SkjoldBjorn Posted January 29, 2016 Share Posted January 29, 2016 I see modders releasing mods with custom scripts in them, now I know you can decompile the Pex files, but we do not even have a reference chart of variables and such, how the hell are people already scripting for this game? This mod for instance: This mod forinstance: http://www.nexusmods.com/fallout4/mods/8610/? I tried finding stuff like this to make repairable stuff for Croup Manor and Castle, but gave up. Some modders must have been asked to join in on closed beta GECK or else this could'nt be happening right? I am mindblown, I was sure this had to wait until the GECK. I only knew about using old scripts in FO4Edit and modifying the values properties, but this...this is insane. Link to comment Share on other sites More sharing options...
mushroomboy Posted January 29, 2016 Share Posted January 29, 2016 F4SE is out already too man, people are just good. =P Link to comment Share on other sites More sharing options...
SkjoldBjorn Posted January 30, 2016 Author Share Posted January 30, 2016 But F4SE does not have anything valuable for modders yet. SKSE was also released quite fast after Skyrim's release. They do wonderful work those guys.I am more stumped by the fact that people already add new scripts successfully and there is nothing about it anywhere. I have searched the nexus, STEP forums AFKmods and so on. Link to comment Share on other sites More sharing options...
ianpatt Posted January 30, 2016 Share Posted January 30, 2016 The script format is extremely similar to what was used in Skyrim, so it's possible to use the official compiler and then fix up the minor file format changes with custom tools. A third-party compiler has also been developed that writes files compatible with FO4. Link to comment Share on other sites More sharing options...
mushroomboy Posted January 30, 2016 Share Posted January 30, 2016 (edited) http://www.nexusmods.com/fallout4/mods/7380/? There's others too. Edited January 30, 2016 by mushroomboy Link to comment Share on other sites More sharing options...
lilkandeekid Posted January 30, 2016 Share Posted January 30, 2016 http://www.nexusmods.com/fallout4/mods/7380/? There's others too. That is what I used to compile my script for http://www.nexusmods.com/fallout4/mods/7829/?If you're good with FO4Edit you can do alot with scripts already, just takes a little tinkering and know how when it comes to working VMAD parameters.This thread may be worth checking out as well: http://forums.nexusmods.com/index.php?/topic/3448190-posting-this-so-anyone-else-with-the-same-question-can-get-answers/ Link to comment Share on other sites More sharing options...
SkjoldBjorn Posted January 30, 2016 Author Share Posted January 30, 2016 http://www.nexusmods.com/fallout4/mods/7380/? There's others too. That is what I used to compile my script for http://www.nexusmods.com/fallout4/mods/7829/?If you're good with FO4Edit you can do a lot with scripts already, just takes a little tinkering and know how when it comes to working VMAD parameters.This thread may be worth checking out as well: http://forums.nexusmods.com/index.php?/topic/3448190-posting-this-so-anyone-else-with-the-same-question-can-get-answers/ There we go! Thanks!I found it weird that I could not find anything about it. Will check that out!I have modified the VMAD section myself in 2 of my mods, but not the way some of the others have done it. Link to comment Share on other sites More sharing options...
mushroomboy Posted January 30, 2016 Share Posted January 30, 2016 It actually took me a bit to find that, I've also already seen a script engine built around either .net or c#? But yeah, from what I have read it's very basic and slow moving. The creation kit will help fix the minor issues and bugs, till then we at least have scripting. Link to comment Share on other sites More sharing options...
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