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Dark0ne

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In response to post #39675940. #39677215, #39679030, #39680875, #39683735, #39684460, #39688180, #39690275, #39694390 are all replies on the same post.


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I'd just like to point out one other thing Beth already has paid mods they are called DLC.
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In response to post #39666270. #39693685, #39704300 are all replies on the same post.


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This one probably has all the info one could need.
*Warning* may cure insomnia
http://www.creationkit.com/fallout4/index.php?title=Category:Papyrus (edit won't let me turn off the emoticon replace it with ": p" minus the quotes and space)

And this one:
http://www.cipscis.com/skyrim/tutorials/beginners.aspx Edited by WileyQuixote
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In response to post #39690065. #39693855 is also a reply to the same post.


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There needs to be more interaction between console and pc mod users. Ive been talking to console players on beth net and they can see that nexus has something to offer them in the way of contact with mod devs. Those I talked to understand that porting to a console is not always straight forward and are willing to help with beta testing.
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In response to post #39678300.


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Basic one, hope it helps

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  On 6/23/2016 at 1:51 PM, lasse1001 said:

Perhaps you should add a couple of forums for all variants of the Script Extender? They are doing Gods work with keeping it updated and adding more features. Searching at Beth.net for their recent activity is almost a pain (In the..). Just a thought. :smile:

The latest version of the FO4 Script extender is available at the exact same place it has always been available - http://f4se.silverlock.org/ :thumbsup:

 

There is NO advertising, NO tracking and No registration required. And it's FREE. :dance: So why would you even want to get F4SE somewhere else?

 

The new version will always be posted there first. And downloading it from anywhere else is probably a mistake.

For those that don't know how to install it, the instructions are included in the zip file.

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In response to post #39675940. #39677215, #39679030, #39680875, #39683735, #39684460, #39688180, #39690275, #39694390, #39705550 are all replies on the same post.


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You REALLY don't want Bethesda in charge of the Nexus, which is what would have to happen in order for Robin and his team to be the official source for mods for Bethesda games. I promise you they absolutely would NOT allow the Nexus to be the official source for mods and remain independently operated, and if they controlled it, there would be many undesirable changes.
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In response to post #39684690. #39684860 is also a reply to the same post.


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Uhh, the Nexus (in one form or another) has been around since well before Skyrim. It was around even before Oblivion.
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In response to post #39676305. #39691020 is also a reply to the same post.


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You shouldn't need a new script unless you want your companion to have some custom behavior. If you're fine with the default companion behavior, then just use the default companion script.

As for what a proper script looks like, well, load up a normal companion in the CK, look through their attached scripts until you find the script you want, and study it. As Wiley said, google Papyrus wiki for any bits you don't understand.
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