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F4SE


ex1k

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I've had the only update when starting from Steam on for so long, I'm still on 1.6.**. Now that the new F4SE is out, maybe it's time to update FO4 to 1.9. Is there anything good/useful in it or is it just a console update?
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Apart from preparing the game for the new hi-res textures, downloaded separately, I think it fixes a few bugs. Here's what's advertised:

 

 

NEW FEATURES
  • Support for High Resolution Texture Pack
  • Added Featured category for mods
  • Added ability to sort Highest Rated and Most Favorited filters by today, week, month and all time
  • Added number of ratings count to Mods Browsing Menu
  • Added number of favorites count to Mod Details page
  • Added required dependencies to Mod Details page
  • Added latest version number and notes to Mod Details page

FIXES

  • General performance and stability improvements
  • Improvements to Reporting mods categories
  • Fixed occasional crashes while scrolling through Load Order menu
  • Improved Bethesda.net error messaging
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All right. I'm going to ask a really dumb question. What does F4SE do for FO4 in its current state? I know some mod authors say its required. But, why?? :huh:

Because it obviously adds functions they need which are not provided by the engine.

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All right. I'm going to ask a really dumb question. What does F4SE do for FO4 in its current state? I know some mod authors say its required. But, why?? :huh:

Because it obviously adds functions they need which are not provided by the engine.

 

 

Like what? I can play FO4 without F4SE. That's with about 250 mods active.

 

Edit; Googled it and found an answer. But, now I have to ask how many new functions a script extender adds and is there a limit on say FO4?

 

And, do you need a script extender to borrow functionality from one asset to add to another?

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