this post was submitted on 25 Apr 2024
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[–] [email protected] 130 points 7 months ago (14 children)

Fallout London is whinging but the real loser is the Fallout 4 Script Extender mod, upon which so many other mods relied.

Fallout London release or no, this has broken a massive number of mods for Fallout 4 that relied on the Script Extender.

That's actually the bigger story here, that Bethesda declined to communicate with the modders who made the backbone of a lot of other mods.

From the Fallout 4 Script Extender home page:

https://f4se.silverlock.org/

The 2024-04-25 Fallout 4 update (1.10.980 and later) has broken F4SE and the rest of the native code modding scene similarly to Skyrim's "Anniversary Edition" patch. I am working on an update and cannot currently offer a timeline for its availability, nor whether there will be any critical technical issues that would block an update. Do not email with questions.

[–] AnyOldName3 37 points 7 months ago (6 children)

Fixing the script extender itself won't take that long as it doesn't need to hook that many functions (although depending on how much free time people have and whether there are any surprises, it could still take longer than most people expect). Fixing all the mods that depend on it will take much longer, as between them, they hook lots more functions than the script extender itself, and with this update, it's not just a case of most functions being the same, but at a slightly different address (as was typical with creation club updates, which tools could help with), but instead lots of functions have changed slightly due to using an updated compiler, and lots of functions have been inlined differently (so instead of just existing once, they get copied into every function that uses them, and then optimised differently in each place based on the surrounding code).

[–] dylanTheDeveloper 3 points 7 months ago (1 children)

So how do they hook into the game, is it through the .DLL libraries?

[–] AnyOldName3 2 points 7 months ago

This kind of mod is always a DLL of some kind, and typically, they'll have you install the DLL to a location that the script extender will load DLLs from automatically (but sometimes they instead use the same name as a Windows DLL and go in the same directory as the game's executable, as when the game tries to load the Windows DLL, it'll try ones in its own directory before System32 and similar folders, then as long as the mod DLL in turn loads the real DLL, everything will still work). When the DLL's loading, it'll either overwrite bits of memory corresponding to functions with its own code, or if it needs to replace the whole function, will swap out the first few instructions with instructions to jump to a mod function instead.

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