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FO4 Update? "You are using a newer version of Fallout than this version of F4SE supports." Runtime: 1.10.111; F4SE: 0.6.11


GenkiM

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As per the title.

 

Tried to launch FO4 today and that's the message that popped up.

 

Has it been updated?

 

Concerned it might be something particular to my build and that I'm waiting around for FO4SE update that's not even in the works.

 

Should I just wait?

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it has been updated yesterday

I thought F4SE was already updated from what I've seen , but I haven't checked myself . if it hasn't , just wait a bit and it should get updated soon hopefully

 

To be honest I can't tell if it's been updated; the web page is displaying version 1.10.111 but it isn't dated so no idea. http://f4se.silverlock.org/ :/

 

The Pop-up I'm getting when I attempt to launch reads the FOSE runtime as 1.10.111 so I'm guessing it's still to be updated, or would the version number not be revised?

 

I'll try re-installing the script extender and see if it makes a difference.

 

EDIT: The installer for the script extender has a new version number (f4se_0_06_12_installer) , so I'm guessing it's updated. :)

Edited by GenkiM
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the new game version is 1.10.111 , and the corresponding version of F4SE seems to be 0.6.12 , which means it has been updated

 

Oh, okay, cool. I got it the wrong way around. I thought the version number represented script extender.

 

I tried to run it and got this error message; I'm guessing a lot of mods are going to be broken and need updating?

 

DEF_UI_FO4_version_information.png

Edited by GenkiM
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yep

you can thank Bugthesda for that :wallbash:

hopefully these practices won't lose all good will of the modding community , as I can see a lot of mod authors getting tired of updating their mods every time Bethesda wants to release another CC spawn

 

lol thanks :smile: (although I don't know what a CC Spawn is?)

 

But yeah, does it happen often?

 

Also, do you know how long it generally takes for it all to get updated?

 

Should I assume that I need to update all of the mods I've installed?

Edited by GenkiM
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Bethesda really needs to cease & desist with the Creation Club updates. Not everyone (myself included) uses the Creation Club & for Bethesda to break everyone's modded games over a stupid Creation Club update is just plain ridiculous/asinine. I know for a fact Bethesda knows full & well that most users are using a script extender. Yet they continually update their games with content many users don't care for/don't use for various reasons. Luckily I caught wind of the update by Bethesda (Skyrim SE was also updated) on a mod page's post & locked down Steam in Offline Mode before the update could be deployed onto my system. Steam really should re-enable the option to totally disable game updates. Bethesda is known for breaking various things in their games with their so-called "patches/updates" & not having the option to completely disable game updates via the Steam Launcher is beyond ridiculous. Bethesda really needs to take a play from CD Projekt Red's playbook & at least allow for users to roll back their games to a previous version if an update borks their game.

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yep

you can thank Bugthesda for that :wallbash:

hopefully these practices won't lose all good will of the modding community , as I can see a lot of mod authors getting tired of updating their mods every time Bethesda wants to release another CC spawn

Any/all F4SE-reliant mods will need to be updated for the new Fallout 4 build before they can be used again. This includes F4SE itself. Skyrim SE was also updated, though I was lucky & locked down Steam in Offline Mode before the update could be installed onto my system. Steam will remain in Offline Mode on my end until SKSE64/all SKSE64-reliant mods I use are updated to the new version of Skyrim SE (1.5.50).

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This is why I block my updates and only let them go though when I plan to do my next clean install. This breaking of F4SE and SKSE constantly is very damn annoying. I get it, Bethesda wants to make their money... but even they stated like 8 months ago they were looking into ways to make updates no break the script extenders and .... nothing.

They promised CC wouldn't negatively impact free mods, but we see the example of it doing so with every single update that breaks F4SE.

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