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behippo

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Everything posted by behippo

  1. Yep - just saw this. Will start the process of updating F4SE again.
  2. Bethesda has made a new Fallout 4 beta available (1.3). We are starting the process of updating F4SE now. Hopefully within a day or so we'll be updated. In the meantime if you need to use F4SE, don't grab the beta.
  3. Now that Bethesda has released build 1.2.37 as the new stable runtime, please use F4SE 0.1.3 as the new official alpha release.
  4. We've updated F4SE for the new 1.2.37 beta: F4SE 0.1.3 . This release is only for the beta, continue using 0.1.1 for the official 1.1.30 release. Please let us know if everything works for you.
  5. There seems to be a new Fallout 4 beta, build 1.2.37. F4SE does not work with this new beta. We'll get to work on an update, but it will take sometime. Hopefully we'll have an update tonight or tomorrow.
  6. Nothing yet. I was mainly looking into what I could do with plugins and maybe make the options of my mod that use F4SE plugins optional. I'm not being impatient, I know you guys have lives too. I was just asking if the F4SE checks were passed over from skyrim, or removed and will be added later when we know exactly what was changed since skyrim. None of the scripting functionality has been moved over yet from SKSE to F4SE. Most of that functionality requires the decoding of the internal classes, which is work in progress. We also don't know for sure yet what functionality has been provided natively with the new Papyrus. We have discovered that the new scripting has introduced some ScriptObject::Get/SetProperty calls which seem to expose a lot of information that required the a script extender in the past. So extending class functionality (for things like Weapons and Armor which we know implement these functions) might be better done as extensions to Get/SetProperty than as new individual functions. As a side note, that type of interface is somewhat of a throwback for us. Way back in the earliest versions of OBSE I implemented commands in a similar way: a single command to fetch information and a parameter to specify which info to get. It was a little confusing to modders and it seemed much easier to just break out the functions into individual accessors which we would implement internally on our classes. Now the main access point seems to be through these more global GetProperty/SetProperty functions on the script object. However, I also haven't looked at the implementation in the class scripts themselves. It could be a lot of papyrus access functions that turn around and call a single native GetProperty function with a specified enumerator. That in fact would allow lots of flexibility for Bethesda to expose new information while still keeping a nice interface for modders. So perhaps I am expecting to see that. Guess I need to look at the decompiled scripts and see what is there. I simply haven't looked into the scripting side much at all yet - without the GECK or a Papyrus compiler there was less of a reason to dive in on that side of the work.
  7. No, we haven't implemented any of the scripting functionality yet. We've put in place the hooks into Papyrus, so in theory it could be done assuming you could compile the pex file. I don't think we were planning on doing so until the GECK became available. But plans can change. Let me chat with the team and see what they think. What are you doing that needs this functionality so early? You've got me curious.
  8. Without additional information I can think of two potential issues. You are using the release version of Fallout 4 (1.1.30) and using F4SE 0.1.2 which is intended for the beta release of Fallout 4. You are using the beta version of Fallout 4 (1.2.33) and the default version of F4SE (0.1.1) which is intended for the released version of F4.The f4se_log.txt and f4se_loader_log.txt will let us know what is going on. You can find them in Documents\My Games\Fallout 4\F4SE
  9. No, we are not going to change our EULA. If the issue of paid mods comes up again we'll have the same response we had for Skyrim: The xSE tools will be free for everyone to use. We want to make the game better for everyone.
  10. This is a very helpful post. Had the information about using AutoHotKey been in your first post I wouldn't have said anything. As it was in the F4SE thread talking about our keypress support, and with no mention of AutoHotKey at all it seemed unhelpful.
  11. This kind of sarcastic comment isn't terribly helpful, as is obvious with his follow-on comment. Can u please help me bind "player.placeatme 0007d2a3" to "f1" button ? What i need to do ? It is not currently possible to bind arbitrary commands to a keypress. We expect to enable keypress detection within F4SE as we have done in previous xSE releases, but we haven't implemented it yet. In any case, without the official scripting tools there will be no easy way to provide this sort of functionality. I suppose once we have key detection someone could write a plugin to do this work - but that seems overkill. Early next year when the CK is released someone ought to be able to write this sort of script easily.
  12. If you're using the 1.2.33 runtime beta, you'll need to use F4SE 0.1.2. No new user-visible features other than compatibility with the new version, but internal class decoding continues.
  13. Just a quick reminder for everyone. At this moment F4SE does not support the 1.2.33 beta build of Fallout 4. We are starting the work to make a compatible build of F4SE, but it is going to take a few hours as folks are at work. We'll let everyone know when we have a release available for the beta.
  14. does this mean with scriptdump.exe that we can edit the scripts, maybe add new scripts and load them ingame? sorry, I'm new to fallout modding. No - this is just a disassembler so you can see what the scripts can do, but it isn't an assembler/compiler to allow for modifications. It is mostly intended to document the new changes to Papyrus and to let folks see what is happening scriptwise.
  15. We've got an update available for our Fallout 4 Tools: http://f4se.silverlock.org/beta/fallout4_tools_0003.7z This includes a bug-fix for ba2extract where the width and height of textures was accidentally swapped. It also introduces scriptdump.exe which is a .pex disassembler. It has been updated with the new features in Papyrus 3.9 (structures and new mostly-array-centric opcodes). Thank Ian for both of these. Decoding is continuing for F4SE proper, and the plug-in API has been brought forward from SKSE. A lot more class decoding is needed before useful plugins can be made, but progress is steady.
  16. We're investigating these things. None of them have been completely successful. Extracting the hardcoded info and modding it has yielded mixed results and we don't have a solution we're happy with yet. If we come up with a consistent, workable solution, we'll release it even if that is the only piece of functionality in F4SE. But it will require a release of the tool - simple modifications of the encoded file on disk do not suffice.
  17. Really it is going to depend on how different the eastern European game is from the US version. F4SE depends upon knowing offsets into the executable, and if the executable isn't the same that becomes very hard to deal with. Probably if we got a look at the Fallout4.exe we could say whether or not it would work. We'll have answers for that soon. Traditionally we've been able to leverage a lot of functionality from previous releases. The engines haven't changed that much (at least in the areas we've been working) over the last ten years. At least the core of the standard moddable class (Weapons, Armor, NPCs) have really only been tweaked or extended. So lots of our internal code comes right over - or at a minimum gives us a great head start with each new game. SKSE had a bunch of additional work to get Papyrus up and running, but we ought to be able to leverage that work as well. The UI looks quite similar at a first glance, though we've only just started investigating. So lots of our internal implementations look like they can be easily updated. Once the CK is available we ought to be able to have most of our Papyrus extensions implemented again. So it in theory may be possible for folks with previous mods to update them. But we're really not going to know until the CK comes out. Finally the Script Extender goes very deep. We reverse engineer whole portions of the game and can adjust, hook and patch most of it. We load our own DLLs into the process which includes our additional functionality. There is a lot we can do to the internal engine, in addition to manipulating papyrus functions.
  18. Great news to report - we have the first underpinnings of F4SE up and running. And we have proof: http://f4se.silverlock.org/F4SE_Splash.jpg . Next up comes a lot of work decoding classes and porting over internal functionality from previous games. We're off! I'll try and catch up with previous requests and posts tomorrow.
  19. We can't confirm anything yet, but we understand how important this is an are investigating. No idea when we will discover something, I can ask Ian to look at that. You mainly want a file listing of what is in the BSA - what files we would extract, but not do the actual extraction? Pretty much, I'd be happy with any info it could supply. If it's just the numfiles I can do a compare-count to check progress of extraction afterwards and if it's the textfile-one I can do a compare check to list for myself which files already extracted (and do the count myself at the same time). If Ian's got any time for it, that'd be great, otherwise just thanks for updating it already recently :smile:. As for moderator related subjects, sending a pm to one that's currently or most recently active works. Sometimes it's worth trying to check if one's in the chat available for a response there, you can even send a private message there. (usually best to ask if they're around first) Thanks - I will see what we have time to do with the extractor. And my bungling with the moderators still seemed to accomplish the goal and get moved to ModTalk. So I'll count that as a win.
  20. jet4751: Jon has release the UI-based extractor: http://www.nexusmods.com/fallout4/mods/78/?
  21. And now I shoud apologize to the mods. I am used to the BGS forums where reporting a post is the best way to get the mod's attention about it. As I fired off my report of the first post I noticed the big "please only report objectionable content" notice. Guess I need to find another way to communicate with the moderators. Such a noob. :)
  22. Ian just posted a detailed info dump about the textures over on the BGS forums: http://forums.bethsoft.com/topic/1544542-wipz-fallout-4-script-extender-f4se/page-2?do=findComment&comment=24478180
  23. I can ask Ian to look at that. You mainly want a file listing of what is in the BSA - what files we would extract, but not do the actual extraction? I will monitor both, but I tend to spend more time in the BGS forums traditionally. I will also ask to move to the mods forum now that it is open. Jon at NifTools will be releasing an update that uses the same basic code to extract. So when he updates those tools you can leverage that. We don't plan to add a UI to this extractor. http://f4se.silverlock.org/beta/fallout4_tools_0001.7z Not sure why it may not be working, but hopefully this one will work for you. Looks like this round will be pronounced "FASE". I thought originally it woudl be ef-four-es-ee or four-see. But you can call it however you want. In my head it is generally spelled out. SKSE is usually talked about spelled out es-kay-es-ee. But in my head it is "scuzzy". Folks on the BGS forums wanted to call it "sexy". Pick your own. NVSE is pretty much always spelled out. FOSE is usually "fozzy". OBSE is either spelled out or call obb-see. As long as you folks use and enjoy them, call them whatever you want.
  24. Hmm -this is the first we have heard about that. Others have been succesful with it I believe. Can you try redownloading it and trying again? Also the v1 version is still available (but will likely mess up the normals of the textures) - you can try downloading that and see if it works better for you. Certainly we will be asking for a wishlist - but that will likely wait until the CK has been released. Until that time we'll be hooking things up, finding where things are, and building our plugin interfaces. The usual things we do before the CK ships. I don't think we've actually tried the loose files yet. Mostly we wanted to get the extraction tools rolling so the NifSkope folks could verify that the Nif format didn't change too much. I'll ask the rest of the team to see what they may have tried.
  25. Website: http://f4se.silverlock.org/ The Fallout 4 Script Extender, or F4SE for short, will be a modder's resource that expands the scripting capabilities of Falout 4. It will do so without modifying the executable files on disk, so there will be no permanent side effects. The xSE team has returned to try our hand at the next great Bethesda game. We have produced the Skyrim Script Extender (SKSE), New Vegas Script Extender (NVSE), Fallout Script Extender (FOSE), and originally the Oblivion Script Extender (OBSE). We can't wait to help produce tools for the best mods for Fallout 4. Now that Fallout 4 is released in the US we have started our work. We'll keep everyone informed as to our progress. This is an incredibly early release, so please keep in mind that there is only extremely limited functionality provided by this version of F4SE, that we can't offer technical support for it, and that literally anything about it can change in the future. This is being released primarily to test against a wider audience and hopefully help some people out at the same time. Fallout runtime 1.4.132: Use F4SE 0.1.8. whatsnew: 0.1.8: - support for untime 1.4.132 - more internal class decoding 0.1.7: - support for beta runtime 1.4.131 - more internal class decoding 0.1.6: - support for beta runtime 1.4.125 - internal tools updates - more internal class decoding (inventory, input, netimmerse skin) 0.1.5: - support for runtime 1.3.47 - initial game menu support and utilities - more internal class decoding 0.1.4: - support for beta runtime 1.3.45 - enable logging from scaleform. add bEnableGFXLog=1 to the [interface] section of your f4se.ini. create it if it doesn't exist. - hook global scaleform tint functions to allow interface mods to selectively modify tint colors/intensities - initial scaleform native plugin API - more internal class decodingBethesda has hinted that additional updates will be coming more shortly than normal, so please be prepared for another update on our end to be needed when that happens. Also, the embedded CustomControlMap.txt has changed again, so people using custom versions will need to update that as well (mainly by removing the up/down/left/right block). 0.1.3: updated for 1.2.37 runtime 0.1.2: - updated for 1.2.33 runtime 0.1.1: - fixed crash when resetting keybindings from ui 0.1.0: - everything - plugin manager - simple hooks for papyrus, scaleform, and the classic script system, but nothing useful for modders yet - customization of internal keymappings Copy CustomControlMap.txt to Data\F4SE\CustomControlMap.txt. Edit that file to set your bindings. The format is the same as Skyrim, it's a space-separated file. The first column is the name of the internal keybind. The second column is the keyboard scan code that should activate the bind in hex, or 0xFF if unbound. Use google to find a table of scan codes. The third column is for mice, the fourth for controllers. The next three columns control whether or not a control should be written to the user's config file. The final column specifies which input layer the bind is associated with - you will probably not want to change that. - currently-installed version of F4SE is shown in the Settings menu next to the game version - running GetF4SEVersion from the console will print the current version as well - log spam is written to My Documents\My Games\Fallout4\F4SE\When testing the control map, note that many of the control labels in the UI are hard-coded. Changes to the control map will be functional, but might not show up in the UI. Also, previously customized keys overwrite settings in the control map. You may need to delete My Documents\My Games\Fallout 4\ControlMap_Custom.txt or pick "defaults" from the in-game keybinds menu. This is a list of DirectX keyboard scan codes. As a first taste we do have a BA2 Extractor to unpack the new BA2 package format of Fallout 4. Download it at: fallout4_tools_0001.7z It is a command line tool that will extract the contents of a given ba2 to a specified folder.
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