script extender will have advanced features to it so they’re not a 3 minute quest mod using only existing assets found in the game itself.
Yeah this is the likely outcome. Happens all the time, tons of great old Cyberpunk broke with 2.0 and will probably never get updated for example.
I made a tutorial on reverting to 1.5.97 Skyrim SE like a month ago because it breaks again with every new update, and they STILL update it pretty frequently.
Nobody liked that.
They did this to Skyrim too. Breaking mods in decade old games is ridiculous
And I was just considering acquiring f04 to play around with mods
Oh well