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Which mods will be broken by the next gen update?


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I've updated the game in the past and outside of having to wait for a F4SE update, I haven't had any other issues. I also have some old mods installed that work just fine despite not being updated in years. Most of my mods are mods that add weapons or power armour. I have some gameplay altering mods, but most of them haven't been updated since 2016/2017 and work just fine, so I'm curious as to what mods, aside from F4SE, will need to be updated after the next gen update. 

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Looking at Bethesda's write up on what will change for PC users, I don't see any issues for existing mods in general:

https://fallout.bethesda.net/en/article/4s2bXQEbpcrsdCZhUYLHAi/fallout-4-is-getting-free-updates?linkId=100000254670482&linkId=100000254670970

In addition, it looks like the update is voluntary, a manually downloaded DLC like they did with the texture pack many years ago. If that's the case, then the plugins would likewise be reverse compatible with the existing engine.

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11 hours ago, Karna5 said:

Looking at Bethesda's write up on what will change for PC users, I don't see any issues for existing mods in general:

https://fallout.bethesda.net/en/article/4s2bXQEbpcrsdCZhUYLHAi/fallout-4-is-getting-free-updates?linkId=100000254670482&linkId=100000254670970

In addition, it looks like the update is voluntary, a manually downloaded DLC like they did with the texture pack many years ago. If that's the case, then the plugins would likewise be reverse compatible with the existing engine.

It's unlikely that things like the widescreen support, the bug fixes and the stability updates will be part of an optional download.  That would require two different active EXE files and Bethesda won't want that.

The extra content may be optional.  Depends on how they feel the non-optional content in Skyrim was received.

At the very least it will require a F4SE update.  And that means mods that use F4SE with DLL injections will need to be updated unless they are able to use the Address Library to avoid that.  Any mods that need updates will be up to the authors to decide whether to update them or not.

Likely the Unofficial Patch will be updated as well in order to strip out fixes that conflict with the new official fixes.   Whether that affects other mods depends on what exactly is fixed/removed.

It is probably best to avoid the update until things have settled down.

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With the Fallout 4 Next Gen Update out on April 25 this year, I have a few Mods that use Scripts, do not know if anyone else has these, also the RED Text is an Explanation of what a Scripted Mod has in case anyone was wondering (found it on the web)

All mods that have an uninstall function with a holotape or chem or add a holotape or chem will be scripted.

Liberty Reborn - A Minutemen Overhaul

Conquest - Build New Settlements

Mikes Fallout Flags

POSSIBLY: America Rising 2 - Legacy of the Enclave (not sure about this one)

Edited by Jaguar19738
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12 hours ago, showler said:

What would be the problem with mods that have scripts?

They would either stop working or not properly work after the FO4 Next Gen Update, the Makers of Fallout London a full FO4 Conversion have to delay the launch due to the Mod using scripts. FOLON was due on April 23rd the Next Gen Update was on April 25th, so ANY Mod that uses or modifies the Vanilla Scripts to work will have to be upgraded to work after April 25 or never get used again.

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We don't know many about the update.. but as far as speculations go:

"widescreen and ultra-widescreen support"      ---->     probably EXE level; note: most menus of Starfield (most recent BGS game, late 2023) don't support 21:9, the renderer is hardcoded to switch to 16:9 on menu open; this shouldn't affect most mods, maybe a few F4SE pugins.

"fixes to Creation Kit and (...)"    ---->     there's a chance mods saved with the upcoming CK cannot be loaded by the current (v1.10.163) EXE due to higher Version Control Info (version data stored in every mod file). Assuming this turns out to be true    --->   if developers don't expand the FormID range (they did in 2019) or modify mod file format in a way that requires more than editing Version Control Info in FO4Edit to make the current v1.10.163 EXE load them, then people shouldn't have issues (and modders might be more willing to release optional files for previous game versions, as renumbering FormIDs after the 2019 CK update hasn't became very common). Of course, the most convenient would be if the CK fixes don't affect mod files at all.

"will receive stability, mods and bug fixes"    ---->     if it means engine fixes, then this might mean more work for F4SE plugin authors who made custom engine fixes in the past few years as there's a chance BGS touched the buggy code   --->   this could increase the time required to update these plugins

"This free update includes native applications for PlayStation 5 and Xbox Series X|S, Performance mode and Quality mode settings, as well as stability improvements and fixes. Experience up to 60 FPS and increased resolutions!"    ---->     "60 FPS" is bold in the recent official post; it's under the consoles section but it worth mentioning that 120 FPS for PC isn't mentioned in the post. (Fallout 76 released in 2018 had native 120 FPS support as far as I know). Starfield's menus are limited to 30 FPS (even the ones that feature contanst looping animations) so I'd say even if BGS add 120 FPS support it is unlikely interface mods (the interface files themselves) will need to be recompiled, updated. Notes: for more DLCs, the devs edited the interface files which broke interface mods (e.g. they added new map markers to the PipBoy menu for Far Harbor; broken interface mods have a high chance to crash the game). Native 120 FPS support may affect mods that feature custom animations.

"For Japanese and Chinese language players on PC, Bethesda.net login issues have been resolved, fixing access to mods."    ---->     the interface language getter function and the built in MainMenu mod manager is hardcoded in the EXE, however, simple fixes shouldn't break the loader at all. If it does (something like this happened in the past), then it would affect all mods and BGS would probably release a hotfix shortly after the update.

"including the following free Creation Club items! (...)" ; In this new quest, “Echoes of the Past”; "Along with workshop items"    ---->     previously, for Creation Club (CC) content BGS added some new records to Fallout4.esm (e.g. an Attach Parent slot to the Armor Workbench so "Pip-Boy skins" added by CC content can show up). This doesn't mean vanilla records of the .esm (that many mods depend on) will be edited.

"(...) and a variety of quest updates."    ---->     this might mean vanilla records of the .esm (that many mods depend on) will be edited; this may affect mods that heavily relies on / edits vanilla records such as UFO4P.

 

By the way, it's strange in 2022 BGS posted about "Fallout 4 Going Next-Gen" and "Prepare for the future: A next-gen update is coming to Fallout 4!" but in their recent post they seem to actively avoid using these words for the update. They wrote "Fallout 4 is Getting Free Updates" instead and Next-Gen is used like "Experience Fallout 4 on your next-generation PC with widescreen and ultra-widescreen support" "FALLOUT 4 UPGRADES ARE COMING TO NEXT-GEN CONSOLES".

Edited by LarannKiar
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