oldirty Posted March 18, 2017 Share Posted March 18, 2017 I am having the issue that when I launch the Script extender i get double input on my gamepad. When i dont use ske then I am fine. Anyone know why? Link to comment Share on other sites More sharing options...
XunAmarox Posted March 20, 2017 Share Posted March 20, 2017 I read online that F4SE adds a setname command that allows the renaming of objects, like containers. I have F4SE 0.3.0 but it tells me there is no setname command when I attempt to use it in-game. If there is indeed a setname command included, how do I use it? http://i.imgur.com/9ERhSOc.pngMaybe someone just forgot to include the script with the latest version and all the people installing over their older versions of F4SE never noticed because it was in one of those? Link to comment Share on other sites More sharing options...
shadowslasher410 Posted March 20, 2017 Share Posted March 20, 2017 It's a mod (http://www.nexusmods.com/fallout4/mods/22105/?). Link to comment Share on other sites More sharing options...
oldirty Posted March 30, 2017 Share Posted March 30, 2017 Still getting double input when using gamepad. Anyhelp out there? If I launch the game through Stream It is fine but whenever I use my script extender it acts like I am using two controllers Link to comment Share on other sites More sharing options...
DeadCodeAtWork Posted March 31, 2017 Share Posted March 31, 2017 Still getting double input when using gamepad. Anyhelp out there? If I launch the game through Stream It is fine but whenever I use my script extender it acts like I am using two controllersI really have no idea so shot in tye dark here. but maybe check your f4se folders and see if there is two controlcommand.txt might be casuing dual input. Link to comment Share on other sites More sharing options...
scrivener07 Posted April 6, 2017 Share Posted April 6, 2017 (edited) I have an issue with the papyrus user input additions. I noticed that sometimes I would receive registered input events (keys and controls), and other times I would not, seemingly at random when I test in game. What I had going was two scripts attached to a Quest in the creation kit. One of these scripts did the input registrations and event and the other script was unrelated to the F4SE input additions. On a hunch I attached a third script to this same Quest with just an input event declaration. Scriptname MyScript Event OnKeyDown(int keyCode) Debug.Trace("I should not be getting the '"+keyCode+"' key on "+self) EndEvent I figured out after a few more in game tests that sometimes "MyScript" would receive the event, sometimes nothing would happen (the unrelated script?), and other times it would work on the script I actually registered keys for.Im guessing that something is f*#@ered up with how events are sent to multiple scripts on the same form because in Skyrim when an event is registered for in papyrus, the event is sent to all scripts attached to the same form normally. This is not the case in Fallout 4 and maybe this was not taken into account. Whatever the actual problem is my solution is to make sure that scripts using the new input events are the only script attached to a form.FYI, I cross-posted https://www.reddit.com/r/f4se/comments/63upgk/papyrus_input_additions_do_not_register_properly/ Edited April 6, 2017 by scrivener07 Link to comment Share on other sites More sharing options...
JesterDoobie Posted April 7, 2017 Share Posted April 7, 2017 I am unable to RegisterForKey() and have anything happen at all, can someone post a working example of such a script or some snippets to show how exactly to use this function in a script that extends a RefAlias? Also, anyone know the key codes for mousewheel up/down? Link to comment Share on other sites More sharing options...
scrivener07 Posted April 7, 2017 Share Posted April 7, 2017 https://www.reddit.com/r/f4se/comments/63upgk/papyrus_input_additions_do_not_register_properly/dfy08ap/ Link to comment Share on other sites More sharing options...
Scottt49 Posted April 10, 2017 Share Posted April 10, 2017 Do I need to run fo4 from the f4se_loader.exe every time I launch the game or can I do it from NMM? Link to comment Share on other sites More sharing options...
VIitS Posted April 10, 2017 Share Posted April 10, 2017 Do I need to run fo4 from the f4se_loader.exe every time I launch the game or can I do it from NMM?You can set NMM to launch using F4SE (the little down arrow to the right of the "Launch Fallout4" button). And yes, you do have to launch using F4SE every time if you want F4SE to work. Link to comment Share on other sites More sharing options...
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