YouDoNotKnowMyName Posted June 14, 2021 Share Posted June 14, 2021 Good evening everybody! How can I use the added functions of a F4SE plugin in a normal script in the CK? For example:I installed "Console Util" (a F4SE plugin that allows you to call console functions form papyrus scripts).This is one of the functions it adds: ExecuteCommand()It takes a string as a parameter and executes that as a console command. But when I try to use it in a papyrus script like this, to set the FOV to 100, just as an example, ExecuteCommand("FOV 100"), the compiler complains that there is no function called "ExecuteCommand". So do I need to do something like "include" the F4SE plugin in my script so the compiler "knows" that it is there?(Kind of like you do in C and C++ with header files) Sorry if thsi has already been asked before, I searched around and couldn't find anything usefull ...This is the first time that I ever used any F4SE stuff in a mod ... Link to comment Share on other sites More sharing options...
wim95 Posted June 14, 2021 Share Posted June 14, 2021 you need ConsoleUtil.PSC in script/sources/user folderSee Console Util page carefully. You can click on the links. Link to comment Share on other sites More sharing options...
dylbill Posted June 15, 2021 Share Posted June 15, 2021 Yep, once ConsoleUtil is installed then you can do ConsoleUtil.ExecuteCommand("FOV 100"). Or you can put Import ConsoleUtil at the top of the script, then just use ExecuteCommand("FOV 100") like you had originally. Link to comment Share on other sites More sharing options...
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