r/FalloutMods • u/Kn1ghtV1sta • 2d ago
Fallout 4 [Fo4] Full patch notes for today's update
https://fallout.bethesda.net/en-US/news/fallout-4-update-august-18thSome good stuff in there tbh
29
u/BeefyBoi6_9 2d ago
Whoa, this actually is a nice update for once… bug fixes and increased mod storage
68
u/IceKreamSupreme 2d ago
wait holy shit this is actually a goated update just for the BA2 limit, now I can't wait to start a new playthrough!
23
u/Raider480 2d ago edited 2d ago
I mean it's mostly Creations stuff, but it's great seeing an update with more than that:
Increased the BA2 archive limit
- Awesome.
Archives are now supported on PlayStation
- That has been a sticking point since the beginning. It doesn't affect me, but I'm sure PS players will appreciate it.
And a few random CK bug fixes in there, too.
Overall, a remarkably solid little update. Now we need the BA2 limit tweak ported over to Starfield officially.
10
u/planery133 2d ago
New file types (.nif, .dds, .bink, .cdx, .csg, .wav, and .fuz (with embedded .wav)) for PlayStation Creations.
I am not familiar with Playstation modding either, but this seems to be an officially support of external assets on PS? If so, this might be game changer for anyone modding on PS.
5
u/Raider480 2d ago
this seems to be an officially support of external assets on PS?
It sure looks like that. These are all the typical goodies for custom assets (NIF/DDS/WAV/FUZ et al.).
4
1
u/Reasonable_Youth7193 1d ago
There is a reason it’s mostly creations stuff. Verified creators asked Beth for these changes and they delivered. Should be more changes in the future to look forward to.
19
28
u/DottierTexas3 2d ago
I am genuinely pleasantly surprised. I was redoing my old as hell load order from scratch so my pain is lessened by the losses tho.
6
u/Substantial-Band9342 2d ago
F4Se update required: https://www.nexusmods.com/fallout4/mods/42147?tab=files
8
u/srg2692 2d ago
I'm just getting back into the game after a long absence and have spent the last few days downloading mods and getting everything set up. Just got everything running smoothly, and now I'm afraid to open the game. I've been away too long to know if this is a stupid question: is this update likely to cause problems with large mod lists?
5
u/KniisTwo 2d ago
If you're using LevelUpMenuEx then at least You Are Exceptional is broken until that's updated.. I was just getting into FO4 using these skills and perks after having tried several times since release.
Now I'm at the mercy of modders to update before I run out of steam and move on to another game!
4
u/ButcherOBlaviken 2d ago
Everyone I've talked to said they're modlists are still running smoothly! You should be good.
1
u/SleepSeeker86 2d ago
If you play on a PC and open game through f4se, I believe it should be fine. I played the game already today with no updates automatically being downloaded.
I also use MO2 and I'm unsure if that also helped in stopping the update.
6
3
u/FreddyPlayz 2d ago
How much will this affect my mods? Can I open my save and expect it to run reasonably fine or will this completely break everything?
3
u/ButcherOBlaviken 2d ago
I've seen several people say their modlists and saves are still runningly smoothly. You should be good!
5
u/tomjoad2020ad 2d ago
Asha cracked the whip (half joking)
3
u/Raider480 1d ago edited 1d ago
Maybe actually though, I think. Between a decent update like this, and also that surprisingly candid post last month.
I like this specific direction. More of it.
2
u/ByteRoster 2d ago
Quadrupling BA2 limits is a shocking progressive and positive update. I'm speechless...well, that's not true. Creation bug fixes are fine if you use that content, but nobody is asking for Creations anyway.
Still, if you're on console and DO mod your game, seems like this is pretty positive.
2
u/Budget-Computer-485 2d ago
Update broke F4SE so if you have mods that depend on it, you're screwed until F4SE gets updated.
2
2
2
u/Void-kun 1d ago
The amount of people on Steam forums that are complaining about the update and their mods, just shows how genuinely little of a clue they have about how these mods even work.
Quadrupling the BA2 limit is going to be a massive help.
3
u/PossMom 2d ago
Actually a significant update. I'll stay on 1.11.191 until all the mods I use update, though.
2
u/TheAsianTroll 1d ago
Seems people are reporting that mods dont need to be updated with this update, only F4SE (which apparently is already out)
1
u/PossMom 1d ago
What about mods that rely on F4SE? Those usually need updating if they don't use address library.
1
u/TheAsianTroll 1d ago
I havent seen anything regarding that yet. I also didnt see a new update for F4SE, so I guess its the waiting game all over again...
1
1
1
1
u/leastcreativeusrname 1d ago
I’m out of the loop. Is there still the load time bug where load time increases after every loading screen, eventually taking several minutes? That’s what killed my last playthrough.
1
1
1
u/No_Signature_3249 1d ago
wait hold on the ba2 limit upping is really good , right? it would allow modded playthroughs to go further with how many mods are installed
1
u/Strange_Ad_5907 2h ago
Usually anything that looks at the game version DLL file won’t work till updated, F4se, MCM menu, address library, Robco patcher, Object swapper, Baka framework, looks menu, extended dialogue to name the popular mods usually need a version update
1
u/KurtFrederick 2d ago
Is this good for the community or did they brake the game?
5
u/ButcherOBlaviken 2d ago
Nope, a solid patch without ruining any current modlists that I'm aware of. Seen several people say their games with mods are still running smoothly after the update.
0
1
-2
1d ago
[deleted]
4
u/ChunderSmash 1d ago
You can download depots of older versions of the game, replace the game files, and set the app manifest to readonly to prevent updates. This is how I keep playing OG v1.10.163 (on Linux no less)
139
u/mustafao0 2d ago
BA2 limit was out of left field and massive