macman777 Posted April 25 Share Posted April 25 (edited) I figure having Steam running in offline mode for a while should hold off the update... But that is a temporary solution as I've found out on another game that eventually Steam will require you to update it even if Steam has been in offline mode while still connected to the Internet, because Steam itself still updates in offline mode. I'm actually wanting the new free creation club content but, I'll have to wait and see if any of the mods I have get tagged as broken by the update. -Update: screw it, I'll find out myself I guess. -Update: other than the having to launch fallout 4 through Steam and not Vortex due to the whole script extender issue, it appears that all the mods I have are still working. Edited April 25 by macman777 Link to comment Share on other sites More sharing options...
fraquar Posted April 25 Share Posted April 25 The way to get around Steam requires pre-planning. Ex. Once you installed the game, run it for the first time to generate the .INI files you Back Up the entire Game folder. This way when the inevitable happens with Steam you just put it offline, delete the entire game folder and copy that backup back to your system. ------- I've long ago moved on to GOG version of every Bethesda title - the last was Fallout 4 last year, so this isn't an issue anymore. Link to comment Share on other sites More sharing options...
LarannKiar Posted April 26 Share Posted April 26 BGS changed the BA2 (archive) format. I just recreated the archive of my Recruit Jenny mod with the updated Archive2, the offical dev tool to create archives beyond the Creation Kit. Since Recruit Jenny contains voice assets as well, I chose Compression: None, everything was left on default. The pre-update EXE (v1.10.163) couldn't load the archive (quest script wasn't detected, Jenny had no voice) but it didn't crash. I opened the .esp of Recruit Jenny with the updated Creation Kit, then saved it. The pre-update EXE (v1.10.163) could load it fine (mod file Header Version didn't change either). (The post-update EXE (v1.10.980) can load earlier BA2 files, they can be used for pre/post update compatibility). Link to comment Share on other sites More sharing options...
Moksha8088 Posted April 26 Share Posted April 26 Skyrim users were prompt in posting a list of which mods were broken and adding links to any that were fixed. I hope that can be done for Fallout 4. Link to comment Share on other sites More sharing options...
psywarrior84 Posted April 27 Share Posted April 27 ianpatt stated on the F4SE comments Page; "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. If not obvious already, this one is going to take much longer than normal. Do not email with questions. 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." Link to comment Share on other sites More sharing options...
psywarrior84 Posted April 27 Share Posted April 27 (edited) I figured that something like this was going to end up happening, so I uninstalled all of my mods and did a fresh install of the game. And I'm being selective of the mods I'm re-installing, to make sure they aren't something that will conflict with the new update. I'm obviously having to leave out anything F4SE-related, but I'm also leaving out anything Enclave-related, things that change the graphics, or anything else that might affect it. What is upsetting to me is that besides the new content, all of the free stuff they are offering now I have already paid for. I already have around half of the Creation Club content. As I said in another post "I wouldn't mind completing my Pipboy color scheme collection." Some free CC credits would've been nice. And I wanted RTX functionality, that would've been awesome. Edited April 27 by psywarrior84 Link to comment Share on other sites More sharing options...
AndreChau Posted April 27 Share Posted April 27 On 4/26/2024 at 1:56 AM, macman777 said: I figure having Steam running in offline mode for a while should hold off the update... But that is a temporary solution as I've found out on another game that eventually Steam will require you to update it even if Steam has been in offline mode while still connected to the Internet, because Steam itself still updates in offline mode. I'm actually wanting the new free creation club content but, I'll have to wait and see if any of the mods I have get tagged as broken by the update. -Update: screw it, I'll find out myself I guess. -Update: other than the having to launch fallout 4 through Steam and not Vortex due to the whole script extender issue, it appears that all the mods I have are still working. I put Steam in offline mode well beforehand, thought I'd be fine, and then I checked and they'd patched my game anyway. Argh. I miss the days Steam listened to customers and if the customers said they didn't want something patched, they didn't patch it. So I went to the post about how to revert to the earlier version - and it was deleted. I have no idea if Bethesda has ordered all information to be removed, or if the decision was by someone in Nexus. I have the Gog version as well, and have been playing with just copying over the whole lot and seeing what happens. Link to comment Share on other sites More sharing options...
showler Posted April 28 Share Posted April 28 20 hours ago, AndreChau said: So I went to the post about how to revert to the earlier version - and it was deleted. I have no idea if Bethesda has ordered all information to be removed, or if the decision was by someone in Nexus. This one: Stop with the conspiracy nonsense. Link to comment Share on other sites More sharing options...
Jaguar19738 Posted April 28 Share Posted April 28 New Question, somewhat Related Do Modder-created Radio Stations use Scripts? Link to comment Share on other sites More sharing options...
LarannKiar Posted April 28 Share Posted April 28 3 hours ago, Jaguar19738 said: New Question, somewhat Related Do Modder-created Radio Stations use Scripts? Yes, to make a handler for a radio one needs to use a script. Link to comment Share on other sites More sharing options...
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