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Fallout 4 Script Extender and the Next-Gen update


Pickysaurus

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The Script Extenders are designed to fail when a game update is released, this is intentional.  

 

I just hope that the authors of the 400+ mods I use will update their stuff if need be, I really want the settlement bug fix from the patch lol.

 

Or hopefully some genius programmer can extract the fix from the update, release it as a standalone mod, and then just make sure to never update your game ever. 

 Apparently the new patch doesn't improve graphics, game logic is still tied to fps, and only breaks everything...save for that one fix.  It's like finding a nugget of sweet corn in a pile of doodoo 

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Please Nexus I know there will be a tag system for the next gen uodate compatible/ not compatible mods but is there any way to tag the mods that have been updated to work only with the next gen.

I plan on continuing running the old version, but I worry about downloading new mods later if there latest version is only compatible with the next-gen version. I get that just looking at the time and date of release can help but some tag for new updated versions or a category system in the files section to separate by game version would be awesome.

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I really wish they'd let us have a beta of the previous game version when they do these updates like you can with some games on Steam.

I got home excited to hop on for the first time in a long while.. and I see 'Fallout 4 updated today' and I sulked in my seat. Motherf*#@er. I spent the last day and half patching these thing to work proper, even moved it to an SSD. Lots a hair pulling and bug fixing as well as reading only to be tapped in the proverbial sack by Todd himself the second I hit the F4SE button mindlessly like I had been for the past 2 days in full confidence they'd stopped updating this damn game... Foolish of me to think that given how many damn versions of Skyrim exist. Its a meme now, I swear.

I'd frankly love a mod that kills the creation club.


Now I'm weighing the frustration of trying to figure out the mess with the old Depots and redownloading the entire game again... or waiting god knows how long for the F4SE update only to then have to wait for various mod authors and bug fixes to be updated or rolled out. In my mind, Its like I might as well do the classic "drop this game for a month, come back when everything is fixed" but now I have the itch to play it.. and now its broke... TODDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD.

 

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I've been comparing the two EXEs for a while now.. the technical differences are quite large, which makes binary diffing... tedious.

I also checked a few form data structures (References, Actors, Armors; 3 form classes of ~150) and they didn't really change which hopefully means most plugins will be updated.

Haven't looked into Papyrus engine yet but the assembler and compiler provided with the updated Creation Kit are the same as the pre-update ones.

Edited by LarannKiar
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Bit of an outside the box way to avoid the update, but start downloading it and then pause it... it will sit in limbo until you finish tell steam to finish downloading it, assuming you don't log out of steam... a stop gap I know, but this seems to only be an F4SE issue, and I know we have a ton of us who use lots of f4se mods

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7 hours ago, mkh97 said:

FO4Edit seems to be broken now as well. Getting a fatal error when trying to start it:

[00.00] Background Loader: starting...
[00.00] Background Loader: [Fallout4 - Textures1.ba2] Loading Resources.
[00.00] Background Loader: Fatal: <Exception: Unknown archive version 0x00000007>
[00.09] Background Loader: finished

Well, I thought I had automatic updates turned off, but I guess I didn't. Can confirm that fo4edit isn't working. zEdit is down, too.

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1 minute ago, rsm000rsm said:

Well, I thought I had automatic updates turned off, but I guess I didn't. Can confirm that fo4edit isn't working. zEdit is down, too.

You can move the BA2s which have the updated format to another folder. FO4Edit only can't open the BA2s, I think.

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13 minutes ago, LarannKiar said:

You can move the BA2s which have the updated format to another folder. FO4Edit only can't open the BA2s, I think.

I haven't the slightest idea how to determine which ones are updated. Plus, I still need to be able to get in game to check my work, as I'm not a CK user. I make all of my mods with fo4edit only. 😕

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24 minutes ago, LarannKiar said:

You can move the BA2s which have the updated format to another folder. FO4Edit only can't open the BA2s, I think.

This works. I did have some backups of the old BA2s and moved them all to the Data folder (and removed all the new BA2s). Now I can start FO4Edit again.

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