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[Dev/Test/Beta] LL FourPlay community F4SE plugin


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Posted
9 hours ago, trepanoa said:

just a quick recap/rehash when downloading the llfp file here all i do is drop in Mo2 download panel, install it, place it in the LO on the left panel and check it to active in the panel and its good to go? just making sure im doing it right with no added missteps lol

The latest LLFP-v something, yes. Just install it like any mod and don't let it be overridden by any other mod.

Posted

hello.
which "f4se" ... accessory is "LLFP-v42"?
where is there a list that lists these pairings?
The "search" doesn't find anything...

You can't see such an attachment among the downloads, and I think a bad connection is a huge source of error... Or not?

 

 

******

Üdv.
Az "LLFP-v42" melyik "f4se" ... tartozéka?
Hol van olyan lista, ami ezeket a párosításokat felsorolja?
A "kereső" semmit sem talál... 

A letöltések között nem látható ilyen melléklet és szerintem hatalmas hibaforrás egy rossz illesztés... Vagy nem?

Posted
On 3/3/2025 at 2:20 AM, jaam said:

I don't have the slightest idea what you are asking for .

I think what csacskamacska is asking in the first question is, "Which version of F4SE is used with LLFP-v42?".

In the second question they would like to find a list showing which version of F4SE is used with various versions of LLFP.  Presumably they would also need to know which LLFP versions go with which versions of Fallout4.

 

  • 3 weeks later...
Posted
On 2/10/2025 at 1:08 AM, jbezorg said:

Keep getting an occasional CTD.

 

PROBABLE CALL STACK:
	[ 0] 0x7FF76F7DFE76             Fallout4.exe+1F8FE76	mov eax, [rsi] |  FUN_141f8fe30_1F8FE76 -> 2314488+0x46	mov eax, [rsi]
	[ 1] 0x02A61417F12B LL_fourPlay_1_10_984.dll+000F12B
	[ 2] 0x02A61418665A LL_fourPlay_1_10_984.dll+001665A
	[ 3] 0x7FF76F7F430A             Fallout4.exe+1FA430A	test al, al |  FUN_141fa40b0_1FA430A -> 2314780+0x25A	test al, al
	[ 4] 0x7FF76F817FB1             Fallout4.exe+1FC7FB1	mov r15, [rbp-0x78] |  FUN_141fc7590_1FC7FB1 -> 2315231+0xA21	mov r15, [rbp-0x78]
	[ 5] 0x7FF76F818E88             Fallout4.exe+1FC8E88	call 0x00007FF76ED93340 |  FUN_141fc8ce0_1FC8E88 -> 2315237+0x1A8	call 0x00007FF76ED93340
	[ 6] 0x7FF76F80AE3B             Fallout4.exe+1FBAE3B	lea r8, [rbp+0x50] |  FUN_141fbacb0_1FBAE3B -> 2315126+0x18B	lea r8, [rbp+0x50]
	[ 7] 0x7FF76E8B4255             Fallout4.exe+1064255	mov r15, [rsp+0x50] |  FUN_141064030_1064255 -> 2251303+0x225	mov r15, [rsp+0x50]
	[ 8] 0x7FF76E3A6195             Fallout4.exe+0B56195	mov ecx, [0x00007FF770852D24] |  FUN_140b56180_B56195 -> 2227570+0x15	mov ecx, [0x00007FF770852D24]
	[ 9] 0x7FF76EDBEBFA             Fallout4.exe+156EBFA	mov rax, [rdi+0x18] |  FUN_14156eb30_156EBFA -> 2268897+0xCA	mov rax, [rdi+0x18]
	[10] 0x7FF76EDBF10B             Fallout4.exe+156F10B	mov [rbp+0x04], eax |  FUN_14156ee60_156F10B -> 2268899+0x2AB	mov [rbp+0x04], eax
	[11] 0x7FF76EDBD619             Fallout4.exe+156D619	movzx eax, byte ptr [rbx+0xA74] |  FUN_14156d5b0_156D619 -> 2268871+0x69	movzx eax, byte ptr [rbx+0xA74]
	[12] 0x7FF76ED9ADED             Fallout4.exe+154ADED	mov rcx, [0x00007FF77093F620] |  FUN_14154adb0_154ADED -> 2268179+0x3D	mov rcx, [0x00007FF77093F620]
	[13] 0x7FFA0ED8E8D7             KERNEL32.DLL+002E8D7
	[14] 0x7FFA0F6FBF2C                ntdll.dll+00BBF2C

 

 

crash-2025-02-10-00-52-34.log 75.14 kB · 6 downloads

 

I keep getting the same occasional crash. Almost identical stack error (see code snip), only mine is for FourPlay 1.10.163 DLL.

 

Did you ever figure out the problem?

 

Anyone else know what the problem might be here?

 

PROBABLE CALL STACK:
    [ 0] 0x7FF753030FF3             Fallout4.exe+26F0FF3 -> 1194636+0x43    mov ecx, [rdi]
    [ 1] 0x00018000F243 LL_fourPlay_1_10_163.dll+000F243
    [ 2] 0x000180013DC3 LL_fourPlay_1_10_163.dll+0013DC3
    [ 3] 0x7FF75304D767             Fallout4.exe+270D767 -> 571037+0x217    test al, al
    [ 4] 0x7FF75307F224             Fallout4.exe+273F224 -> 1500402+0xA14    mov r15, [rbp-0x38]
    [ 5] 0x7FF7530801FF             Fallout4.exe+27401FF -> 412932+0x1BF    call 0x00007FF7524558F0
    [ 6] 0x7FF753071C37             Fallout4.exe+2731C37 -> 1146038+0x477    lea r8, [rbp+0x50]
    [ 7] 0x7FF751CB2378             Fallout4.exe+1372378 -> 759508+0x228    mov r15, [rsp+0x50]
    [ 8] 0x7FF7515FD875             Fallout4.exe+0CBD875 -> 507275+0x15    mov ecx, [0x00007FF7563ABCDC]
    [ 9] 0x7FF752490F26             Fallout4.exe+1B50F26 -> 329005+0xC6    mov ecx, [rbx+0x0C]
    [10] 0x7FF752491432             Fallout4.exe+1B51432 -> 194800+0x202    mov r14d, eax
    [11] 0x7FF752493F67             Fallout4.exe+1B53F67 -> 1492866+0x67    movzx eax, byte ptr [rbx+0xA74]
    [12] 0x7FF75245CFED             Fallout4.exe+1B1CFED -> 1079791+0x3D    mov rcx, [0x00007FF75649BD38]
    [13] 0x7FFC60AD259D             KERNEL32.DLL+001259D
    [14] 0x7FFC622CAF38                ntdll.dll+005AF38

 

crash-2025-03-28-07-06-53.log

Posted (edited)
7 hours ago, moomin said:

 

I keep getting the same occasional crash. Almost identical stack error (see code snip), only mine is for FourPlay 1.10.163 DLL.

 

Did you ever figure out the problem?

 

Anyone else know what the problem might be here?

 

PROBABLE CALL STACK:
    [ 0] 0x7FF753030FF3             Fallout4.exe+26F0FF3 -> 1194636+0x43    mov ecx, [rdi]
    [ 1] 0x00018000F243 LL_fourPlay_1_10_163.dll+000F243
    [ 2] 0x000180013DC3 LL_fourPlay_1_10_163.dll+0013DC3
    [ 3] 0x7FF75304D767             Fallout4.exe+270D767 -> 571037+0x217    test al, al
    [ 4] 0x7FF75307F224             Fallout4.exe+273F224 -> 1500402+0xA14    mov r15, [rbp-0x38]
    [ 5] 0x7FF7530801FF             Fallout4.exe+27401FF -> 412932+0x1BF    call 0x00007FF7524558F0
    [ 6] 0x7FF753071C37             Fallout4.exe+2731C37 -> 1146038+0x477    lea r8, [rbp+0x50]
    [ 7] 0x7FF751CB2378             Fallout4.exe+1372378 -> 759508+0x228    mov r15, [rsp+0x50]
    [ 8] 0x7FF7515FD875             Fallout4.exe+0CBD875 -> 507275+0x15    mov ecx, [0x00007FF7563ABCDC]
    [ 9] 0x7FF752490F26             Fallout4.exe+1B50F26 -> 329005+0xC6    mov ecx, [rbx+0x0C]
    [10] 0x7FF752491432             Fallout4.exe+1B51432 -> 194800+0x202    mov r14d, eax
    [11] 0x7FF752493F67             Fallout4.exe+1B53F67 -> 1492866+0x67    movzx eax, byte ptr [rbx+0xA74]
    [12] 0x7FF75245CFED             Fallout4.exe+1B1CFED -> 1079791+0x3D    mov rcx, [0x00007FF75649BD38]
    [13] 0x7FFC60AD259D             KERNEL32.DLL+001259D
    [14] 0x7FFC622CAF38                ntdll.dll+005AF38

 

crash-2025-03-28-07-06-53.log 72.56 kB · 1 download


No. In fact I just had the similar recently w/out the 4play dll so it may be the nt dll.

follow-up

Googling "Skyrim SE ntdll.dll crash", found the following in a reddit post.

"issue has been found! it was a memory allocation bug with powerofthree's tweaks. i must have passed this mod like 10 times each on my mo2 downloads folder and my nexusmods download history... must have mistakenly though i already tried it? you were right about it being dll! thank you for your help :)"

follow-up follow-up.

And others call out Skyrim Creation Club Content Patches

 

PROBABLE CALL STACK:
	[ 0] 0x7FFE94813656    d3d11.dll+0163656
	[ 1] 0x7FF637285D36 Fallout4.exe+1705D36	mov rax, [rdi+0x08] |  FUN_141705920_1705D36 -> 2276979+0x416	mov rax, [rdi+0x08]
	[ 2] 0x7FF637C425D3 Fallout4.exe+20C25D3	mov rbx, [rsi+r14*8] |  FUN_1420c2480_20C25D3 -> 2318697+0x153	mov rbx, [rsi+r14*8]
	[ 3] 0x7FF637BF9B95 Fallout4.exe+2079B95	test rdi, rdi |  BSShaderAccumulator::RenderBatches_2079B95 -> 2317894+0x65	test rdi, rdi
	[ 4] 0x7FF637C16A86 Fallout4.exe+2096A86	mov rax, [0x00007FF639826900] |  FUN_142096710_2096A86 -> 2318301+0x376	mov rax, [0x00007FF639826900]
	[ 5] 0x7FF637C1CDD8 Fallout4.exe+209CDD8	cmp byte ptr [0x00007FF639826945], 0x00 |  FUN_14209caf0_209CDD8 -> 2318321+0x2E8	cmp byte ptr [0x00007FF639826945], 0x00
	[ 6] 0x7FF63673264F Fallout4.exe+0BB264F	test dil, dil |  FUN_140bb2570_BB264F -> 2228969+0xDF	test dil, dil
	[ 7] 0x7FF63672D889 Fallout4.exe+0BAD889	jmp 0x00007FF63672D94A |  FUN_140bad6a0_BAD889 -> 2228913+0x1E9	jmp 0x00007FF63672D94A
	[ 8] 0x7FF63672EB01 Fallout4.exe+0BAEB01	xor ecx, ecx |  FUN_140bade20_BAEB01 -> 2228917+0xCE1	xor ecx, ecx
	[ 9] 0x7FF636729CE0 Fallout4.exe+0BA9CE0	mov rbx, [0x00007FF638BBABA8] |  Main::Run_BA9CE0 -> 2718225+0xF0	mov rbx, [0x00007FF638BBABA8]
	[10] 0x7FF637CE193A Fallout4.exe+216193A	mov ebx, eax |  FUN_142161834_216193A -> 2725539+0x106	mov ebx, eax
	[11] 0x7FFE9ACEE8D7 KERNEL32.DLL+002E8D7
	[12] 0x7FFE9BDFBF6C    ntdll.dll+00BBF6C

 

Edited by jbezorg
Posted
7 hours ago, moomin said:

 

I keep getting the same occasional crash. Almost identical stack error (see code snip), only mine is for FourPlay 1.10.163 DLL.

 

Did you ever figure out the problem?

 

Anyone else know what the problem might be here?

 

PROBABLE CALL STACK:
    [ 0] 0x7FF753030FF3             Fallout4.exe+26F0FF3 -> 1194636+0x43    mov ecx, [rdi]
    [ 1] 0x00018000F243 LL_fourPlay_1_10_163.dll+000F243
    [ 2] 0x000180013DC3 LL_fourPlay_1_10_163.dll+0013DC3
    [ 3] 0x7FF75304D767             Fallout4.exe+270D767 -> 571037+0x217    test al, al
    [ 4] 0x7FF75307F224             Fallout4.exe+273F224 -> 1500402+0xA14    mov r15, [rbp-0x38]
    [ 5] 0x7FF7530801FF             Fallout4.exe+27401FF -> 412932+0x1BF    call 0x00007FF7524558F0
    [ 6] 0x7FF753071C37             Fallout4.exe+2731C37 -> 1146038+0x477    lea r8, [rbp+0x50]
    [ 7] 0x7FF751CB2378             Fallout4.exe+1372378 -> 759508+0x228    mov r15, [rsp+0x50]
    [ 8] 0x7FF7515FD875             Fallout4.exe+0CBD875 -> 507275+0x15    mov ecx, [0x00007FF7563ABCDC]
    [ 9] 0x7FF752490F26             Fallout4.exe+1B50F26 -> 329005+0xC6    mov ecx, [rbx+0x0C]
    [10] 0x7FF752491432             Fallout4.exe+1B51432 -> 194800+0x202    mov r14d, eax
    [11] 0x7FF752493F67             Fallout4.exe+1B53F67 -> 1492866+0x67    movzx eax, byte ptr [rbx+0xA74]
    [12] 0x7FF75245CFED             Fallout4.exe+1B1CFED -> 1079791+0x3D    mov rcx, [0x00007FF75649BD38]
    [13] 0x7FFC60AD259D             KERNEL32.DLL+001259D
    [14] 0x7FFC622CAF38                ntdll.dll+005AF38

 

crash-2025-03-28-07-06-53.log 72.56 kB · 1 download

 

No sorry. I did read the information you shared earlier and found a possible entry point for the crash, but I did not find the time to set a proper debug environment to further check. All my up to date installation are for next gen at this time. Maybe I will have more time in April to try and research this.

 

Posted
On 3/28/2025 at 11:49 AM, jaam said:

No sorry. I did read the information you shared earlier and found a possible entry point for the crash, but I did not find the time to set a proper debug environment to further check. All my up to date installation are for next gen at this time. Maybe I will have more time in April to try and research this.

 

The crash happens in AAF_GetLocationData() because of a bug in get_random_int().  I incorrectly used the "static" keyword in the declaration of the std::uniform_int_distribution, which causes it to always use the same min/max value range after the first time it is called.  This in turn can lead to an out of bounds condition in AAF_GetLocationData().  I made the same mistake with the get_random_float() function.

 

The fix is to remove the static keyword from the std:uniform_*_distribution declaration. The fixed functions look like:

 

float get_random_float(float min, float max)
{
    std::random_device rd;
    static std::mt19937 e(rd());
    std::uniform_real_distribution<float> dis(min, max);
    return dis(e);
}

int get_random_int(int min, int max)
{
    std::random_device rd;
    static std::mt19937 e(rd());
    std::uniform_int_distribution<int> dis(min, max);
    return dis(e);
}

 

Note that the std::mt19937 must still be declared static or the function will not return properly random values.

Posted
9 hours ago, EgoBallistic said:

 

The crash happens in AAF_GetLocationData() because of a bug in get_random_int().  I incorrectly used the "static" keyword in the declaration of the std::uniform_int_distribution, which causes it to always use the same min/max value range after the first time it is called.  This in turn can lead to an out of bounds condition in AAF_GetLocationData().  I made the same mistake with the get_random_float() function.

 

The fix is to remove the static keyword from the std:uniform_*_distribution declaration. The fixed functions look like:

 

float get_random_float(float min, float max)
{
    std::random_device rd;
    static std::mt19937 e(rd());
    std::uniform_real_distribution<float> dis(min, max);
    return dis(e);
}

int get_random_int(int min, int max)
{
    std::random_device rd;
    static std::mt19937 e(rd());
    std::uniform_int_distribution<int> dis(min, max);
    return dis(e);
}

 

Note that the std::mt19937 must still be declared static or the function will not return properly random values.

 

v54-20250330 Hotfix for issue describe on March 30th by EgoBallistic

  • 7 months later...
Posted

v55 Preliminary UNTESTED version for 1.11.137.0 is available on the GitHub. I will make a publication once I sort my running installation fr 1.11.137 and I can test it. No end users should bother with it until the other plugins are available (starting with LooksMenu and the Address Library).

Posted
4 hours ago, jaam said:

v55 Preliminary UNTESTED version for 1.11.137.0 is available on the GitHub. I will make a publication once I sort my running installation fr 1.11.137 and I can test it. No end users should bother with it until the other plugins are available (starting with LooksMenu and the Address Library).

Address Library might be a problem since the author doesn't seem to be active on FO4

Posted
On 11/11/2025 at 3:59 AM, jaam said:

v55 Preliminary UNTESTED version for 1.11.137.0 is available on the GitHub. I will make a publication once I sort my running installation fr 1.11.137 and I can test it. No end users should bother with it until the other plugins are available (starting with LooksMenu and the Address Library).

 

Thank you for sticking with it after all this time! Please let us at AAF know if there's anything we can do to help/test etc.

Posted

If you can test AAF without MCM and LooksMenu, I can upload the distribution packages for v55. Just expect 2 or three more fixes/updates from Bethesda until early mid december if Arthmoor sources are correct.

 

Posted

v55 is for 1.11.137.0 (base part of the Anniversary update) ONLY

 

if you are still on 1.10.163 (old gen) or 1.10.984 (Next Gen) do not update, though the previous versions are included in the packages so it will still work.

 

This version is only to account for the game update by Bethesda on the 10th of October (AE).

Only base functions have been tested in 1.11.137.0. No guaranty at this time that AAF will work :)

 

Posted

v56 is for 1.11.137.0 (base part of the Anniversary update) ONLY

 

if you are still on 1.10.163 (old gen) or 1.10.984 (Next Gen) do not update, though the previous versions are included in the packages so it will still work.

 

This version is only to account for the game update by Bethesda on the 10th of October (AE).

Only base functions have been tested in 1.11.137.0. AAF single animation has been tested successfully, that's all so far. No guaranty at this time that the rest of AAF will work :)

 

This replace and fix v55.

 

Posted

Untested support for game version 1.11.159.0 (F4SE 7.0.5) has been uploaded to the GitHub repository as v57. I will publish it once I manage to test it.

Posted

v57 adds support for Game version 1.11.159.0 (~AE Hotfix) paired with F4SE 0.7.5. Maintains support with 1.10.163.0, 1.10.984.0 and 1.11.137.0 (temporary)

Tested successfully with basic functionality.

Posted
On 11/14/2025 at 3:02 AM, jaam said:

If you can test AAF without MCM and LooksMenu, I can upload the distribution packages for v55. Just expect 2 or three more fixes/updates from Bethesda until early mid december if Arthmoor sources are correct.

 

 

Sorry for delay. We will put together a version for testing v57 and follow up with any issues.

Posted

Ignore the message from FF4SE and continue. The mod contains 3 versions of my DLL, so at least 2 cannot be loaded in any game.

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