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Fallout 4-Ever 0.3.1 (testing)
TESTING release 0.3.0. New step "look": Fallout 3 lighting, weather, water and interior colour grade, light flags restored, 94 crash-prone destructible objects repaired, terminal placement fixes. Verified in parts only: please report how skies, water and interiors look (place + screenshot). Update from 0.2.0 keeps the long conversion steps. Save-safe; a new game gives the cleanest result.
Save compatibility: save-safe
Verify the download: compare its SHA-256 with SHA256SUMS.txt.
Fallout 4-Ever 0.3.0 (testing, superseded by 0.3.1)
TESTING release 0.3.0. New step "look": Fallout 3 lighting, weather, water and interior colour grade, light flags restored, 94 crash-prone destructible objects repaired, terminal placement fixes. Verified in parts only: please report how skies, water and interiors look (place + screenshot). Update from 0.2.0 keeps the long conversion steps. Save-safe; a new game gives the cleanest result.
Save compatibility: save-safe
Verify the download: compare its SHA-256 with SHA256SUMS.txt.
Fallout 4-Ever 0.2.2
Fallout 4-Ever 0.2.2: fix for the game running too fast. Save compatibility: save-safe (no plugin or game data changes).
Fallout 4 runs its world (time, walking, animation, physics) faster than real time whenever it draws more than 60 frames per second, and the demo did not limit the frame rate. A setting alone cannot cap the frame rate, so this release does what it can without installing a program.
What is fixed
- The install switches vsync on if
Fallout4Prefs.inihas it explicitly off (iPresentInterval=0). The old value is remembered and the uninstall puts it back. IfFallout4Custom.iniorFallout4.inialso keeps vsync off, the install tells you; it never edits those. - On a screen above 60 Hz the last lines of the install tell you how to limit
Fallout4.exeto 60 fps. The full download also warns you in the checks panel before the build starts. - New "Time runs too fast" entry in
docs/TROUBLESHOOTING.md, plusdocs/FAQ.mdanddocs/INSTALL.md.
If your game runs too fast: limit it to 60 fps
A 120 or 144 Hz screen still lets the game run too fast, so set a limit yourself:
- NVIDIA: Control Panel > Manage 3D settings > Program Settings > Fallout4.exe > Max Frame Rate = 60
- AMD: AMD Software > Gaming > Fallout 4 > Frame Rate Target Control = 60 (it may only apply in full-screen mode)
- Any graphics card: RivaTuner Statistics Server (comes with MSI Afterburner) > Framerate limit = 60
- Or set the screen to 60 Hz (Windows Settings > System > Display > Advanced display).
How you get it
- Already built it (0.2.1): open the program, press Updates, Check for updates, Install update, then INSTALL / RESUME. Only the final install step runs again (minutes, not the hours-long conversion). The program window keeps saying 0.2.1, and you get the install fix and the install-time message. The checks-panel warning and the new documentation come with the full download only.
- New, or on 0.2.0: download
CapitalConvert-0.2.2.zipbelow, unzip it anywhere (not inside a game folder), double-clickCapitalConvert.exe, check the green panel, press INSTALL / RESUME, then start Fallout 4 and choose New Game.
Not changed: a hard frame limit built into the game would need an F4SE plugin (a program file), which the updater does not deliver. It is not part of the demo.
Tested / not tested
Tested: 159 unit tests; the install, reinstall and uninstall on a throw-away sandbox with the real build output (27 checks, including that your settings file comes back byte for byte); an independent review of the code and the documents. Not yet tested in the game on a 144 Hz screen.
Verify your download: compare its SHA-256 with SHA256SUMS.txt.
SHA-256 of CapitalConvert-0.2.2.zip: 3a922c591bf3b4115755e911b102f30ddad5c8884ff7f7412937c369b9944f5e
The update package and its signature are signed with the project's key.
Fallout 4-Ever 0.2.1 rc.3 (pre-release, unsigned build)
Fallout 4-Ever 0.2.1 (release candidate 3). Same as rc.2 plus one install fix: the install now makes sure Fallout 4 is never left with a blank or incomplete plugin list. Pre-release build: not signed with the project's update key, so the in-app Updates button does not offer it; download the zip below instead.
What is new since rc.2
- The plugin list is checked. An empty
plugins.txtleaves the game on a black screen that then stops responding (the New Game script is installed but the world is not loaded). The install now:- stops with the reason, and leaves your old list alone, if none of this mod's plugins reached
Data; - makes a read-only
plugins.txtwritable before writing it; - reads the file back after writing and fails if a plugin is missing. The log says
checked: all N plugins are in ....
- stops with the reason, and leaves your old list alone, if none of this mod's plugins reached
Everything else is as in rc.2: see CHANGELOG.md for the full 0.2.1 list.
Use it
- Download
CapitalConvert-0.2.1.zip, unzip it anywhere (not inside a game folder). Optional: compare its SHA-256 withSHA256SUMS.txt. - Close Fallout 3, Fallout 4 and the Creation Kit. Double-click
CapitalConvert.exe, check the green panel, press INSTALL / RESUME. - When it says FINISHED, start Fallout 4 and choose New Game.
Requirements and the full guide: README.md and docs\INSTALL.md inside the zip. Windows SmartScreen may warn about an unknown publisher (the program is not code-signed): More info > Run anyway.
Existing saves may break: start a new save.
Tested / not tested
Tested: 143 unit tests; the install and uninstall on a throw-away sandbox with a real build output (with and without a Python on the PATH); the packaged exe starts. Not yet tested in the game: that this removes the black-screen hang on every PC. If you still get one, send builder.log, %LOCALAPPDATA%\Fallout4\plugins.txt and Documents\My Games\Fallout4\F4SE\f4se.log.
SHA-256 of CapitalConvert-0.2.1.zip: e363471c26c23eb1569f0793f652251961a5b829d54d5547794ff58bd1db2e9d
Fallout 4-Ever 0.2.1 rc.2 (pre-release, unsigned build)
Fallout 4-Ever 0.2.1 (release candidate 2): fixes from the second outside test. This replaces rc.1, which stopped at step 3 when a build was run again after an earlier stop (Master FalloutNV.esm not found ...). Pre-release build: not signed with the project's update key, so the in-app Updates button does not offer it; download the zip below instead.
Use it
- Download
CapitalConvert-0.2.1.zip, unzip it anywhere (not inside a game folder). Optional: compare its SHA-256 withSHA256SUMS.txt. - Close Fallout 3, Fallout 4 and the Creation Kit. Double-click
CapitalConvert.exe, check the green panel, press INSTALL / RESUME. - When it says FINISHED, start Fallout 4 from Steam and choose New Game.
Requirements and the full guide: README.md and docs\INSTALL.md inside the zip. Windows SmartScreen may warn about an unknown publisher (the program is not code-signed): More info > Run anyway.
Coming from 0.2.0: the first build re-runs the long asset step (about 2 hours) because the mesh script changed, and the plugin list is replaced by a clean one (your earlier plugins.txt list is saved and the uninstall puts it back). Existing saves may break: start a new save.
What is fixed
- Step 3 (convert the plugins) can be run again after any stop or failure, and the upgrade from 0.2.0 in the same work folder works. It used to fail with
Master FalloutNV.esm not found in ...\lab\Data\Anchorage.esm. - The mesh optimizer (Elric) no longer crashes: the cause was a collision body without a shape. All 49 meshes it used to skip (hats, helmets, glasses, the baby carriage, the metro and vault doors, the Pitt cart, the Zeta machine ...) are converted, none is left unoptimized, and no crash dumps are left in
%LOCALAPPDATA%\CrashDumps. - The Vault 101, vault ruins and metro tunnel doors get their swing animation.
- 160 objects that the DLC place into Capital Wasteland cells are restored; the other dropped placed references are counted by reason (editor markers, sound emitters, ambient effects, water planes).
plugins.txtis a clean list with only this mod's plugins (other mods enabled before would load together with the Capital Wasteland).build --keep-other-pluginskeeps the old behaviour. The install log lists everything it changed outsideData.- Texture archives: no more Archive2 errors (font and editor files the archive cannot hold are left out first); a failed archive stops the step.
- The install no longer needs a Python on the PATH.
- Real command-line help:
CapitalConvert.exe --help,<command> --help,--version. - New Game: a warning when the game window is larger than the screen (the SPECIAL screen's Done button is then off screen), and an opt-in
build --no-special-screen. SYNC-MANIFEST.jsonmatches the payload;tools/verify_manifest.pychecks it.
Full list: CHANGELOG.md.
Tested / not tested
Tested: 142 unit tests; the plugin conversion run again, for real, with the converter on Anchorage (over a finished and over a cut-short output); the packaged exe's smoke test (run on the unzipped release zip), the install and uninstall on a throw-away sandbox with the real build output, the real Elric on all 49 + 17 crashing meshes, one full asset conversion (Zeta). Not yet tested in the game: --no-special-screen, the 160 restored DLC objects, the door animations, and where New Game puts you.
SHA-256 of CapitalConvert-0.2.1.zip: dc5ed29fa2fa633b014bd4794ba26354ea6dbb4274008020c6b19d37ddb60bb1
Built from commit 6a4c176 of branch installer-fixes-2026-10-24.
Fallout 4-Ever 0.2.1 rc.1 (superseded by rc.2)
Superseded by v0.2.1-rc.2. This build stops at step 3 ("Master FalloutNV.esm not found ...") when a build is run again after an earlier stop, which includes upgrading from 0.2.0 in the same work folder. Use rc.2.
Fallout 4-Ever 0.2.1: fixes from the second outside test. Pre-release build: not signed with the project's update key, so the in-app Updates button does not offer it; download the zip below instead.
Use it
- Download
CapitalConvert-0.2.1.zip, unzip it anywhere (not inside a game folder). Optional: compare its SHA-256 withSHA256SUMS.txt. - Close Fallout 3, Fallout 4 and the Creation Kit. Double-click
CapitalConvert.exe, check the green panel, press INSTALL / RESUME. - When it says FINISHED, start Fallout 4 from Steam and choose New Game.
Requirements and the full guide: README.md and docs\INSTALL.md inside the zip. Windows SmartScreen may warn about an unknown publisher (the program is not code-signed): More info > Run anyway.
Coming from 0.2.0: the first build re-runs the long asset step (about 2 hours) because the mesh script changed, and the plugin list is replaced by a clean one (your earlier plugins.txt list is saved and the uninstall puts it back). Existing saves may break: start a new save.
What is fixed
- The mesh optimizer (Elric) no longer crashes: the cause was a collision body without a shape. All 49 meshes it used to skip (hats, helmets, glasses, the baby carriage, the metro and vault doors, the Pitt cart, the Zeta machine ...) are converted, none is left unoptimized, and no crash dumps are left in
%LOCALAPPDATA%\CrashDumps. - The Vault 101, vault ruins and metro tunnel doors get their swing animation.
- 160 objects that the DLC place into Capital Wasteland cells are restored; the other dropped placed references are counted by reason (editor markers, sound emitters, ambient effects, water planes).
plugins.txtis a clean list with only this mod's plugins (other mods enabled before would load together with the Capital Wasteland).build --keep-other-pluginskeeps the old behaviour. The install log lists everything it changed outsideData.- Texture archives: no more Archive2 errors (font and editor files the archive cannot hold are left out first); a failed archive stops the step.
- The install no longer needs a Python on the PATH.
- Real command-line help:
CapitalConvert.exe --help,<command> --help,--version. - New Game: a warning when the game window is larger than the screen (the SPECIAL screen's Done button is then off screen), and an opt-in
build --no-special-screen. SYNC-MANIFEST.jsonmatches the payload;tools/verify_manifest.pychecks it.
Full list: CHANGELOG.md.
Tested / not tested
Tested: 125 unit tests, the packaged exe's smoke test (run on the unzipped release zip), the install and uninstall on a throw-away sandbox with the real build output, the real Elric on all 49 + 17 crashing meshes, one full asset conversion (Zeta). Not yet tested in the game: --no-special-screen, the 160 restored DLC objects, the door animations, and where New Game puts you.
SHA-256 of CapitalConvert-0.2.1.zip: 51ea10f22b870dfd6f1c080207897f89a0f3e59ed950d18aaed4c4af28aa2389
Built from commit 6c1a92c of branch installer-fixes-2026-10-24.
Fallout 4-Ever 0.2.0
First release with the New Game start: New Game now skips the pre-war intro and puts you right outside Vault 101 with a Pip-Boy and the quest Escape! completed, then opens the character editor and the SPECIAL screen. Includes the packaged program, signed updates, an Uninstall button, GOG/Epic detection and full documentation. Demo scope: world, actors, navmesh (no quests, dialogue, voice, music, weather or faces yet).
Save compatibility: save-safe
Verify the download: compare its SHA-256 with SHA256SUMS.txt.