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  1. Hello! My problem is that after installing some mods, f4se_loader recommends starting with administrator rights as if I were not the administrator... Then I look at the mentioned application and confirm that it was used with administrator rights until now. but looking around a little more, I discover a second f4se_loader in the root directory of the game. I also change this to start with system administrator rights, and then it starts, but with an error message. The error message wouldn't bother me, after all, let me complain and let me finally play, but the game crashes very quickly and closes without any message. I tried to start the otherwise perfectly running game with mods turned off, so the error message disappeared, but even though I started a new save without mods, the game crashed as soon as I got outside. I tried deleting mods and archives, but the game still crashed. I tried removing the vortex, but it still threw me there. After that, I removed the remaining files and directories, but even if I gave the character 10 luck, he still threw it out in the same place. Now I reinstalled vanilla and tested it, it didn't crash for 1 hour and after modding it lasted for 1-2 minutes. If someone could help me how to proceed, I would be very grateful!
  2. Hi newb here I used Vortex to install my mods so everything is in the right spot. When I tried run Skyrim Sp. Ed. through Script Extender it said the current version of Skyrim wasn't matched up for Skyrim. I thought maybe I can roll it back, I found this guide but the instructions seem to be slightly out of date for Step 2.2. Any suggestions? GUIDE: https://www.nexusmods.com/skyrimspecialedition/mods/32698/ 2.2
  3. In FNV console window, I can type: search "red glare" for example and it display a series of items with red glare in their name. Not sure if it come with vanilla, or with nvse. Do Fallout 3 console command has something similar?
  4. Thanks to Todd Howard releasing yet another version of Skyrim, i'm having to learn how mods work pretty quickly. Unfortunately, I'm stuck at what I think is a pretty simple step. I use Mod Organizer 2 and when attempting to launch the game through the SKSE launcher, I get "You are using a newer version of Skyrim than this version of SKSE64 supports." Problem is, I updated SKSE with the preliminary AE patch (2.1.2). However, my game is listing that I am using 2.0.19 so it chooses not to run. I'm not sure why it's doing this, i've replaced the files in my Skyrim SE folder, but I guess there's lingering files in there. But i'm not sure what they are. Any ideas?
  5. I've extracted F4SE to where the Nexus Guide said to, wherever fallout4.exe was in my computer, but it still says it can't find F4SE when I launch the game from f4se_loader.exe, why?
  6. Last night, updates to Skyrim, Special Edition, and Fallout 4 ALL outstripped the coverage of their respective script extenders. I have, on advice from steam users, set all three games to only update when launched normally, but I need to rollback the games to the previous version as well. A little help, here?
  7. It's been literally years since the last time I made an update on F4SE, and so I forgot a lot about how to manage this, so sorry in advance if this is a question with an annoyingly obvious answer. I start Fallout 4 Script Extender to play the game, but instead I get a message that says as follows: "You are using a newer version of Fallout than this version of F4SE supports. If this version just came out, please be paitent while we update our code. In the meantime, please check http://f4se.silverlock.org for updates. Runtime: 1.10.50 F4SE: 0.6.1" So, what do I do. Should just wait for an update? Do I have to update an older version? If so, where from? (need link if yes)
  8. Hello everyone. So, I recently received Fallout 4 and the Season Pass over the holiday and have been wanting to add mods before I begin my playthrough. However, I was unaware of the message I received when installing mods with the Mod Manager - saying I need to make ini edits to Fallout4Custom and Fallout4Prefs. However, I have a couple of questions I want to ask before I start making any changes, and I just wanted to make sure I'm up-to-date on what to do and what not to do to enable mods in my copy of Fallout 4. So, question one - are the edits necessary if one has the script extender installed? I'm not entirely familiar with what this ini edits do, so forgive me if this sounds like a stupid question at all. Question two - the nexus wiki page link the message provided me with (http://wiki.nexusmods.com/index.php/Fallout_4_Mod_Installation) contradicts the message and Gopher's video on enabling mod support for the PC version of the game. What exactly would I need to edit - Prefs and Custom, just Custom, just Prefs, nothing at all...? Hopefully you guys can help me out, and thank you for your time. :)
  9. when i start fallout 4 i get an error that says Hud extension version error expected game version / 1.8.7.0 your game version is / 1.9.4.0 some features may not work correctly and none of my mods that require script extender work
  10. G'day guys, I'm pretty new to modding and I've been trying to get the skyrim script extender working but im not sure how. my game won't launch even when i launch the script extender as the game when i have mods turned on. Cheers
  11. GOG Morrowind morrowind code patch morrowind script extender MGE 3.8 Tower System - very fast Running from MWSE or Morrowind Link. When I try to exit Morrowind, I get a black screen and the keyboard freezes. I found a work around, If you do alt tab in game then close window from the task bar it will quit properly. Need help... :mad: Thanks.
  12. In MWSE 9.4a, you have xGetCharge and xSetCharge. xGetCharge works and xSetCharge can only set it to zero. This works for my MCAWE mod. If try the later version (9.5a), I found a similar get charge function. However. it doesn't have a set charge function. How do I contact the developer? If not, is there anyone else working on it?
  13. In not a good modder or have alot of understanding of how things work or should work together but was wondering what if getting a script extender to work was as simple as a piece of gear with an enchantment that was designed to direct or handle various scripts. Keep in mind I'm a dummy to this stuff but figured it wouldn't hurt to ask.
  14. I've reinstalled Fallout 4 after having some trouble with some mods after changing profiles in the NMM. I tried running the Script Extender today and an error popped up saying I have runtime 1.10.98.0 instead of 1.10.89.0. Did the game update today? And I'm completely unaware of it? Does anyone else have this problem? ====================== Update: Nevermind, apparently Bethesda did a stealth update, or I'm just living under a rock:
  15. "You are using a newer version of Fallout than this version F4SE supports." Current F4SE version: Runtime: 1.10.106 F4SE: 0.6.10 I'm guessing I have to wait for Silverlock to update the Extender? Because in that case I'll wait paitently, though just curious: How long does it usualy take? Also, updating the Extender this often makes me dwell on a sort-of (for the lack of a better word) existential question: WHAT IF, someday Script Extender will stop being updated, and we'll have to rely on normal ways to start the game? Other than that, I'll wait . . . . .
  16. im so damn lost. All I want is for the josie preset to work. Ive gone through so many different versions of f4se... My game version is 1.9.4.0 plz help....
  17. Ever since the 1.10.64 update, the latest version of the script extender (build: 0.6.5) designed to work with the update causes crashes every single time I reach the main menu, or a few seconds into the intro video. I've tried disabling and/or updating every mod that I can find that uses the script extender, but that doesn't work. The one thing that actually let me get to the menu was launching the game without the script extender. I think this has something to do with the script extender not liking the creation club. Whenever I get to glimpse the main menu while running the script extender, I notice the "ADDONS" and "CREATION CLUB" options are greyed out and when the news would normally pop up and connection to them has been established is when the game crashes. I tried the "No More Creation Club News" mod, but it's not the news module, it's the actual connecting to the CC that happens on game startup the script extender is interfering with. This has been happening since yesterday, January 25th, when the update to the script extender was released and I seem to be the only one having this problem. I've tried verifying the integrity of my files, redownloading version 0.6.5 of the script extender and installing it 3 times, reinstalling the game and restoring my load order, and nothing works. Since the only thing that even got me to the main menu was not using the script extender at all I'm convinced it's the problem, or at least some rogue mod I missed is interfering with it secretly, but I disabled the mods I have that use scripts or that would affect the main menu/UI and nothing worked. My other more far fetched theory is something changed or added in the 1.10.64 update is corrupt, like maybe a creation club package downloaded incorrectly and the game is trying to read it but can't, but I don't want to just start deleting things or installing those mods that overwrite the files with empty ones, especially since I have bought a couple of items. This also prevents me from downgrading to the previous version of the game because the 1.10.64 update apparently added significant functions that are used by objects like the Slocum's Joe settlement pack that I bought and was really hoping to use. Here's my load order, sorted and checked for errors with LOOT: https://pastebin.com/qf7YPZfs I posted this problem on the Fallout modding subreddit because I thought I could get some help there but people just keep telling me to update mods I don't have like DEF_UI so none of them are actually reading my load order. Hopefully someone here can help, I'd love to get back ingame.
  18. I use to be able to look at skyrim commands and see right there SKSE extender commands and how to detect if it is installed etc. Is their a detailed manual on F4SE ? Functions Events Etc (
  19. Just wondering if F4SE is necessary for mods? I am looking at the mods I am running right now, and none of them seem to say that F4SE is a requirement. Is this still required like it was in NV and 3?
  20. Website: http://f4se.silverlock.org/ The Fallout 4 Script Extender, or F4SE for short, will be a modder's resource that expands the scripting capabilities of Falout 4. It will do so without modifying the executable files on disk, so there will be no permanent side effects. The xSE team has returned to try our hand at the next great Bethesda game. We have produced the Skyrim Script Extender (SKSE), New Vegas Script Extender (NVSE), Fallout Script Extender (FOSE), and originally the Oblivion Script Extender (OBSE). We can't wait to help produce tools for the best mods for Fallout 4. Now that Fallout 4 is released in the US we have started our work. We'll keep everyone informed as to our progress. This is an incredibly early release, so please keep in mind that there is only extremely limited functionality provided by this version of F4SE, that we can't offer technical support for it, and that literally anything about it can change in the future. This is being released primarily to test against a wider audience and hopefully help some people out at the same time. Fallout runtime 1.4.132: Use F4SE 0.1.8. whatsnew: 0.1.8: - support for untime 1.4.132 - more internal class decoding 0.1.7: - support for beta runtime 1.4.131 - more internal class decoding 0.1.6: - support for beta runtime 1.4.125 - internal tools updates - more internal class decoding (inventory, input, netimmerse skin) 0.1.5: - support for runtime 1.3.47 - initial game menu support and utilities - more internal class decoding 0.1.4: - support for beta runtime 1.3.45 - enable logging from scaleform. add bEnableGFXLog=1 to the [interface] section of your f4se.ini. create it if it doesn't exist. - hook global scaleform tint functions to allow interface mods to selectively modify tint colors/intensities - initial scaleform native plugin API - more internal class decodingBethesda has hinted that additional updates will be coming more shortly than normal, so please be prepared for another update on our end to be needed when that happens. Also, the embedded CustomControlMap.txt has changed again, so people using custom versions will need to update that as well (mainly by removing the up/down/left/right block). 0.1.3: updated for 1.2.37 runtime 0.1.2: - updated for 1.2.33 runtime 0.1.1: - fixed crash when resetting keybindings from ui 0.1.0: - everything - plugin manager - simple hooks for papyrus, scaleform, and the classic script system, but nothing useful for modders yet - customization of internal keymappings Copy CustomControlMap.txt to Data\F4SE\CustomControlMap.txt. Edit that file to set your bindings. The format is the same as Skyrim, it's a space-separated file. The first column is the name of the internal keybind. The second column is the keyboard scan code that should activate the bind in hex, or 0xFF if unbound. Use google to find a table of scan codes. The third column is for mice, the fourth for controllers. The next three columns control whether or not a control should be written to the user's config file. The final column specifies which input layer the bind is associated with - you will probably not want to change that. - currently-installed version of F4SE is shown in the Settings menu next to the game version - running GetF4SEVersion from the console will print the current version as well - log spam is written to My Documents\My Games\Fallout4\F4SE\When testing the control map, note that many of the control labels in the UI are hard-coded. Changes to the control map will be functional, but might not show up in the UI. Also, previously customized keys overwrite settings in the control map. You may need to delete My Documents\My Games\Fallout 4\ControlMap_Custom.txt or pick "defaults" from the in-game keybinds menu. This is a list of DirectX keyboard scan codes. As a first taste we do have a BA2 Extractor to unpack the new BA2 package format of Fallout 4. Download it at: fallout4_tools_0001.7z It is a command line tool that will extract the contents of a given ba2 to a specified folder.
  21. I downloaded it and ready to extract a ba2 file but I'm not sure how to go about this, im new to modding for bethesda. There's absolutely NO guides on how to do this, do I drag the fo4 data file to source? and what if I can't view orginal ba2 files? where do i find these are they hidden? any hints would help thank you
  22. About a week ago, I accidentally updated my game which I have been avoiding for a while now. Everything had been working fine so I disabled Steam updates for it a long time ago as I am not interested in Creation Club. I did something inside of steam, like exit it then opened it in some way, I cant remember, but Fallout 4 went to the update que and the update was downloaded before I realised. Its no big problem. So I went and got the latest Script extender, got the latest MCM and looked for other mod updates that use SE (I don't have many for this reason) But once all updates, game launches fine from SE but does not show fps counter added from ENboost and cannot enter console via ~ key. Already today I see Fallout 4 in ready for another new update. I can install the update because SE is already not working anyway, and then wait for a SE update, but Is SE still getting updated/supported? will there come a time where those guys just move on from the constant and most likely tedious updates they are forced to create because of Creation Club updates? Or has that already happened?
  23. I feel stupid for asking this, but could someone explain to me what the benefits are of running the GECK with the script extender? All I know about the script extender is it allows modders to make more complex mods and that it's required for those mods, but as someone who uses the GECK, I don't know what the script extender does for the GECK. Mind you, I've searched around, but I'm coming up empty. No doubt, it's already been explained what the script extender does for the GECK, but I'm probably just not searching for the correct wording.
  24. I downloaded both of these because different mods required them. However, both instructions say to click on the .exe that they included to launch the game. I can't click on both of them to play the game. How do I use both of these?
  25. Hey yall, It is my first time playing skyrim and everyone says I need mods to make it worthwhile. I have installed a bunch of mods through Vortex and downloaded script extender which I installed manually (by coping the .dll and .exe and things into my Skyrim SE directory, not through Vortex). However, whenever I tried to launch the game through Vortex, it says that SKSE64_1_5_97.dll is not found in my Skyrim folder, even though SKSE_1_9_32.dll is there (I don't know what the heck SKSE64_1_5_97.dll is or why the game thinks it needs it). I tried running the skse_loader.exe file and it says "Couldn't find TSEV.exe". I also tried installing via Vortex (draggin the Skyrim Script Extender zip folder into the mods window) and that didn't work either. Please help, thank you.
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