Jump to content

registrator2000

Premium Member
  • Posts

    106
  • Joined

  • Last visited

Everything posted by registrator2000

  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.
  14. To close the special menu without resetting your stats, you can enter the hidemenu specialmenu console command. Your name is changed immediately when you edit the Name field in the SPECIAL menu - no need to "accept" changes to have the name stick.
  15. If you shove your ObjectReference into an Alias (Stores Text flag must be checked), you can display the name of the base form via Text Replacement.
  16. There is no official documentation on F4SE-added functions at this point in time. However, most are self-explanatory from their names and return types. You'll find F4SE additions to Papyrus in <F4SE folder>\_for_test_only\Data\Scripts\Source\F4SE\ (for build 0.2.5). They are located at the end of the script source files. Note that at present time, F4SE has a disclaimer that these functions are not be locked down and may change in future releases. Examples: ObjectReference.psc ; Returns all the mods for this reference ObjectMod[] Function GetAllMods() native Actor.psc struct WornItem Form item ; Can be ARMO or WEAP Form model ; Can be ARMA or WEAP depending on item string modelName ; Model override name Form materialSwap ; Material swap form TextureSet texture ; TextureSet override EndStruct ; Slot index is valid from 0-43 ; Item can be none and still contain other information at a particular slot WornItem Function GetWornItem(int slotIndex, bool firstPerson = false) native ; Returns all the mods for the item at the particular index ; returns None if there is no item at this index ObjectMod[] Function GetWornItemMods(int slotIndex) native Game.psc ; Returns the current console ref ObjectReference Function GetCurrentConsoleRef() native global
  17. Wonderful! Thank you for taking the time to make a tutorial for fellow modders. For anyone wondering - these additive records are exactly what Bethesda uses for the official DLC to add to the race records. (You can see this being done in Automatron for humans, assaultrons and several other races.)
  18. There are two components to workshop grid snapping in Fallout 4. As you've mentioned, it's disabled by default, but can be an incredibly useful feature. (For those interested, the relevant setting is bWorkshopEnableGridBasedSnapping in the Workshop section) The first component is rotational snapping. The default snap angle is 45 degrees. This automatically takes into account surrounding workshop objects and lets you orient an object perfectly with respect to another. The second component is the actual "grid-snapping" component. However, most of the time, this is not visible, because the default snap-point snap behavior is a lot more likely to happen way before your object gets close enough to snap onto the grid created by another object. It can be evidently observed if you turn default snapping off so that grid-snap can do its work. You can see it happening at 0:35 in the following video:
  19. Tangentially related, but I've always envisioned taking voices from the Japanese version of the game with English subtitles for new lines. Text-to-speech-generated voices would be a complete immersion-breaker for me, especially if everybody sounded the same. All lines (and actors) in the English version have corresponding Japanese lines (and actors), so you'd have a huge variety of lines and emotions to pick from already. Of course it'll sound completely wrong to people who actually understand Japanese, but for everybody else it'll just be like someone watching anime with English subs. Silly? Perhaps. Just a thought that I've had for a while! :tongue: (companions speaking jap) Anyway, as scrivener07 has noted, Fallout 4 uses Scaleform for UI. A list of the AS3 API available to you in Scaleform applications is (or rather, was) published by Autodesk. (Unfortunately, they've since hidden the document behind a paywall.. - the good news is that the document has been archived by the Internet Archive.) sf_4.3_flash_support.pdf
  20. I'm using a Razer Naga too! You should be able to disable the scroll wheel via Razer Synapse. Just set the button assignment to DISABLED. I'm having my share of problems with the scroll wheel too - for me, scroll click simply stopped working one day. http://i.imgur.com/SjVqWbG.png
  21. You can consider using a cloak magic effect to attach a spell to nearby actors (a technique that's been established for a while in Skyrim - you will be able to find a lot more documentation if you do a search with skyrim in your list of keywords. Fallout 4 works mostly in the same way regarding scripting. Here's the Skyrim CK page for dynamically attaching scripts.) The Pain Train perk uses a cloak-archetype magic effect to apply stagger and is a vanilla example of how Bethesda implemented a cloak MGEF in Fallout 4.
  22. You can extract the hkx files from Fallout4 - Animations.ba2 with the Archive2 tool located in Fallout 4\Tools\Archive2, or use BAE (which is generally a lot faster at extracting large archives) To unpack hkx files, use hkxpack.
×
×
  • Create New...