jaam Posted February 28, 2025 Author Posted February 28, 2025 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. 1
csacskamacska Posted March 3, 2025 Posted March 3, 2025 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?
jaam Posted March 3, 2025 Author Posted March 3, 2025 I don't have the slightest idea what you are asking for . 1
tinkerbelle Posted March 6, 2025 Posted March 6, 2025 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.
jaam Posted March 6, 2025 Author Posted March 6, 2025 v42 is completely obsolete. Why would one try and use it ?
moomin Posted March 28, 2025 Posted March 28, 2025 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
jbezorg Posted March 28, 2025 Posted March 28, 2025 (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 March 28, 2025 by jbezorg
jaam Posted March 28, 2025 Author Posted March 28, 2025 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.
EgoBallistic Posted March 30, 2025 Posted March 30, 2025 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. 2
jaam Posted March 30, 2025 Author Posted March 30, 2025 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 3
jaam Posted November 11, 2025 Author Posted November 11, 2025 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). 2
lee3310 Posted November 11, 2025 Posted November 11, 2025 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
dagobaking Posted November 14, 2025 Posted November 14, 2025 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.
jaam Posted November 14, 2025 Author Posted November 14, 2025 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.
jaam Posted November 14, 2025 Author Posted November 14, 2025 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
jaam Posted November 14, 2025 Author Posted November 14, 2025 I just found a typo with Actor::SetPosition. v56 incoming very soon to correct that.
jaam Posted November 14, 2025 Author Posted November 14, 2025 And I did not realised I made a mess in the upload, sorry. Cleanup first.
jaam Posted November 14, 2025 Author Posted November 14, 2025 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.
jaam Posted November 15, 2025 Author Posted November 15, 2025 With MCM available , I could test AAF SEU. It seems to be working fine. 2
jaam Posted November 18, 2025 Author Posted November 18, 2025 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. 2
jaam Posted November 20, 2025 Author Posted November 20, 2025 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. 3
dagobaking Posted November 22, 2025 Posted November 22, 2025 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.
quickchicken Posted November 23, 2025 Posted November 23, 2025 Thank you for this mod. But F4se still says it's bad and should not continue to load and also do I need src or just v57 or both. Thanks in advance for your help.
jaam Posted November 24, 2025 Author Posted November 24, 2025 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.
csacskamacska Posted November 26, 2025 Posted November 26, 2025 1.11.159 ...elavult. ...obsolete. ...outdated. 1.11.169 Kész. Szuper.
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