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Reference/API Documentation for F4edit scripts?


varx

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I have a mod I've begun working on in F4Edit. I found what I'm looking for in it, but unless I can add the ability to clone records and place them within the same mod, this is literally going to take me weeks of unbelievable tedium to finish.

 

I see F4edit supports custom scripts. I don't know pascal but I should be able to handle it if I can find info about what kind of functions f4edit provides and info about how the scripts work.

 

Looking at the other scripts, I should be able to accomplish what I need by creating a new custom script which does a deep copy of a record into the same mod it's already in, but with a new FormID.

 

Does anyone know where I can find API reference documentation for these scripts? Or, if someone already has an object cloning script that I can just drop in, all the better.

Edited by varx
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I have a mod I've begin working on in F4Edit. I found what I'm looking for in it, but unless I can add the ability to clone placed NPCs the mod is literally going to take me weeks of unbelievable tedium to finish.

 

I see F4edit supports custom scripts. I don't know pascal but I should be able to handle it if I can find info about what kind of functions f4edit provides and info about how the scripts work.

 

Looking at the other scripts, I should be able to accomplish what I need by creating a new custom script which does a deep copy of a record into the same mod it's already in, but with a new FormID.

 

Does anyone know where I can find API reference documentation for these scripts? Or, if someone already has an object cloning script that I can just drop in, all the better.

 

FO4 doesn't use pascal it uses papyrus, and as for documentation on the builtin functions you can go here.

 

Most of the functions are the same as Skyrim (don't be surprised if more complex scripts dosen't compile as there are some new/removed functions)

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Are you perhaps talking about F4SE scripts? The scripts I'm talking about are interpreted by FO4Edit.exe, have a .pas file extension, and are used for generating records for esp files, not for running inside the game engine like papyrus.

Edited by varx
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Are you perhaps talking about F4SE scripts? The scripts I'm talking about are interpreted by FO4Edit.exe, have a .pas file extension, and are used for generating records for esp files, not for running inside the game engine like papyrus.

 

Using a pex (papyrus) decompiler, I get files that are in .psc format. So I don't know what files you are looking at. I'm confused.

 

Edit: This is from bethesda's packagecontrol public repo for the Papyrus tools:

 

source files (.psc),

bytecode (.pex),

assembly (.pas)

 

So i think the .pas files you are seeing are not pascal, but assembly files.

 

Sorry, english is not my first language, so it's hard for me to understand peoples intent through text or what have you.

 

You are not talking about papyrus files at all, you are taking about how xEdit interprets the records in an esp/esm file, yes?

Edited by ShinraStrife
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