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New Update, F4SE?


blackhand8657

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I just downloaded the new F4SE (0.05.00) but now when I run it I get an error. "Unsupported runtime version (expected v1.9.4) *mod name* will be disabled." It shows this for every F4SE mod I have installed before the game launches.

 

EDIT: I realized that the mods also need to be updated, not just the script extender.

 

How is it going? I'm guessing most F4SE-using mods will need some time to get updated.

 

 

 

The mods I had have been updated and seem to be working like they did before.

 

 

I just downloaded the new F4SE (0.05.00) but now when I run it I get an error. "Unsupported runtime version (expected v1.9.4) *mod name* will be disabled." It shows this for every F4SE mod I have installed before the game launches.

 

EDIT: I realized that the mods also need to be updated, not just the script extender.

Wait what?!

 

Does it actually disable the entire mod?

 

I have two mods which use F4SE optionally. Does this mean I actually have to update to F4 1.10 now?

 

The ones I use did not have an F4SE optional aspect so I don't know if it will effect them but I do know that any future mods that need F4SE will need the updated game and scrip extender. You may want to check those mods you have and see if they have been updated first before installing 1.10.

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You can update f4se to 0.5.0 with fallout4 1.9.4 but you have to keep the f4se_1_9_4.dll in that directory. just copy it from the old version in your download directory.


I still use the 1.9.4 version because i set my steam update to happening 4am till 5am. so no game will be updated except this early time in the morning (remember: do not sleep in with computer on) :smile:)


all players should take more control over the update process. f4 is not the only game where updates can break it all.


p.s. @Ltony you need the old files from version 1.9.4. tell some1 he should give you this files. atm i dont know what files have to be overwritten to get a working 1.9.4 version.


it shouldnt a big problem for me to pack these files and upload it to some public space.

Edited by Graslama
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  • 2 weeks later...

"Fallout 4 Script Extender (F4SE)
by Ian Patterson, Stephen Abel, and Brendan Borthwick

 

We are aware that Fallout 4 runtime 1.10.26 has been released. Please be patient while we update F4SE. (21 Sept 2017)."

 

Just in case you guys are getting the cached page and not the updated one. F4SE Team I'll be good and wait for you guys to do your magic.

 

Just one more reason to hate Creation club in my eyes.

Edited by orlar
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uninstall your mod by keeping your backup your save, reinstalled your game and reinstall your mods with F4se 1.10.26 and it's good for me

:wink:

if dont work checked your mods etc the last update F4SE work!

try remove the enb and other script


sorry for my english

Edited by anaktiz
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  • 1 year later...

Everytime I try to start fallout4 it says....

 

You are using a newer version of fallout than this version of F4SE supports. If this version just came out, please be patient while we update our code. In the meantime, please check http://f4se.silverlock.org for updates.

Runtime: 1.10.114

F4se: 0.6.12

 

and the game will not start. I have gone to the site and downloaded the latest version and used the extract feature to open it up and I still get the same thing. Any ideas?

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I grabbed the zipper archive and dropped the files where they needed to be.

 

Steps:

1. Go into data directory/folder or main Fallout directory/folder, delete all f4se files there, leave the directory/folder named F4SE alone for now.

2. Anything in a source or sec folder in the archive leave alone, those are to help models and programmers.

3. Take the 6 loose files in the main part of the archive and copy those to where you deleted the previous file versions.

4. In the Data\Scripts section of the archive leave the source folder alone, but do copy all other files there to the scripts folder in the data folder, this may overwrite the old files, that's fine.

5. Open NMM and run your F4SE launcher as normal, the game should start up, mine did with no alerts of incompatibilities (still need to sort my mods again to get some working, but no sign of anything super glaring, though MCM is not showing up at the moment, the tweaks to the order should fix it).

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