Holy Framework
Native shared runtime framework. It centrally manages reusable game and runtime environment mechanisms, allowing modules to request functionality through its own API.
About this mod Machine translation
Native shared runtime framework. It centrally manages reusable game and runtime environment mechanisms, allowing modules to request functionality through its own API.
Original address:
Prefix:
Fallout 4 Script Extender (F4SE):
Address Library for F4SE Plugins:
Updated on September 21st:
Version 1.0.30
New Module: Progressive Upgrade
Version 1.0.28
New module: record coverage detector
Updated on September 19th:
Version 1.0.27
Bug fixes in module: Native Weathers
Version 1.0.26
Bugfix to Native Weathers module: Fixed an issue causing weather continuity errors when using fast travel.
Version 1.0.25
New module feature: mini map
Updated on September 16th:
Version 1.0.24
New module: Native Weathers
Updated on September 15th:
Version 1.0.23
Instead of generating separate logs for each module, the framework generates a single log file for all modules. No changes are made to module functionality.
Version 1.0.22
Bugfixes to the mowing module: grid loading time improved.
Version 1.0.21
Compatibility with PRP 81.9 and Cell Index modules has been added.
Updated on September 9th:
Version 1.0.2
New Module: Hidden Equipment
Updated to version 1.0.1 on September 7th
Updated to version 0.69.9 on September 5th
Updated on September 3rd:
Version 0.69.6b
The menu background has been slightly adjusted to improve visual comfort. Functionality is not affected.
Updated on August 31st:
Version 0.69.6
Module Improvements: Mini Map
Version 0.69.4
A minor issue with the mini map module has been fixed.
Version 0.69.1
Module support: mini map
Updated on August 30th:
Version 0.68.11
The mechanics of the unit index module have been significantly improved.
Fixed a crash when certain external units were blocked when using CoC.
Removed an unsafe external unit lookup patch.
The proven fast cell index and prefetch paths have been kept unchanged.
Version 0.68.9
Module Enhancement Log: Unit Indexer
Updated version 0.68.8 file on August 29th
Updated on August 28th:
Version 0.66.3
Module Support: Instant Items
Version 0.64
Module support: unit indexer
Version 0.63.1
Module support: instant trading
Updated on August 25th:
Version 0.60
Initial notifications can be disabled in the F10 menu settings.
Updated on August 23:
Version 0.59
Added dual compatibility with 1.11.240 and 1.11.221.
Version 0.58
C++ code optimization
Version 0.54
Bug Fixes: Instant Workbench
Updated on August 22nd:
Version 0.52
Module Support: Dense Natural Turf
Holy Framework
HolyFramework provides a centralized and reusable runtime layer for modules written by me (original author Missholy, the same below). The framework handles the connection to F4SE and the address library and contains the necessary functionality, via its own API, allowing the module to decide how the functionality is performed.
The basic design principle is simple: HolyFramework provides the mechanism, and modules provide the instructions. These modules do not depend on F4SE or the address library, and will never contain headers from the address library, F4SE, RE, REL, REX or their derived formats. Modules will strictly use the HolyFramework API.
This way all my new mods or mods adapted for the framework can share functionality without duplicating instructions or conflicting with the game engine. For example, my "Intense Dark Nights" and "Native SweetFX" mods use a similar mechanism and when combined create two separate connection points to the engine. HolyFramework allows all my mods to share a single connection point because the framework allows the mechanics to run in one process.
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F4SE / Address library ⮕ HolyFramework ⮕ API ⬅ Native module
It's very simple: the framework provides the mechanism, and the module provides the instructions.
Function
- It centrally manages all my future and adapted mod functionality, allowing multiple engine hooks to be shared in a single execution, without the framework leaving the engine stacked with empty executions if no mods are installe …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.