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registrator2000

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  1. For those using F4SE you can now call Game.GetCameraState() to get the camera state with the latest F4SE release. For those not on F4SE you can try the following as a workaround: Game.GetPlayer().HasDetectionLOS(Game.GetPlayer())In first person the camera has no line-of-sight to the player and in third person the opposite is true. I used this a long, long time ago, not sure if it still works in the current version.
  2. You made the right changes but just tried to rebuild it too early. The build tools fetch the specified F4SE revision from osvein's f4se-mirror repository, so it'll only pick up on a new F4SE version once osvein has updated his repository. Autoload v1.5.4: https://ci.appveyor.com/project/reg2k/fo4-autoload/build/1.0.17/artifacts
  3. I've now updated Autoload for v1.10.75 - it can be downloaded from Github Releases [v1.5.0]. I'm finding that updating mod descriptions to reflect new game versions is taking more time than actually updating the mods themselves, so I'll now post new releases on Github - do 'watch' the repository if you want to receive a notification when there is an update! The addresses that Autoload uses are sigscanned and do not have to be updated with new game versions; however the plugin uses F4SE functions that are version-specific and so it must be recompiled against the latest available F4SE version when it is out. I have also set up automated builds for Autoload on the Appveyor continuous integration service. Should I not be around, anybody can initiate a new automatic build by updating the F4SE revision and submitting a pull-request on Github. The build service will automatically build against the specified F4SE revision and produce a DLL that will work with that version.
  4. Now updated for game version v1.10.50. I've reintroduced a version-check in v1.3 since Autoload currently uses some F4SE functions that are not version-independent, thus making the plugin non-version-independent. Apologies for the crashing that you may have experienced if you used v1.2 with an incorrect game version.
  5. I've updated the plugin for game version v1.10.26. The plugin is also now designed to be version-independent, so future game updates should no longer necessitate a plugin update unless Bethesda makes some major changes.
  6. Hi all, Autoload has been updated for the new game version (v1.10.20). I've updated the first post accordingly.
  7. First things first - are you certain you need the name of a reference as a Papyrus string? If you want to display the name of a form, you can use the existing Text Replacement system. The text replacement system operates in quest logs, notification messages and messageboxes, and will let you substitute in the names of forms in Aliases on their associated Quest. If you are actually certain that you want the name of a reference as a Papyrus string, Rename Anything (F4SE plugin) adds two new Papyrus natives for modders - GetRefName() and SetRefName(). GetRefName() will return the display name of the specified ObjectReference.
  8. No native Papyrus functions for this, but you can query the IsFirstPerson boolean on the player's animation graph: Game.GetPlayer().GetAnimationVariableBool("IsFirstPerson")
  9. sPostLoadCommand will accept the same syntax as sStartingConsoleCommand, just use semicolons to separate commands. i.e. tcai;cl off You can also run a batch file with the bat <filename> command. The difference is that sStartingConsoleCommand runs at the main menu (before your character loads) so you can't use it to set up gear and make character-specific changes, whereas sPostLoadCommand will run after your character is loaded.
  10. The engine checks to see if the registration is in place and will not re-register if it is, so it is fine to call it multiple times.
  11. ABOUT When creating mods, loading the game up again and again and clicking through the menu every time to test a mod can quickly get tiresome. Autoload allows you to bypass the main menu and open-to-game with no additional clicks required. It also adds a couple of bells-and-whistles to aid you in multitasking, including flashing the window when the game has loaded, or automatically activating the game window. Bethesda's plugin hotload feature is very useful, but the nature of the mods that I create often requires me to re-launch the game. I made this as a productivity tool to minimize iteration times. FEATURES Bypass the main menu and go straight-to-game on launch.Load either a fixed save, or your most recent save matching certain criteria (non-autosaves only, named saves only, etc.)Automatically run a post-load console command to set up your character for testing (e.g. give items/materials, equip items, etc.)Flash or bring the Fallout 4 window to the front when the game has finished loading, so that you can work on other things during loads.Suppress the "Mods are loaded, achievements are disabled" message box when loading a custom-named save.Optionally suppress the missing content message box.REQUIREMENTS Fallout 4 v1.10.64 F4SE v0.3.0 or higher. USAGE Open Data\F4SE\autoload.ini to configure Autoload. Here is a list of settings. ADDITIONAL NOTES You can configure the action to take when holding down the Shift key when the game starts. By default, this will skip autoload. You can also set it to autoload only if you have the Shift key held down.Hold the Shift key when loading a save to make that save the autoloaded savegame in future loads.CREDITS The F4SE team, for F4SE. Thanks to tim-timman for introducing the concept of instant-loading to me! I (and possibly you) would still be clicking through menus otherwise. DOWNLOAD All releases: Github Releases Latest automatic build: Appveyor SOURCE CODE Github OLDER VERSIONS Autoload v1.4 for game version v1.10.64. Autoload v1.3 for game version v1.10.50. Autoload v1.2 for game version v1.10.26. Autoload v0.9 for game version v1.9.4.
  12. Following a post from @UlithiumDragon I've restored the ability to input HTML tags in names in Rename Anything. :)
  13. Register for the CompanionChange event on FollowersScript - the first argument (Actor ActorThatChanged) contains a reference to the actor that was dismissed when the second argument (bool IsNowCompanion) is false.
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