payl0ad Posted April 6, 2018 Share Posted April 6, 2018 Are the .pex files that come with F4SE necessary for continouus operation? If so, would it make sense to pack them into archives and create a dummy ESP to load them? Link to comment Share on other sites More sharing options...
Carreau Posted April 7, 2018 Share Posted April 7, 2018 The scripts are included with F4SE installs. Link to comment Share on other sites More sharing options...
payl0ad Posted April 7, 2018 Author Share Posted April 7, 2018 I know. That doesn't answer my question - Are they necessary to run F4SE-dependant scripts and if so, can I pack them up in an archive and load them using a dummy ESP? Link to comment Share on other sites More sharing options...
kitcat81 Posted April 7, 2018 Share Posted April 7, 2018 I know. That doesn't answer my question - Are they necessary to run F4SE-dependant scripts and if so, can I pack them up in an archive and load them using a dummy ESP?If a mod uses any F4SE script commands, then yes, it's necessary to install them. I don't know about all possible effects of packing them to BA2, have not tried to do this , but the one side effect will be that your archive can be overriden by other mods unless you always keep it on the bottom of the load order. Link to comment Share on other sites More sharing options...
Carreau Posted April 7, 2018 Share Posted April 7, 2018 Itâs not necessary to pack them. If users are required to have F4SE to run your mod, then they have the loose scripts installed already. Packing them into your archive will do nothing becuase the end userâs loose files will override your archive. Thatâs what I was getting at when I said that the scripts were already installed by F4SE. Link to comment Share on other sites More sharing options...
kitcat81 Posted April 7, 2018 Share Posted April 7, 2018 Just to clarify that if you want to create a mod, then you should not pack them to your mod BA2 , users should install the newest version of F4SE with sricpts on their own just like Carreau said. These scripts are required to run F4SE papyrus functions. But I undersood it as you want to do it for yourself, to keep the folder tidy. If so, you can try to do this though there is no guarantee that it won't break something. Loose files override all possible files so they are always "on the top" and can be accessed by all other mods. Not sure how it will work with the archive. Link to comment Share on other sites More sharing options...
SKKmods Posted April 7, 2018 Share Posted April 7, 2018 Just the check as I have been having problems with this ... Loose files override all possible files so they are always "on the top" and can be accessed by all other mods. Is this always true regardless of configuration, or is it dependent on the Enable Loose Files setting ? Helping my mod users (mostly beth.net) solve problems I notice a there is a mix of behaviors with loose and BA2 pex file conflicts which seem to depend on this setting. Link to comment Share on other sites More sharing options...
kitcat81 Posted April 7, 2018 Share Posted April 7, 2018 If the configuration is set to ignnore them, then I guess they will not work. When I started modding Fallout 4, this setting was included into the "must add to allow modding" list. So I was asuming that everyone who uses PC mods must have this configuration set. But maybe something has changed since then and it's no longer required. I can only say that I have this setting in my .ini file and had no problems with scripts yet. Link to comment Share on other sites More sharing options...
payl0ad Posted April 7, 2018 Author Share Posted April 7, 2018 I know. That doesn't answer my question - Are they necessary to run F4SE-dependant scripts and if so, can I pack them up in an archive and load them using a dummy ESP?If a mod uses any F4SE script commands, then yes, it's necessary to install them. I don't know about all possible effects of packing them to BA2, have not tried to do this , but the one side effect will be that your archive can be overriden by other mods unless you always keep it on the bottom of the load order. Well those same files in Fallout 4 - Misc.ba2 also sit in a compressed ba2 archive so there's no reason you couldn't use them as an override if they're usually loaded as loose files. I'll try and report what I find later. Link to comment Share on other sites More sharing options...
kitcat81 Posted April 7, 2018 Share Posted April 7, 2018 (edited) I know. That doesn't answer my question - Are they necessary to run F4SE-dependant scripts and if so, can I pack them up in an archive and load them using a dummy ESP?If a mod uses any F4SE script commands, then yes, it's necessary to install them. I don't know about all possible effects of packing them to BA2, have not tried to do this , but the one side effect will be that your archive can be overriden by other mods unless you always keep it on the bottom of the load order. Well those same files in Fallout 4 - Misc.ba2 also sit in a compressed ba2 archive so there's no reason you couldn't use them as an override if they're usually loaded as loose files. I'll try and report what I find later. That's right , but what I wanted to say is that vanilla archive can be accesed by all mods by default because they are all depended on FO4 .esp and all have it as a master file. And if you pack the script in your mod archive then these mods that require access to the F4SE scripts might be unable to find them. But I don't know the mechanics the game uses to check for scripts and if you can use a script from another mod's archive without adding this mod as a master file...so maybe it will still work. Would be interesting to know. Edited April 7, 2018 by kitcat81 Link to comment Share on other sites More sharing options...
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