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[WIPz] Fallout 4 Script Extender (F4SE)


behippo

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  On 5/30/2017 at 10:01 PM, Strec said:

Yes, MessageBoxEX is the dynamic version.

I use 0.4.0 and even when I try to call getName() on a form the compiler refuse to work....

 

Did you make sure you have the F4SE scripts in the compiler import folder? Or you have to add them. The default settings for CK don't tell it to compile using them. My CreationKitCustom.ini line looks like this

[Papyrus]
sAdditionalImports = "$(source);.\Data\Scripts\Source\Base;.\Data\Scripts\Source\DLC01;.\Data\Scripts\Source\DLC02;.\Data\Scripts\Source\DLC03;.\Data\Scripts\Source\DLC04;.\Data\Scripts\Source\DLC05;.\Data\Scripts\Source\DLC06;.\Data\Scripts\Source\F4SE"
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  On 5/31/2017 at 12:58 PM, Strec said:

Found the problem, most of the files in my scripts folder were RO and Windows didn't react but did not replace them when I installe F4SE :/

 

The scripts in the BASE folder are supposed to be read only. You're not supposed to change those. That's what the user folder is for. In the case of F4SE it puts an F4SE folder along side Base and User. You have to add it as an import or put them in the User folder for them to compile alongside others. You can technically put them in the base folder but it is not a recommended practice.

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Hey fellas,

 

Any plans on Facial Geometry script functionality in the future? We're looking to get hold of some funcs that'll allow the random mapping of faces (nice work with body stuff in the latest build).

 

D

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Been trying to update F4SE, following Gophers instructions and somehow the F4SE launcher keeps opening up Steam. Not the Fallout 4 Launcher but the Steam window (store) itself. This is with F4SE 0.04.01. I had been using F4SE 0.03.00 just fine. Ive tried deleting everything related to F4SE in the Fallout 4 folder, rebooting, running as admin, and redownloading. Nothing seems to work. I cannot figure out what I am doing wrong. Anyone with insight feel free to chime in.

Edit: Verified game cache and still doesn't work. Tried reverting to older versions too. Now I get a message saying "Couldn't find F4SE DLL" error even though the DLL file is in the Fallout 4 folder.

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  • 4 weeks later...

I'm not part of the team, I'm just posting what's been added to F4SE so far.

 

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  • 2 weeks later...

Do I need to do anything special to get F4SE scripts to compile? I've installed it as per the instructions (and included the files in /Data that aren't mentioned) but the CK refuses to recognize RegistorForControl in my script.

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  On 7/26/2017 at 10:46 PM, Imp of the Perverse said:

Do I need to do anything special to get F4SE scripts to compile? I've installed it as per the instructions (and included the files in /Data that aren't mentioned) but the CK refuses to recognize RegistorForControl in my script.

 

Well you need to make sure the modified source files are in the proper source directly. The latest F4SE archive should have them in data/scripts/source/user instead of the previous data/scripts/source/f4se. The specific file you need for that function is the ScriptObject.psc. You'll also want to make sure the ScriptObject.pex from the F4SE archive is installed as well. Then it should compile.

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  On 7/27/2017 at 12:44 AM, BigAndFlabby said:

 

  On 7/26/2017 at 10:46 PM, Imp of the Perverse said:

Do I need to do anything special to get F4SE scripts to compile? I've installed it as per the instructions (and included the files in /Data that aren't mentioned) but the CK refuses to recognize RegistorForControl in my script.

 

Well you need to make sure the modified source files are in the proper source directly. The latest F4SE archive should have them in data/scripts/source/user instead of the previous data/scripts/source/f4se. The specific file you need for that function is the ScriptObject.psc. You'll also want to make sure the ScriptObject.pex from the F4SE archive is installed as well. Then it should compile.

 

Awesome, thanks, I thought the .psc files were unnecessary so I put them in /F4SE instead of /User to avoid overwriting things. It's working now.

 

Also thanks to TheDungeonDweller for that changelog!

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