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[WIPz] Fallout 4 Script Extender (F4SE)


behippo

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I'm new here and I would like to learn how to mod Fallout 4. I'm wondering what kind of mods does this new F4SE allow people to create before the new CK arrives? I read somewhere that you can't make scripts yet because the source is not yet available or something (I may have misunderstood). Does F4SE let us create mods that use scripts before CK?

 

You're not going to be able to make anything as a new modder until they release the development tools. You can expect them early next year. Until then, I'd suggest looking into papyrus. Maybe try your hand at modding Skyrim for practice, as it's very similar. There are many good tutorials.

 

Great to see that you guys are already hot on the scene. Looking forward to using F4se!

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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.

 

That said, here's F4SE 0.1.0.

 

whatsnew:

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.

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Afternoon chaps,

 

Large fist-pump when I did a hopeful search on Fallout 4 Script Extender this morning. I don't think any of us were expecting such a bloody quick release, big kudos :smile:

 

Demeggy

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Thanks to the CustomControlMap.txt included in this I was able to decode the ControlMap_Custom.txt file that gets place in My Games/Fallout4. It may be possible to change all key binds, including internal ones, with that file only, no scripting needed.

 

Basically, it's split up into 3 chunks, separated by these three bytes each "0x05 0x00 0x??". The third byte (and probably the second, short value) is the size of the chunk in bytes. The chunk itself is split up like this:

 

4 bytes, line number - 1 from CustomControlMap.txt, 1 byte = bind.

 

As you can imagine, one chunk is for keyboard commands, another for mouse, and another for controller.

 

So, 0B 00 00 00 60 would correspond to line 0b (line 12), and 60 is the key (numpad 0). Maybe if I get free time I can write a front end for it. Not even sure if the game will load the file properly.

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