jhutt58 Posted November 11, 2017 Share Posted November 11, 2017 Same problem as above .Any advice on a solution? Link to comment Share on other sites More sharing options...
hlp Posted November 11, 2017 Share Posted November 11, 2017 update or remove your plugins in Data\F4SE\plugins Link to comment Share on other sites More sharing options...
mmdestiny Posted November 12, 2017 Share Posted November 12, 2017 Hello all, Long time lover of xSE, first time trying to create a mod utilizing it. I've read posts from others experiencing trouble getting the CK to recognize F4SE functions, but the resolution steps don't seem to be helping. I've created a CreationKitCustom.ini in the root directory with the following lines, and the imgur link is how my CK Prefs look, note they appear as they did before I created the ini, only importing the User and Base folders. [General] bAllowMultipleMasterLoads=1 bUseMyGamesDirectory=1 bAllowMultipleEditors=1 bMaximize Editor=1 [Papyrus] sScriptSourceFolder = ".\Data\Scripts\source\User" sAdditionalImports = "$(source);.\Data\Scripts\source\F4SE;.\Data\Scripts\source\Base" CK pref dialog: https://imgur.com/8fyOV0N I am running the latest CK through the bethesda.net launcher, if that makes a difference, and can verify that F4SE itself is running smoothly. (While I'm on the topic, this is the function I am calling and the resulting errors. Certainly not saying my script will work as so when I get the import down properly, but my prefs made it obvious I haven't even gotten that far yet) Scriptname JumpPower extends ObjectReference Actor Property PlayerRef Auto Event OnEquipped(Actor PlayerRef) SetGameSettingFloat(fJumpHeightMin, 152.000000) EndEvent Event OnUnequipped(Actor PlayerRef) SetGameSettingFloat(fJumpHeightMin, 76.000000) EndEvent (7,21): variable fJumpHeightMin is undefined (7,1): SetGameSettingFloat is not a function or does not exist (13,21): variable fJumpHeightMin is undefined (13,1): SetGameSettingFloat is not a function or does not exist Thank you in advance for your time! Link to comment Share on other sites More sharing options...
wim95 Posted November 15, 2017 Share Posted November 15, 2017 Bug reportMissing vanilla function in F4SE build: 0.6.1. In build: 0.6.0 present.ObjectReference; Clears this object from data on all invalid locationsFunction ClearFromOldLocations() nativeMany messages in the logserror: Method ClearFromOldLocations not found on workshopnpcscript. Aborting call and returning None Link to comment Share on other sites More sharing options...
hobbittofdeath Posted November 15, 2017 Share Posted November 15, 2017 Bug Report:Hi! So I've been having this bug where whenever I load up a save game it re-installs all the mods. This leads to all the quests popping up, things that I have done vanishing, and items i've gotten to vanish as well. I don't know how to fix this and honestly I'm pretty new to mods. If anyone could help me i'd be very happy Link to comment Share on other sites More sharing options...
scrivener07 Posted November 21, 2017 Share Posted November 21, 2017 Hello all, Long time lover of xSE, first time trying to create a mod utilizing it. I've read posts from others experiencing trouble getting the CK to recognize F4SE functions, but the resolution steps don't seem to be helping. I've created a CreationKitCustom.ini in the root directory with the following lines, and the imgur link is how my CK Prefs look, note they appear as they did before I created the ini, only importing the User and Base folders. [General] bAllowMultipleMasterLoads=1 bUseMyGamesDirectory=1 bAllowMultipleEditors=1 bMaximize Editor=1 [Papyrus] sScriptSourceFolder = ".\Data\Scripts\source\User" sAdditionalImports = "$(source);.\Data\Scripts\source\F4SE;.\Data\Scripts\source\Base" CK pref dialog: https://imgur.com/8fyOV0N I am running the latest CK through the bethesda.net launcher, if that makes a difference, and can verify that F4SE itself is running smoothly. (While I'm on the topic, this is the function I am calling and the resulting errors. Certainly not saying my script will work as so when I get the import down properly, but my prefs made it obvious I haven't even gotten that far yet)Scriptname JumpPower extends ObjectReference Actor Property PlayerRef Auto Event OnEquipped(Actor PlayerRef) SetGameSettingFloat(fJumpHeightMin, 152.000000) EndEvent Event OnUnequipped(Actor PlayerRef) SetGameSettingFloat(fJumpHeightMin, 76.000000) EndEvent (7,21): variable fJumpHeightMin is undefined (7,1): SetGameSettingFloat is not a function or does not exist (13,21): variable fJumpHeightMin is undefined (13,1): SetGameSettingFloat is not a function or does not exist Thank you in advance for your time! With version 0.06.02 the psc papyrus source files included with F4SE are packaged in this directory .\Data\Scripts\Source\ .. psc files ..  The psc files need to be located at least one folder level deeper into the source folder. For the INI settings you posted above, move the psc files to this directory. .\Data\Scripts\Source\F4SE  Your papyrus source needs to pass a string value to SetGameSettingFloat and also prefix with the name of the script that the functions belongs to.Scriptname JumpPower extends ObjectReference string fJumpHeightMin = "fJumpHeightMin" const Event OnEquipped(Actor akActor) Game.SetGameSettingFloat(fJumpHeightMin, 152.0) EndEvent Event OnUnequipped(Actor akActor) Game.SetGameSettingFloat(fJumpHeightMin, 76.0) EndEvent You can also import the game script instead of prefixing if that is your preference.Scriptname JumpPower extends ObjectReference import Game string fJumpHeightMin = "fJumpHeightMin" const Event OnEquipped(Actor akActor) SetGameSettingFloat(fJumpHeightMin, 152.0) EndEvent Event OnUnequipped(Actor akActor) SetGameSettingFloat(fJumpHeightMin, 76.0) EndEvent Link to comment Share on other sites More sharing options...
wim95 Posted November 21, 2017 Share Posted November 21, 2017 With version 0.06.02 the psc papyrus source files included with F4SE are packaged in this directory .\Data\Scripts\Source\ .. psc files .. F4SE updated 0.6.3. Now psc files in the right place. Link to comment Share on other sites More sharing options...
KZavi Posted November 29, 2017 Share Posted November 29, 2017 (edited) And the 1.10.50 update is out. The wait begins again... Edited November 29, 2017 by KZavi Link to comment Share on other sites More sharing options...
dragonslayer2k12 Posted November 30, 2017 Share Posted November 30, 2017 Will it be possible or is it already possible to make another fusion core just for the gatling laser and make another "Ispowerarmorbattery" thing only it would be "IsGaltingLaserBattery" and actually work for the gatling laser? I ask because unless you use "Ispowerarmorbattery" the new core type won't provide more than one shot per core and there is a bug in vanilla where if the power armor runs down a core to zero it will also suddenly drain the core in the gatling laser to zero and you can't reload it you have to equip another weapon and then the gatling laser again to get it to fire again. So if power armor and gatling lasers used different types of cores that bug would go away. Link to comment Share on other sites More sharing options...
MRENABO Posted November 30, 2017 Share Posted November 30, 2017 Do you know how long will it take to the next update of FS4E? Link to comment Share on other sites More sharing options...
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