ranzuh Posted November 15, 2015 Share Posted November 15, 2015 (edited) I'm new here and I would like to learn how to mod Fallout 4. I'm wondering what kind of mods does this new F4SE allow people to create before the new CK arrives? I read somewhere that you can't make scripts yet because the source is not yet available or something (I may have misunderstood). Does F4SE let us create mods that use scripts before CK? Edited November 15, 2015 by ranzuh Link to comment Share on other sites More sharing options...
luthienanarion Posted November 15, 2015 Share Posted November 15, 2015 Does F4SE let us create mods that use scripts before CK?No. There will be no scripting at all until the GECK is released. Link to comment Share on other sites More sharing options...
valynon Posted November 16, 2015 Share Posted November 16, 2015 You guys are awesome. You have extended the value of all these game some much. Link to comment Share on other sites More sharing options...
behippo Posted November 18, 2015 Author Share Posted November 18, 2015 (edited) We've got an update available for our Fallout 4 Tools: http://f4se.silverlock.org/beta/fallout4_tools_0003.7z This includes a bug-fix for ba2extract where the width and height of textures was accidentally swapped. It also introduces scriptdump.exe which is a .pex disassembler. It has been updated with the new features in Papyrus 3.9 (structures and new mostly-array-centric opcodes). Thank Ian for both of these. Decoding is continuing for F4SE proper, and the plug-in API has been brought forward from SKSE. A lot more class decoding is needed before useful plugins can be made, but progress is steady. Edited November 21, 2015 by behippo Link to comment Share on other sites More sharing options...
BlazesRus Posted November 18, 2015 Share Posted November 18, 2015 Do you need any help creating a GUI interface for the tools?Almost done programming my XMLTagTree class and plan to work on a GUI code generator later. Link to comment Share on other sites More sharing options...
ianpatt Posted November 19, 2015 Share Posted November 19, 2015 Do you need any help creating a GUI interface for the tools? Almost done programming my XMLTagTree class and plan to work on a GUI code generator later.There are no plans to make a GUI version of these tools. The source code is intended to be used as a reference for other programmers who are writing their own tools. Link to comment Share on other sites More sharing options...
scrivener07 Posted November 19, 2015 Share Posted November 19, 2015 Do you need any help creating a GUI interface for the tools?Almost done programming my XMLTagTree class and plan to work on a GUI code generator later.There are no plans to make a GUI version of these tools. The source code is intended to be used as a reference for other programmers who are writing their own tools. Thank you very much for creating these tools and making the source available too. These tools already work great on the command line without a gui. But dont let that stop you from making a nice gui anyway BlazesRus. After all some people are allergic to command lines. You could make a wrapper program in the language of your choice that executes the command line arguments onto the F4SE tools through a nice gui. Theres already gui based tools out there but if you want to put your own spin on this one go for it. :smile: Link to comment Share on other sites More sharing options...
KNGR Posted November 19, 2015 Share Posted November 19, 2015 We've got an update available for our Fallout 4 Tools: http://f4se.silverlock.org/beta/fallout4_tools_003.7z This includes a bug-fix for ba2extract where the width and height of textures was accidentally swapped. It also introduces scriptdump.exe which is a .pex disassembler. It has been updated with the new features in Papyrus 3.9 (structures and new mostly-array-centric opcodes). Thank Ian for both of these. Decoding is continuing for F4SE proper, and the plug-in API has been brought forward from SKSE. A lot more class decoding is needed before useful plugins can be made, but progress is steady. does this mean with scriptdump.exe that we can edit the scripts, maybe add new scripts and load them ingame? sorry, I'm new to fallout modding. Link to comment Share on other sites More sharing options...
DopeChuck Posted November 19, 2015 Share Posted November 19, 2015 Website: http://f4se.silverlock.org/ The Fallout 4 Script Extender, or F4SE for short, will be a modder's resource that expands the scripting capabilities of Falout 4. It will do so without modifying the executable files on disk, so there will be no permanent side effects. The xSE team has returned to try our hand at the next great Bethesda game. We have produced the Skyrim Script Extender (SKSE), New Vegas Script Extender (NVSE), Fallout Script Extender (FOSE), and originally the Oblivion Script Extender (OBSE). We can't wait to help produce tools for the best mods for Fallout 4. Now that Fallout 4 is released in the US we have started our work. We'll keep everyone informed as to our progress. As a first taste we do have a BA2 Extractor to unpack the new BA2 package format of Fallout 4. Download it at: fallout4_tools_0001.7zIt is a command line tool that will extract the contents of a given ba2 to a specified folder.Just wanted to say thanks for the awesome tools you're providing us with. Can't wait until F4SE gets released! Link to comment Share on other sites More sharing options...
behippo Posted November 19, 2015 Author Share Posted November 19, 2015 We've got an update available for our Fallout 4 Tools: http://f4se.silverlock.org/beta/fallout4_tools_003.7z This includes a bug-fix for ba2extract where the width and height of textures was accidentally swapped. It also introduces scriptdump.exe which is a .pex disassembler. It has been updated with the new features in Papyrus 3.9 (structures and new mostly-array-centric opcodes). Thank Ian for both of these. Decoding is continuing for F4SE proper, and the plug-in API has been brought forward from SKSE. A lot more class decoding is needed before useful plugins can be made, but progress is steady. does this mean with scriptdump.exe that we can edit the scripts, maybe add new scripts and load them ingame? sorry, I'm new to fallout modding. No - this is just a disassembler so you can see what the scripts can do, but it isn't an assembler/compiler to allow for modifications. It is mostly intended to document the new changes to Papyrus and to let folks see what is happening scriptwise. Link to comment Share on other sites More sharing options...
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