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f4se version number


zed140

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To limit the breaking mod, it is possible f4se internaly use 2 versions numbers. One for the mod and one for it self?

 

When the fallout4 update but not changing how f4se functions work, this is not needed that all mods must also get updated. In this case, the public version number for mods do not change. It just change the version number of f4se.

 

If the break is required, the f4se also change his mod version number....

 

-> Two version number. One for the executable and one for the mods to ensure the bridge between the games and the mods.

Edited by zed140
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To avoid breaking the mods, set Fallout 4 to not Autoupdate, by setting it to Update only when Fallout 4 is run"

Since you start fallout 4 with F4SE it won't update.

 

On top of that if you ever accidentally start the update you can simply pause it.

 

Then continue to boot the game via F4SE.exe without it triggering the update.

 

Follow HadToRegister's steps and you'll never have the game auto-update on your again. Been playing all day without updating due to this.

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Et for these who install the game for the first time or reinstall the game?

 

F4SE must separate the program version from the returned mod version.

 

-> It's a solution to avoir these global uncontrolable mods breaks.

 

In our current case, no one mod break after the update to 162

Edited by zed140
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