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[WIPz] Fallout 4 Script Extender (F4SE)


behippo

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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!

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Bug report
Missing vanilla function in F4SE build: 0.6.1. In build: 0.6.0 present.

ObjectReference

; Clears this object from data on all invalid locations
Function ClearFromOldLocations() native


Many messages in the logs
error: Method ClearFromOldLocations not found on workshopnpcscript. Aborting call and returning None

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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

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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
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  • 2 weeks later...

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.

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