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Everything posted by Reneer
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Of course, Bethesda also has the ability to change those terms whenever they see fit. They could also have additional terms that are included with the release of the CK.
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Let's not forget Second Life (250 Linden dollars = 1 USD, for those curious).
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So many radiostation mods out there...
Reneer replied to Klipperken's topic in Fallout 4's Discussion
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Sorry for the thread necromancy mods, but I figured the info I have to share is relevant. :smile: With that out of the way, the BGSCodeObj seems to be created in Fallout4.exe (found by looking at the hex in HxD). And looking further into that, all the commands are contained within the EXE file it seems like. I was personally poking around in the TerminalMenu.swf, trying to see if there was an easy way to get text input to work. Alas, it seems like not (well, without adding it in myself, of course). Though I am definitely out of my depth when it comes to ActionScript, it seems like I could add an event listener for the keyboard and get text input that way. I might just avoid this particular rabbit hole, though. :P
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Yes, there is a way, but getting it to work with your batch file is probably not possible. To obtain a specific ref ID, you would want to use ObjectReference yourRef = Game.GetFormFromFile(0xFormID, "YourMod.esp") As ObjectReferenceAnother example: Actor yourActor = Game.GetFormFromFile(0xFormID, "YourMod.esp") As ActorGetFormFromFile requires only 6 parts of a regular 8-letter FormID, since it finds the first two (mod order) by looking at where the ESP file is in your load order. You can, if you want, supply the 8 character FormID though. That being said, I don't believe you can call SetActorFullName from a Papyrus script. But I haven't tried to see if it works yet either. You could, however, use that information to tell the mod-user the information to type within the console.
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I'm a little confused as to what you are trying to do, but to check if a property is defined, you would just do something like this: if (propertyvar != none) ; code here endifAll properties, if they aren't defined in the CK / GECK, will have their "default" state set (for references this is none, for ints 0, floats 0.0, etc).
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FO4Edit Script Properties
Reneer replied to Deleted3507349User's topic in Fallout 4's Creation Kit and Modders
Yes, there are differences between the Skyrim and Fallout 4 function calls. That only makes sense. The game will be updated by Bethesda, but they are not going to change the scripting system to such a degree that it will break any mods made pre-CK, because they would be breaking their own scripts in the process. Unlike what happened when Skyrim came out, the modding community has a great deal more information on how the Fallout 4 ESM / ESP format works and what the records contain because Bethesda hasn't changed the system to such a degree that they did between Oblivion / FO3 and Skyrim. -
FO4Edit Script Properties
Reneer replied to Deleted3507349User's topic in Fallout 4's Creation Kit and Modders
Bethesda uses GetFormFromFile in their own code. The EditorID is simply a more convenient way to remember the FormID for humans, and the Papyrus compiler simply substitutes the FormID for "EditorID" when the script is compiled. Using FormIDs instead of EditorIDs is not dangerous, it is simply skipping a step and assigning the Script Property directly in the code. The issue you might be thinking of that used to happen (and can still do if you don't use GetFormFromFile) is that the load order of a FormID can change based upon where the mod is loaded (e.g 01 56b9a1 versus 02 56b9a1). By using GetFormFromFile, you specifically tell the game engine which mod you are wanting to look at, and so the game simply substitutes that mod's load order number (01, 02, etc) for the beginning of the FormID. Essentially it chops off the first two numbers and puts in whatever it finds that corresponds to YourMod.esp and thus you don't need to specify the load order numbers. So you could write the FormID you want as only six numbers instead of eight (as Bethesda does in their use of GetFormFromFile), since the engine is smart enough to figure that out. -
FO4Edit Script Properties
Reneer replied to Deleted3507349User's topic in Fallout 4's Creation Kit and Modders
It's possible, but annoying. The easiest method right now, I've found, is to do this: Perk Property YourPerk Auto Event OnLoad() YourPerk = Game.GetFormFromFile(0xFormIDHere, "Fallout4.esm") As Perk EndEventAlternatively, you have to find an existing script that contains the number of properties you need for your script and, using FO4Edit, copy the VMAD record to your script in your ESP file, then manually modify the property to point to the FormID of what you need. There is a tool that makes this easier, and it is outlined here. As for the AddPerk command, it is located in the Actor.pex file (if you want to decode it with Champollion) and the format is: Function AddPerk(Perk akPerk, bool abNotify) nativeSo the second variable is simply whether the player gets notified about the perk being added. -
Scripting Help Needed
Reneer replied to shadowslasher410's topic in Fallout 4's Creation Kit and Modders
That's what I thought. I guess I still need to add them even if they'll be ignored... Thanks for the help! In the GECK / FO4CK this isn't an issue (well, it wasn't in Skyrim). Pretty sure it's a Caprica-only thing. -
Scripting Help Needed
Reneer replied to shadowslasher410's topic in Fallout 4's Creation Kit and Modders
The problem is simply that you don't have enough arguments. The Show() function, if you look in the decompiled Message script, takes 9 arguments of type float. So to fix your problem you would simply need to use Show(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)If your message doesn't have any float / int formatting codes in it, those 0.0s will be ignored.