ShinraStrife Posted December 2, 2015 Share Posted December 2, 2015 Does the current F4SE allow version checks through scripting? For instance, if I build F4SE.psc the same way SKSE's is setup: Scriptname F4SE Hidden int Function GetVersion() global native int Function GetVersionMinor() global native int Function GetVersionBeta() global native int Function GetVersionRelease() global native int Function GetScriptVersionRelease() global return 48 endFunction int Function GetPluginVersion(string name) global native Would I be able to check the version via script? No, we haven't implemented any of the scripting functionality yet. We've put in place the hooks into Papyrus, so in theory it could be done assuming you could compile the pex file. I don't think we were planning on doing so until the GECK became available. But plans can change. Let me chat with the team and see what they think. What are you doing that needs this functionality so early? You've got me curious. Nothing yet. I was mainly looking into what I could do with plugins and maybe make the options of my mod that use F4SE plugins optional. I'm not being impatient, I know you guys have lives too. I was just asking if the F4SE checks were passed over from skyrim, or removed and will be added later when we know exactly what was changed since skyrim. Link to comment Share on other sites More sharing options...
behippo Posted December 2, 2015 Author Share Posted December 2, 2015 What are you doing that needs this functionality so early? You've got me curious. Nothing yet. I was mainly looking into what I could do with plugins and maybe make the options of my mod that use F4SE plugins optional. I'm not being impatient, I know you guys have lives too. I was just asking if the F4SE checks were passed over from skyrim, or removed and will be added later when we know exactly what was changed since skyrim. None of the scripting functionality has been moved over yet from SKSE to F4SE. Most of that functionality requires the decoding of the internal classes, which is work in progress. We also don't know for sure yet what functionality has been provided natively with the new Papyrus. We have discovered that the new scripting has introduced some ScriptObject::Get/SetProperty calls which seem to expose a lot of information that required the a script extender in the past. So extending class functionality (for things like Weapons and Armor which we know implement these functions) might be better done as extensions to Get/SetProperty than as new individual functions. As a side note, that type of interface is somewhat of a throwback for us. Way back in the earliest versions of OBSE I implemented commands in a similar way: a single command to fetch information and a parameter to specify which info to get. It was a little confusing to modders and it seemed much easier to just break out the functions into individual accessors which we would implement internally on our classes. Now the main access point seems to be through these more global GetProperty/SetProperty functions on the script object. However, I also haven't looked at the implementation in the class scripts themselves. It could be a lot of papyrus access functions that turn around and call a single native GetProperty function with a specified enumerator. That in fact would allow lots of flexibility for Bethesda to expose new information while still keeping a nice interface for modders. So perhaps I am expecting to see that. Guess I need to look at the decompiled scripts and see what is there. I simply haven't looked into the scripting side much at all yet - without the GECK or a Papyrus compiler there was less of a reason to dive in on that side of the work. Link to comment Share on other sites More sharing options...
behippo Posted December 2, 2015 Author Share Posted December 2, 2015 There seems to be a new Fallout 4 beta, build 1.2.37. F4SE does not work with this new beta. We'll get to work on an update, but it will take sometime. Hopefully we'll have an update tonight or tomorrow. Link to comment Share on other sites More sharing options...
behippo Posted December 3, 2015 Author Share Posted December 3, 2015 We've updated F4SE for the new 1.2.37 beta: F4SE 0.1.3 . This release is only for the beta, continue using 0.1.1 for the official 1.1.30 release. Please let us know if everything works for you. Link to comment Share on other sites More sharing options...
behippo Posted December 7, 2015 Author Share Posted December 7, 2015 Now that Bethesda has released build 1.2.37 as the new stable runtime, please use F4SE 0.1.3 as the new official alpha release. Link to comment Share on other sites More sharing options...
scrivener07 Posted December 7, 2015 Share Posted December 7, 2015 Thank you xSE Team! Link to comment Share on other sites More sharing options...
ka26 Posted December 14, 2015 Share Posted December 14, 2015 (edited) Ever since the first version, f4se crashes before the game actually launches and I get this error message in the f4se_loader log: WARNING: something has started the runtime outside of f4se_loader's control.F4SE will probably not function correctly.Try running f4se_loader as an administrator, or check for conflicts with a virus scanner. I run the .exe as administrator and have the whole Fallout 4 folder excluded from my antivirus. I have also tried turning off the antivirus completely. What could be causing this? Edited December 14, 2015 by ka26 Link to comment Share on other sites More sharing options...
TheLich Posted December 14, 2015 Share Posted December 14, 2015 Ever since the first version, f4se crashes before the game actually launches and I get this error message in the f4se_loader log: WARNING: something has started the runtime outside of f4se_loader's control.F4SE will probably not function correctly.Try running f4se_loader as an administrator, or check for conflicts with a virus scanner. I run the .exe as administrator and have the whole Fallout 4 folder excluded from my antivirus. I have also tried turning off the antivirus completely. What could be causing this? can you post full contents of f4se_loader.log? Link to comment Share on other sites More sharing options...
hdhemgey Posted December 15, 2015 Share Posted December 15, 2015 (edited) Thanks for this. The key bindings drove me crazy. Here's my CustomControlMap.txt ESDF bindings: Forward 0x45 0xff 0xff 1 1 0 0x1 Back 0x44 0xff 0xff 1 1 0 0x1 StrafeLeft 0x53 0xff 0xff 1 1 0 0x1 StrafeRight 0x46 0xff 0xff 1 1 0 0x1 Move 0xff 0xff 0x000b 0 0 0 0x1 Look 0xff 0xa00 0x000c 0 0 0 0x2 PrimaryAttack 0xff 0x0 0x000a 1 1 1 0x40 SecondaryAttack 0xff 0x1 0x0009 1 1 1 0x40 Melee 0x57 0xff 0x0200 1 1 1 0x40 Activate 0x52 0xff 0x1000 1 1 1 0x04 ReadyWeapon 0x54 0xff 0x4000 1 1 1 0x40 Pipboy 0x09 0xff 0x2000 1 1 1 0x108 TogglePOV 0x56 0x2 0x0020 1 1 1 0x20 ZoomIn 0xff 0x800 0xff 0 0 0 0x220 ZoomOut 0xff 0x900 0xff 0 0 0 0x220 Jump 0x20 0xff 0x8000 1 1 1 0x401 Sprint 0x41 0xff 0x0040 1 1 1 0x1 VATS 0x51 0xff 0x0100 1 1 1 0x40 Sneak 0x5A 0xff 0x0080 1 1 1 0x81 Run 0xA0 0xff 0xff 1 1 0 0x1 ToggleAlwaysRun 0x14 0xff 0xff 1 1 0 0x1 AutoMove 0x58 0xff 0xff 1 1 0 0x1 Quickkeys 0x47 0xff 0xff 1 0 0 0x8 QuickkeyUp 0xff 0xff 0x0001 0 0 0 0x8 QuickkeyDown 0xff 0xff 0x0002 0 0 0 0x8 QuickkeyLeft 0xff 0xff 0x0004 0 0 0 0x8 QuickkeyRight 0xff 0xff 0x0008 0 0 0 0x8 Quickkey1 0x31 0xff 0xff 0 0 0 0x8 Quickkey2 0x32 0xff 0xff 0 0 0 0x8 Quickkey3 0x33 0xff 0xff 0 0 0 0x8 Quickkey4 0x34 0xff 0xff 0 0 0 0x8 Quickkey5 0x35 0xff 0xff 0 0 0 0x8 Quickkey6 0x36 0xff 0xff 0 0 0 0x8 Quickkey7 0x37 0xff 0xff 0 0 0 0x8 Quickkey8 0x38 0xff 0xff 0 0 0 0x8 Quickkey9 0x39 0xff 0xff 0 0 0 0x8 Quickkey10 0x30 0xff 0xff 0 0 0 0x8 Quickkey11 0xbd 0xff 0xff 0 0 0 0x8 Quickkey12 0xbb 0xff 0xff 0 0 0 0x8 Quicksave 0x74 0xff 0xff 1 0 0 Quickload 0x78 0xff 0xff 1 0 0 Pause 0x1b 0xff 0x0010 1 1 1 0x8 Screenshot 0x2c 0xff 0xff 0 0 0 0x10 Console 0xc0 0xff 0xff 0 0 0 0x10 ConsoleToggles 0x2d 0xff 0xff 0 0 0 0x10 CameraPath 0x7b 0xff 0xff 0 0 0 QuickStats 0x4b 0xff 0xff 1 1 0 0x108 QuickInventory 0x49 0xff 0xff 1 1 0 0x108 QuickData 0x4a 0xff 0xff 1 1 0 0x108 QuickMap 0x4d 0xff 0xff 1 1 0 0x108 QuickRadio 0x4f 0xff 0xff 1 1 0 0x108 Accept 0x0D 0xff 0x1000 0 0 0 0x8 Cancel 0x09 0xff 0x2000 0 0 0 0x8 Up 0x26 0xff 0x0001 0 0 0 0x8 Down 0x28 0xff 0x0002 0 0 0 0x8 Left 0x25 0xff 0x0004 0 0 0 0x8 Right 0x27 0xff 0x0008 0 0 0 0x8 LeftStick 0xff 0xff 0x000b 0 0 0 0x8 RightStick 0xff 0xff 0x000c 0 0 0 0x8 LTrigger 0xff 0xff 0x0009 0 0 0 0x8 RTrigger 0xff 0xff 0x000a 0 0 0 0x8 XButton 0x54 0xff 0x4000 0 0 0 0x8 YButton 0x59 0xff 0x8000 0 0 0 0x8 LShoulder 0xA0 0xff 0x0100 0 0 0 0x8 RShoulder 0x51 0xff 0x0200 0 0 0 0x8 Select 0x56 0x1 0x0020 0 0 0 0x8 L3 0xA2 0xff 0x0040 0 0 0 0x8 R3 0x58 0xff 0x0080 0 0 0 0x8 Cursor 0xff 0xa00 0x000c 0 0 0 0x10 Click 0xff 0x0 0x1000 0 0 0 0x10 Cursor 0xff 0xa00 0x000b 0 0 0 0x10 Click 0xff 0x0 0x1000 0 0 0 0x10 PickPrevious 0xff 0x800 0x0002 0 0 0 0x10 PickNext 0xff 0x900 0x0001 0 0 0 0x10 Up 0x26 0xff 0xff 0 0 0 0x10 Down 0x28 0xff 0xff 0 0 0 0x10 PageUp 0x21 0xff 0xff 0 0 0 0x10 PageDown 0x22 0xff 0xff 0 0 0 0x10 NextFocus 0x09 0xff 0x0200 0 0 0 0x10 PreviousFocus 0xff 0xff 0x0100 0 0 0 0x10 PrevPage 0x26 0xff 0xff 0 0 0 0x10 NextPage 0x28 0xff 0xff 0 0 0 0x10 PrevSubPage 0x21 0xff 0xff 0 0 0 0x10 NextSubPage 0x22 0xff 0xff 0 0 0 0x10 PrevPage 0xff 0x0,0x900 0x0009,0x0100 0 0 0 0x8 NextPage 0xff 0x1,0x800 0x000a,0x0200 0 0 0 0x8 Console 0xc0 0xff 0xff 0 0 0 0x10 NextFocus 0x09 0xff 0x0200 0 0 0 0x10 PreviousFocus 0xff 0xff 0x0100 0 0 0 0x10 Up 0x26 0xff 0x0001 0 0 0 0x10 Down 0x28 0xff 0x0002 0 0 0 0x10 Left 0x25 0xff 0x0004 0 0 0 0x10 Right 0x27 0xff 0x0008 0 0 0 0x10 PageUp 0x21 0xff 0xff 0 0 0 0x10 PageDown 0x22 0xff 0xff 0 0 0 0x10 ToggleMinimize 0x74 0xff 0x0020 0 0 0 0x10 ToggleMove 0x73 0xff 0x0080 0 0 0 0x10 Close 0x75 0xff 0xff 0 0 0 0x10 F1 0x70 0xff 0xff 0 0 0 0x10 F2 0x71 0xff 0xff 0 0 0 0x10 F3 0x72 0xff 0xff 0 0 0 0x10 F7 0x76 0xff 0xff 0 0 0 0x10 F8 0x77 0xff 0xff 0 0 0 0x10 F9 0x78 0xff 0xff 0 0 0 0x10 F10 0x79 0xff 0xff 0 0 0 0x10 F11 0x7a 0xff 0xff 0 0 0 0x10 F12 0x7b 0xff 0xff 0 0 0 0x10 LTrigger 0xff 0xff 0x0009 0 0 0 0x10 RTrigger 0xff 0xff 0x000a 0 0 0 0x10 Backspace 0x08 0xff 0xff 0 0 0 0x10 Enter 0x0D 0xff 0xff 0 0 0 0x10 B 0xff 0xff 0x2000 0 0 0 0x10 Y 0xff 0xff 0x8000 0 0 0 0x10 X 0xff 0xff 0x4000 0 0 0 0x10 CameraZUp 0xff 0x800 0x000a 0 0 0 CameraZDown 0xff 0x900 0x0009 0 0 0 WorldZUp 0xff 0x0 0x0200 0 0 0 WorldZDown 0xff 0x1 0x0100 0 0 0 LockToZPlane 0xff 0xff 0x4000 0 0 0 Look 0xff 0xff 0x000c 0 0 0 0x8 ZoomIn 0xff 0x800 0x000a 0 0 0 0x8 ZoomOut 0xff 0x900 0x0009 0 0 0 0x8 Move 0xff 0xa 0x000b 0 0 0 0x8 RotatePick 0xff 0xa00 0x000b 0 0 0 0x8 RotateLock 0x45,0x44,0x53,0x46 0xff 0x000c 0 0 0 0x8 DebugMode 0xbf 0xff 0x4000 0 0 0 0x8 Cancel 0x1b 0xff 0x2000 0 0 0 0x8 Pick 0x51 0xff 0x000a 0 0 0 0x8 Accept 0x52 0xff 0x1000 0 0 0 0x8 Cancel 0x09,0x4E 0x1 0x2000,0x0100 0 0 0 0x8 ChangePart 0xff 0xff 0x000b 0 0 0 0x8 NextTarget 0x46 0xff 0xff 0 0 0 0x8 PrevTarget 0x53 0xff 0xff 0 0 0 0x8 NextPart 0x45 0x800 0xff 0 0 0 0x8 PrevPart 0x44 0x900 0xff 0 0 0 0x8 ZoomIn 0x56 0x2 0x0009 0 0 0 0x8 Cancel 0x09,0x4E 0x1 0x2000,0x0100 0 0 0 0x8 ApplyCritical 0x20 0xff 0x4000 0 0 0 0x8 MultiActivateA 0x28,0x34 0xff 0x1000 0 0 0 0x8 MultiActivateB 0x27,0x33 0xff 0x2000 0 0 0 0x8 MultiActivateX 0x25,0x32 0xff 0x4000 0 0 0 0x8 MultiActivateY 0x26,0x31 0xff 0x8000 0 0 0 0x8 Accept 0x52 0xff 0x1000 0 0 0 0x8 Cancel 0x09 0xff 0x2000 0 0 0 0x8 Up 0x26 0xff 0x0001 0 0 0 0x8 Down 0x28 0xff 0x0002 0 0 0 0x8 Left 0x25 0xff 0x0004 0 0 0 0x8 Right 0x27 0xff 0x0008 0 0 0 0x8 LTrigger 0x47 0x0 0x0009 0 0 0 0x8 RTrigger 0x48 0x1 0x000a 0 0 0 0x8 XButton 0x54 0xff 0x4000 0 0 0 0x8 LShoulder 0xA2 0xff 0x0100 0 0 0 0x8 RShoulder 0x51 0xff 0x0200 0 0 0 0x8 CloseMenu 0x1b 0xff 0x0020 0 0 0 0x8 AlternateControlsKey 0x41 0xff 0x0200 0 0 0 0x8 Steady 0x57 0xff 0x0040 0 0 0 0x41 StartWait 0x59 0xff 0x8000 0 0 0 0x8 Done 0x0D 0xff 0x0010 0 0 0 0x8 Cancel 0x1b 0xff 0xffff 0 0 0 0x8 KeyLeft 0x53,0x25 0xff 0xffff 0 0 0 0x8 KeyRight 0x46,0x27 0xff 0xffff 0 0 0 0x8 KeyDown 0x44,0x28 0xff 0xffff 0 0 0 0x8 KeyUp 0x45,0x26 0xff 0xffff 0 0 0 0x8 Space 0x20 0xff 0xffff 0 0 0 0x8 B 0x4E 0xff 0xffff 0 0 0 0x8 C 0xA0 0xff 0xffff 0 0 0 0x8 Accept 0x52 0xff 0xffff 0 0 0 0x8 F 0x47 0xff 0xffff 0 0 0 0x8 R 0x54 0xff 0xffff 0 0 0 0x8 T 0x59 0xff 0xffff 0 0 0 0x8 X 0x58 0xff 0xffff 0 0 0 0x8 Y 0x55 0xff 0xffff 0 0 0 0x8 YButton 0x20 0xff 0x8000 0 0 0 0x8 Up 0x45 0xff 0x0001 0 0 0 0x8 Down 0x44 0xff 0x0002 0 0 0 0x8 Left 0x53 0xff 0x0004 0 0 0 0x8 Right 0x46 0xff 0x0008 0 0 0 0x8 DeleteSave 0x58 0xff 0x4000 0 0 0 0x8 ResetToDefault 0x59 0xff 0x8000 0 0 0 0x8 Accept 0x0D 0xff 0xff 0 0 0 0x10 Cancel 0x1b 0xff 0xff 0 0 0 0x10 ZoomOut 0xff 0x900 0x0009 0 0 0 0x8 ZoomIn 0xff 0x800 0x000a 0 0 0 0x8 PrevPerk 0x5A,0xa3 0xff 0x0100 0 0 0 0x8 NextPerk 0x57,0xa5 0xff 0x0200 0 0 0 0x8 DeleteSave 0x58 0xff 0x4000 0 0 0 0x8 Start 0x1b 0xff 0x0010 0 0 0 0x8 QuickContainerUp 0xff 0x800 0x0001 0 0 0 0xC QuickContainerDown 0xff 0x900 0x0002 0 0 0 0xC QCTakeItem !Activate !Activate !Activate 0 0 0 0xC QCOpenTransferMenu !ReadyWeapon !ReadyWeapon !ReadyWeapon 0 0 0 0xC SpecialActivate !Activate !Activate !Activate 0 0 0 0xC SecondaryActivate !ReadyWeapon !ReadyWeapon !ReadyWeapon 0 0 0 0xC QuickContainerPerk !Jump !Jump !Jump 0 0 0 0xC Land 0x52 0xff 0x1000 0 0 0 0x04 BailOut 0x20 0xff 0x8000 0 0 0 0x401 Start 0x1b 0xff 0x0010 0 0 0 0x8 It mostly shifts everything one key to the right with a few exceptions. Some of the menus reflect the new map while others don't. Be sure to reset to default after saving to Data\F4SE\CustomControlMap.txt for the keys to take effect in game. Quick review:ESDF for movement; W for bash\nade; Q for vats; V for construction\pov; Z for crouch; A for sprint; Caps lock for run\walk toggle; Shift for run\walk on key hold toggle; X for auto walk; E for activate\pick up; T for reload\holster on hold; Ctrl for sort in inventory/item exchange/shop; G for favorites and so on... Refer to the file if uncertain - though, again, it's mostly all just shifted one place to the right - or make your own. Some menus seem to reflect the correct keys in the hints but others (like the item exchange\inventory) are still visually misleading. The advantage over the in-game normal binding is a functional - albit, misleading interface - settlement construction mode. That is, you can walk normally in it now.The advantage over a AutoHotKey script is that some menus correctly reflect the binding.The disadvantage over a AutoHotKey is that it's harder to edit and debug. Quick hint: Use LibreOffice's Calc to import the map as a English unicode, tab-delimited .csv and tag the checkbox "Merge delimiters" to make editing more convenient. When you save it as a .csv the game will handle the output just fine as long as you retain the .txt extension. Thanks again. Edited December 15, 2015 by hdhemgey Link to comment Share on other sites More sharing options...
ka26 Posted December 15, 2015 Share Posted December 15, 2015 can you post full contents of f4se_loader.log? f4se loader 00010030 01D1365E809BEB35 6.1 (7601)config path = E:\Program Files (x86)\Bethesda Softworks\Fallout 4\Data\F4SE\f4se.iniprocPath = E:\Program Files (x86)\Bethesda Softworks\Fallout 4\\Fallout4.exelaunching: Fallout4.exe (E:\Program Files (x86)\Bethesda Softworks\Fallout 4\\Fallout4.exe)dwSignature = FEEF04BDdwStrucVersion = 00010000dwFileVersionMS = 00010002dwFileVersionLS = 00250000dwProductVersionMS = 00010002dwProductVersionLS = 00250000dwFileFlagsMask = 00000017dwFileFlags = 00000000dwFileOS = 00000004dwFileType = 00000001dwFileSubtype = 00000000dwFileDateMS = 00000000dwFileDateLS = 00000000version = 0001000200250000product name = Fallout 4normal exedll = E:\Program Files (x86)\Bethesda Softworks\Fallout 4\\f4se_1_2_37.dllmain thread id = 15648hookBase = 0000000007FE0000loadLibraryAAddr = 0000000076FE6590hook thread completelaunchingWARNING: something has started the runtime outside of f4se_loader's control.F4SE will probably not function correctly.Try running f4se_loader as an administrator, or check for conflicts with a virus scanner. Link to comment Share on other sites More sharing options...
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