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[WIPz] Fallout 4 Script Extender (F4SE)


behippo

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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"

 

I cannot find a citation but if I recall correctly the `sAdditionalImport` list has a sort of load order to it. Imports on the left will be allowed to override imports on the right.

 

This one imports the base scripts first, then imports the F4SE scripts which are overriding base scripts.

sAdditionalImports = "$(source);.\Data\Scripts\Source\F4SE;.\Data\Scripts\Source\Base"

This next one imports the F4SE scripts first. then imports the base scripts which are overriding F4SE scripts. If you attempt to compile a script using an F4SE function like this then it will appear to the compiler that F4SE does not exist. This is because the base import has overridden them.

sAdditionalImports = "$(source);.\Data\Scripts\Source\Base;.\Data\Scripts\Source\F4SE"

See also the compiler reference.

https://www.creationkit.com/fallout4/index.php?title=Papyrus_Compiler_Reference

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I cannot find a citation but if I recall correctly the `sAdditionalImport` list has a sort of load order to it. Imports on the left will be allowed to override imports on the right.

 

This one imports the base scripts first, then imports the F4SE scripts which are overriding base scripts.

sAdditionalImports = "$(source);.\Data\Scripts\Source\F4SE;.\Data\Scripts\Source\Base"

This next one imports the F4SE scripts first. then imports the base scripts which are overriding F4SE scripts. If you attempt to compile a script using an F4SE function like this then it will appear to the compiler that F4SE does not exist. This is because the base import has overridden them.

sAdditionalImports = "$(source);.\Data\Scripts\Source\Base;.\Data\Scripts\Source\F4SE"

See also the compiler reference.

https://www.creationkit.com/fallout4/index.php?title=Papyrus_Compiler_Reference

 

 

You are correct. I found that out later and never came back to update. My current line is

sAdditionalImports = "$(source);.\Data\Scripts\Source\F4SE;.\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"
I can't speak to the citation for the ini setting, but in the CK if you open the Preferences it will show you the current script order.
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The CC update seems to have broken F4SE for me. I downloaded and installed the latest version of F4SE, supposedly for 1.10.20, but it still doesn't work and crashes the game after a couple "Unexpected Runtime Error" messages that say they're still looking for 1.9.4.

 

Any help?

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The CC update seems to have broken F4SE for me. I downloaded and installed the latest version of F4SE, supposedly for 1.10.20, but it still doesn't work and crashes the game after a couple "Unexpected Runtime Error" messages that say they're still looking for 1.9.4.

Â

Any help?

You need to update your F4SE plug-ins too.

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The CC update seems to have broken F4SE for me. I downloaded and installed the latest version of F4SE, supposedly for 1.10.20, but it still doesn't work and crashes the game after a couple "Unexpected Runtime Error" messages that say they're still looking for 1.9.4.

Â

Any help?

You need to update your F4SE plug-ins too.

 

Okay, thanks. Now I just need to wait for Transfer Settlements to update...

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  • 3 weeks later...

I am using the latest f4se. When I run the game it says my game version is 1.10.26, but f4se expects 1.10.20, and then it disables MCM, and I am sure some other mods don't work now either, for example, none of the hotkeys for place anywhere work.

So does f4se support the latest version of Fallout 4 or not?


Edit: Wow, so, I did my mod setup yesterday like 30 minutes before MCM was updated to 1.10.26, and thats what the error was for. I had just missed it, heh.

Edited by cronodevir
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Hi there

just figured out an issue, that could maybe help other than me.

 

After updating f4se for fallout 1.10.26, fallout4.exe was crashing *everytime* on startup.

I tried everything that could come from mods, and that was not the culprit.

 

It turns out that the issue came from Riva tuner statistic server: if the service is closed, F4SE is working again.

(note: I am using rtss v 6.6.0, which is the latest stable release available).

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  • 1 month later...
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