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Everything posted by hlp
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Where does the urban legend that the version check could be removed comes from ? It is just not possible. Believe me the team would have done it a long time ago if it was possible to avoid manually update all the offsets every time.
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It worked for me seconds ago
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You not being to make it work doesn't mean there is anything wrong with it. Install it properly, that's all.
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Wait for what ? All is updated and working correctly. You do know updating F4SE without updating dependent mods is useless ?
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F4SE has been updated to v0.6.5 for game version 1.10.64. That was fast :). Thanks
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Say's who ? The internet lawyers ?
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No it is not related to the CC. It is a change for the removal of the option to report mods from inside the game. There were far too many false report done this way for them to cope.
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update or remove your plugins in Data\F4SE\plugins
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0.6.1 is out. Thank you. @ntblood Installing the script folder is required for proper operation of the mods depending on F4SE. What is optional is the src folder.
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Try to recreate the issue outside of MO2. Any report provided from MO2 can not be taken into account. Not only is it unfinished but it does things to the system that simply cannot be taken into account by other tools used for modding.
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Once again, stupid CC updates killing F4SE and related mods.
hlp replied to Nadie2283's topic in Fallout 4's Discussion
The backup will allow users to keep playing with the old version for a while or whatnot, but regardless, if modders have to be updating their stuff every couple of weeks to keep up with the CC-related updates, it may not be the end of free mods, but it'll surely be a frustrating headache and a hindrance for the modding community. Given the amount of fixes in 0.6.0 do NOT use an older F4SE so do NOT use an older game with F4SE. -
0.6.0 is out. Thanks.
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Not unless you explicitly tested the version, which is unlikely.
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You have to wait for the people who write the plugin dll you use until they have updated. Your script will then work properly. @f4se team: Thank you for the update.
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ExcessiveParanoia is wrong that's all.
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BGSEquipSlot are vanilla forms (Signature = EQUP in xEdit). They don't have a specific script associated so they should use the Forms script. They are defined in GameForms.h
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What they should do is written in the same post or the next.
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By the way, version 0.4.1 is out on f4se.silverlock.org
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GOG Version of FNV issues
hlp replied to Gaardian's topic in Fallout New Vegas's Mod Troubleshooting
I have to update NVSE, and I trust RoyBatty to update the 4GB loader quite soon. -
No, it's working perfectly.
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If you are looking at the RTTI info, IDA_ClassInformer on GitHub has the RTTI structure definitions for Win64 (or look at the source of my forks of that plugin https://github.com/Hugues92 )
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There is no free version of IDA Pro IDA Free is for 32 bit binaries only.
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@expired6978 : The 0.3.2 release contains the 0.3.1 source files :smile: Did you see the 2 submissions I made to the mail list some time ago ? Yes I am fishing for an answer...
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Make a simple plugin with one unique form, duplicate it 253 times and then load all 254 mods. You will have all the forms available whether they come from the first plugin or the 253rd. So no there isn't a so called 1xx limit in FNV. I definitively remember prideslayer doing that test years ago
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Not sure what you mean, but FNVSE does exist. http://nvse.silverlock.org/ New Vegas is limited to 130 plugins, unlike Skyrim. No it is not. There were working example of people getting to the theorical mod limit of 254 plugins loaded.