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[WIPz] Fallout 4 Script Extender (F4SE)


behippo

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How does one actually make a mod using/requiring F4SE?

 

I've looked using the SKSE, but I cannot find anything on how to make a mod with it. Just how to install it and use mods that require it.

 

I'm working on a mod for FO4, and I think one of the problems I'm dealing with will require to F4SE to fix. Is this going to be possible, or will only the Silverlock team be making mods with F4SE?

 

Thanks.

Well, you'd need to make a .dll plugin to actually use F4SE, which requires knowledge of C++. As for making a mod that requires F4SE, you would just have to use an F4SE only function or command in your mod's scripting.

EDIT: if you want to learn more about making plugins, I suggest downloading the SKSE example plugin and dissecting that, because F4SE doesn't have an example plugin yet.

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Well, you'd need to make a .dll plugin to actually use F4SE, which requires knowledge of C++. As for making a mod that requires F4SE, you would just have to use an F4SE only function or command in your mod's scripting.

EDIT: if you want to learn more about making plugins, I suggest downloading the SKSE example plugin and dissecting that, because F4SE doesn't have an example plugin yet.

 

 

Looks like I need to take some Mentats to. Thanks for the suggestions!!

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How does one actually make a mod using/requiring F4SE?

 

I've looked using the SKSE, but I cannot find anything on how to make a mod with it. Just how to install it and use mods that require it.

 

I'm working on a mod for FO4, and I think one of the problems I'm dealing with will require to F4SE to fix. Is this going to be possible, or will only the Silverlock team be making mods with F4SE?

 

Thanks.

Well, you'd need to make a .dll plugin to actually use F4SE, which requires knowledge of C++. As for making a mod that requires F4SE, you would just have to use an F4SE only function or command in your mod's scripting.

EDIT: if you want to learn more about making plugins, I suggest downloading the SKSE example plugin and dissecting that, because F4SE doesn't have an example plugin yet.

 

 

 

Making mods with it is not all that hard once you find or have a list of the functions and what they do. Did it with FNV, but they had somethign to extend GECK to use SE.

 

My problem... is finding somethng that will compile the scripts with these functions. I tried using Caprica Papyrus Compiler, but having Quest scripts it does not know what the "Quest" property is. As it says.

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Making mods with it is not all that hard once you find or have a list of the functions and what they do. Did it with FNV, but they had somethign to extend GECK to use SE.

 

My problem... is finding somethng that will compile the scripts with these functions. I tried using Caprica Papyrus Compiler, but having Quest scripts it does not know what the "Quest" property is. As it says.

 

 

I've rearranged how the Perks appear on the Perk Chart, and they're not aligned. So all I need to do is align them. I can't find a placement tree (like Skyrim CK had), so I'm thinking it might be in F4SE territory.

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How does one actually make a mod using/requiring F4SE?

 

I've looked using the SKSE, but I cannot find anything on how to make a mod with it. Just how to install it and use mods that require it.

 

I'm working on a mod for FO4, and I think one of the problems I'm dealing with will require to F4SE to fix. Is this going to be possible, or will only the Silverlock team be making mods with F4SE?

 

Thanks.

Well, you'd need to make a .dll plugin to actually use F4SE, which requires knowledge of C++. As for making a mod that requires F4SE, you would just have to use an F4SE only function or command in your mod's scripting.

EDIT: if you want to learn more about making plugins, I suggest downloading the SKSE example plugin and dissecting that, because F4SE doesn't have an example plugin yet.

 

 

 

Making mods with it is not all that hard once you find or have a list of the functions and what they do. Did it with FNV, but they had somethign to extend GECK to use SE.

 

My problem... is finding somethng that will compile the scripts with these functions. I tried using Caprica Papyrus Compiler, but having Quest scripts it does not know what the "Quest" property is. As it says.

 

When F4SE functions start appearing they will come with modified scripts so the vanilla compiler will use them. Patience.

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For whatever reason, the game won't launch with f4se for me. The screen goes black at first, thinks a minute just like it would when launching the game normally, but then just returns to desktop without any warnings or errors

 

f4se.log:

 

 

F4SE runtime: initialize (version = 0.1.13 010509D0 01D1B5DF598271CB, os = 6.2 (9200))

imagebase = 00007FF6D1DA0000

reloc mgr imagebase = 00007FF6D1DA0000

plugin directory = C:\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\

checking plugin C:\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\\achievements.dll

plugin C:\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\\achievements.dll (00000001 ACNT 00000001) loaded correctly

config path = C:\Steam\steamapps\common\Fallout 4\Data\F4SE\f4se.ini

init complete

 

 

 

f4se_loader.log:

 

 

4se loader 000100D0 01D1B5DF590D44D9 6.2 (9200)

config path = C:\Steam\steamapps\common\Fallout 4\Data\F4SE\f4se.ini

procPath = C:\Steam\steamapps\common\Fallout 4\\Fallout4.exe

launching: Fallout4.exe (C:\Steam\steamapps\common\Fallout 4\\Fallout4.exe)

dwSignature = FEEF04BD

dwStrucVersion = 00010000

dwFileVersionMS = 00010005

dwFileVersionLS = 009D0000

dwProductVersionMS = 00010005

dwProductVersionLS = 009D0000

dwFileFlagsMask = 00000017

dwFileFlags = 00000000

dwFileOS = 00000004

dwFileType = 00000001

dwFileSubtype = 00000000

dwFileDateMS = 00000000

dwFileDateLS = 00000000

version = 00010005009D0000

product name = Fallout 4

steam exe

dll = C:\Steam\steamapps\common\Fallout 4\\f4se_1_5_157.dll

main thread id = 6552

hookBase = 00000206A6B90000

loadLibraryAAddr = 00007FFC72B774D0

hook thread complete

launching

 

 

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