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How can I tell if a mod will work on OG F4 1.10.163 ?


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Posted

How can I tell if a mod will work on OG F4 1.10.163  ?

So I am going through my installed mods with the intent of updating them.

How do I tell if they will work on Pre update F4 when it is not written, which most are not, if it is compatible?!

Thanks

Posted (edited)
49 minutes ago, Tartarus the sauced said:

How can I tell if a mod will work on OG F4 1.10.163  ?

So I am going through my installed mods with the intent of updating them.

How do I tell if they will work on Pre update F4 when it is not written, which most are not, if it is compatible?!

Thanks

 

The issue is generally only with F4SE plugins, and they usually state it.  F4SE plugins also have compatibility attributes that the loader will look at and throw an error, of course if they flagged everything compatible then it could still not work or crash -- but I would say I haven't seen that too often and usually authors mention the version support on F4SE plugins.

 

If it is a plugin (ESP/ESM/ESL), models, sounds, texture overhaul, etc then it's usually not a problem.  The only other scenario is the BA2 archive format, but you should be using Backported Archive2 Support System on OG, and that won't be a problem.  You can also downgrade archives, but BASS is the better way to go.

Edited by dav42
Posted
2 hours ago, dav42 said:

 

The issue is generally only with F4SE plugins, and they usually state it.  F4SE plugins also have compatibility attributes that the loader will look at and throw an error, of course if they flagged everything compatible then it could still not work or crash -- but I would say I haven't seen that too often and usually authors mention the version support on F4SE plugins.

 

If it is a plugin (ESP/ESM/ESL), models, sounds, texture overhaul, etc then it's usually not a problem.  The only other scenario is the BA2 archive format, but you should be using Backported Archive2 Support System on OG, and that won't be a problem.  You can also downgrade archives, but BASS is the better way to go.

I am going through my mod list and updating all I can. 

I am still getting CTD loading some saves, and during gameplay, You tried to help me with this over at Nuka Ride, which I appreciate!

You said, and I am quoting you here...

Spoiler

 

"It looks like this is a crash during unrolling the Papyrus VM save state from the save game.  Did you try an earlier save game?  Does it happen with all save games?  Does it happen with a new game?  Do you use profiles, does your other profiles have similar problems?

 

Considering you have 400+ mods you might be over the archive limit.  And your setup is pretty old, you seem to be running original Buffout 4 and AAF 0.171beta.  Addictol is the successor to Buffout 4 & Buffout 4 NG and comes with a better crash logger, but it also effectively removes the archive limit.  You can confirm if you are hitting the archive limit by downloading this tool and see what the archive counts (it counts the General & Texture archives) are:"

 

My problem is my inexperience, I do use backported mod, but when looking at mods to update there is no info about which version it works on and little installation info. My game never used to crash like it is now and I have the same mods now as then.  What is the Papyrus VM, how can I check it for the proper installation and version, or can I.

You are kind to help me, I hope I am not testing your patience like I did JB., I am not going to play NR agin till I sort this and make a new profile with just the mods from the mod page active with some clothing mods.

I downgraded F4  through Steam Download Depot by watching this vid, https://www.youtube.com/watch?v=C2ZxmHNKhqg  and have a separate launcher for F4 script extender, all mods are in Vortex, I thought some were supposed to be installed in the game files, like address library but I could not find the installation instructions so I put them all in Vortex. I thank you for any and all help!

Spoiler

As a side note I inhereted this PC, almost new, from my Grandpa, discovered all the mods backed up to an SSD drive so I am replacing the games with my account and dropping in mods that he had saved.

 

Posted (edited)
45 minutes ago, Tartarus the sauced said:

I am going through my mod list and updating all I can. 

 

Like I mentioned, 99% of the mods work on any runtime, it's just F4SE plugins.  And if your using OG then you need BASS, but if you don't have BASS and run into an archive format issue it will usually crash before you get to the main menu.  So I think you can safely rule that out.  I don't use a full OG downgrade through depots, that's basically like running GOG.  And if you do that you cannot use the latest UFO4P or CFM, so that is another area to look out for is any patch mods including PRP.  Those all expect you have AE content, the way you do that with OG runtime is using Simple Fallout 4 Downgrader which keeps the AE content and just downgrades the runtime executables.

 

So to add on to the prior response, you need to look out for fix mods like UFO4P & CFM, those are based on AE content.  If your using a full downgrade (steam depot) then you want to use UFO4P 2.1.5 (which it looks like you can't download anymore) and CFM GOG version (there is another CFM mod for GOG that someone is maintaining).  I would recommend the Simple Fallout 4 Downgrader method, and not a full downgrade because of this.

 

Beyond this, start with a minimal mod list, validate stability and build on it.  You want to test often if you find it hard to find root causes (which the classic method is disabling mods until you isolate the problem).  For mods like NR, which is a fairly major overhaul, you need to be careful about mixing mods, especially if your not familiar with identifying conflicting plugin records in xEdit, sometimes things can be fixed by re-arranging load orders and sometimes it's a bit more involved.

Edited by dav42
Posted

If you are new to modding, here is a suggestion i have given to many people for Beth games.

 

keep 2 copies of the game. Add/Enable mods, 1 at a a time, and load the game. Try to go to where that mod is applied. made a save there, and reload.

 

If it works, add another one or two and repeat. If it works after several hours of play, copy that game folder to the other folder and make this your new back up.

Anyone can MOD a game. If you wish to make it enjoyable, research and carefully add mods.

 

As a side note, unless it's a graphic change, try to NOT add/remove mods in an active play through. Bits of garbage add up and eventually bite your game in the arse.

Posted
7 hours ago, Tartarus the sauced said:

How can I tell if a mod will work on OG F4 1.10.163  ?

So I am going through my installed mods with the intent of updating them.

How do I tell if they will work on Pre update F4 when it is not written, which most are not, if it is compatible?!

Thanks

 

As stated, almost everything will work. The first thing is to verify your .Dlls using CM-Toolkit https://www.nexusmods.com/fallout4/mods/87907

This ensures that, you use the correct .DLLS for 1.63, which are the foundation. 

Install BASS https://www.nexusmods.com/fallout4/mods/81859, which enables 1.63 to read newer standard archives of otherwise compatible mods. 

The only mods I can think of that subsequently will not work, are the ones that are built for NG+ like the latest unoffical patch or mods reliying on them.

If uncertain, read the mod description, check the posts search for OG ,etc., someone will have asked this in 99% of the cases or ask yourself.

 

 

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