[WIPz] Fallout 4 Script Extender (F4SE)

Post » Thu Nov 26, 2015 2:29 pm

For FO4Edit progress: http://afkmods.iguanadons.net/index.php?/topic/3750-wipz-tes5edit/page-45#entry158136

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OTTO
 
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Post » Thu Nov 26, 2015 5:35 am

Great thanks for help..

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Spaceman
 
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Post » Thu Nov 26, 2015 9:10 am

thanks buddy

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Ray
 
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Post » Thu Nov 26, 2015 2:21 pm

link doesnt work. says that it does not exist.

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Jenna Fields
 
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Post » Thu Nov 26, 2015 3:20 pm

I saw the links to F04Edit above. I thought I would mention that we are also working internally on tools to read and write esp files. Not sure if it will make it out to the public, and it certainly won't be terribly user-friendly (UI-wise) but for coders it may be useful.

Yup - missed a zero. http://f4se.silverlock.org/beta/fallout4_tools_0003.7z Will update the previous post as well. Usually it is best to just go straight to the F4SE main site as it will have the most up-to-date links.

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D LOpez
 
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Post » Thu Nov 26, 2015 3:05 am

You guys absolutely rock! :rock: Looking forward to seeing it.

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El Khatiri
 
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Post » Thu Nov 26, 2015 5:23 pm

This is an incredibly early release, so please keep in mind that there is only extremely limited functionality provided by this version of F4SE, that we can't offer technical support for it, and that literally anything about it can change in the future. This is being released primarily to test against a wider audience and hopefully help some people out at the same time.

That said, here's http://f4se.silverlock.org/beta/f4se_0_01_00.7z.

whatsnew:
0.1.0:- everything- plugin manager- simple hooks for papyrus, scaleform, and the classic script system, but nothing useful for modders yet- customization of internal keymappings	Copy CustomControlMap.txt to Data\F4SE\CustomControlMap.txt.	Edit that file to set your bindings. The format is the same as Skyrim, it's a space-separated file.	The first column is the name of the internal keybind. The second column is the keyboard scan code that should activate the bind in hex, or 0xFF if unbound. Use google to find a table of scan codes. The third column is for mice, the fourth for controllers. The next three columns control whether or not a control should be written to the user's config file. The final column specifies which input layer the bind is associated with - you will probably not want to change that.- currently-installed version of F4SE is shown in the Settings menu next to the game version- running GetF4SEVersion from the console will print the current version as well- log spam is written to My Documents\My Games\Fallout4\F4SE\
edit: for right now I haven't posted this on the website or other forum threads. once initial testing is done I'll push it out to more locations. please don't spread it around until then. thanks.

edit2: When testing the control map, note that many of the control labels in the UI are hard-coded. Changes to the control map will be functional, but might not show up in the UI. Also, previously customized keys overwrite settings in the control map. You may need to delete My Documents\My Games\Fallout 4\ControlMap_Custom.txt or pick "defaults" from the in-game keybinds menu.

This has been up for long enough, so I think it should be safe for distribution.
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Sarah Edmunds
 
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Post » Thu Nov 26, 2015 6:35 am

Posting in epic thread. Gotta explore this right now, thanks F4SE team!

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Pete Schmitzer
 
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Post » Thu Nov 26, 2015 4:20 am

VS 2012 ? :)

That's the only edition I haven't installed yet!

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~Amy~
 
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Post » Thu Nov 26, 2015 7:45 am

I'm not experienced with editing control mappings at all, but it looks a lot like it's not possible to separate melee and throwing grenades with it. That's something we'll probably need the GECK or an F4SE plugin for, right?
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Tanya Parra
 
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Post » Thu Nov 26, 2015 1:42 am

Well we didn't choose the compiler, Bethesda did. ;)

I haven't taken a deep look either, but I don't see a separate entry to throw grenades, just the primary and secondary attack, melee, and the ready weapon state. That may mean we will need to have a plugin or script to handle throwing separately. But I will need to investigate. Perhaps we can get something together.

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Greg Swan
 
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Post » Thu Nov 26, 2015 12:28 pm

Thankfully, we can set the platform toolset in Visual Studio 2013 and later to Visual Studio 2012.

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sam smith
 
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Post » Thu Nov 26, 2015 8:54 am

That would be amazing, behippo. Can't tell you how many times I've started myself on fire trying to bash a Ghoul..
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Lavender Brown
 
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Post » Thu Nov 26, 2015 3:29 pm

Awesome sauce!

Could you look into also separating Reload/Transfer and Grab object/Exit power armor.

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Miragel Ginza
 
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Post » Thu Nov 26, 2015 12:22 pm

Thanks for all the hard work! I guess I will check back after TG to see if it's a little more tested.

I don't really expect the everything buttons to be fixed this early. That's a lie, I *expected* gamesas to react to the last few blowups over PC interfaces to *not* make the same idiot decision - I guess that makes *me* the idiot.

I heard them say they spent a lot of time on the UI - damn fool me I didn't know "a lot" means "zero."

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Roisan Sweeney
 
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Post » Thu Nov 26, 2015 9:24 am

That...just...made...me..cry...no seriously. I love you guys, at this very moment I do in fact love you. You don't what kind of mess I was going through this evening when trying to build a settlement. As arrow key player this is pure terror.

I think I need to use the keybind fix in conjunction with the F4SE executable, or is it standalone?

I'm going to test it right now, going to give some feedback in 1 hour, or if not, then by tomorrow morning.

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maria Dwyer
 
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Post » Thu Nov 26, 2015 11:12 am

Greetings to our beloved real world programmers who choose to hobby here in the BGMC. Mad respect and love to all of you. Also it's great to see you guys just owning it more and more with every release and it makes me want to jump in too.

What am I going to do you ask? Maps of course. We need a cell grid map in and out of the game asap and so here I am to petition the gods of coding for a tiny bit of there time to save me hundreds of hours stitching over 2300 images together.

I once asked one your brethren(Timeslip) 6 years ago to make me a small program to automate this task. He obliged and gave me a small program I could drop in a folder full of PNGs that would auto stitch them together according to x,y coordinates(game cell coordinates) in the file name.

I can't find the program and Timeslip hasn't been around for a few years so I was hoping one you fine fellows could help me out. If anyone reading this has the image stitcher he made and can share it with me(i passed it around a bit back in the day w/Ts permission) that would be great or if the gods(of coding) should wish to smile on me, perhaps they could whip something up.

If you do decide to grant me my prayer it needs to be able stitch incremental coordinates as such found in the Terrain LOD textures.

you probaly know this but here it is anyway.

example: Commonwealth.4.0.0 -> Commonwealth.4.0.4

the first number is the progression

the second number is the x coordinate

and the third is the y coordinate

1,2,3 are skipped because they are present in th 0.0 image which is 4x4 cells.

Thy will be done. :bowdown:

...and thanks either way.

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sophie
 
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Post » Thu Nov 26, 2015 8:28 am

This is awesome! I'll give the keymap a try :)
Minor detail - the second column of the CustomControlMap.txt file is actually the ASCII code of the key, not the keyboard scan code.
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Bones47
 
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Post » Thu Nov 26, 2015 11:31 am

redacted

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Jessica Nash
 
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Post » Thu Nov 26, 2015 2:01 pm

Handling that would involve adding additional keybinds, then patching the executable to use those when multiple actions are attached to a bind. Haven't investigated how hard this would be.

You will need to run the game with f4se_loader, yes.

There is overlap between the ASCII codes and the https://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx, but they aren't the same things. For example, quicksave is mapped to 0x74 (F5), which is a lowercase 't' in ASCII.
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Kerri Lee
 
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Post » Thu Nov 26, 2015 8:29 am

No, not the same. Keyboard scan code for 'A' is 0x1E. ASCII code for 'A' is 0x41
Skyrim control map is using keyboard scan codes. The sample F4SE CustomControlMap.txt is using ASCII codes.
Edit
@ianpatt
Thanks for a link to the proper codes :)
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james kite
 
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Post » Thu Nov 26, 2015 4:49 am

Just a heads up on the CustomControlMap.txt file. When editing it, don't ever hit the spacebar - use TAB if you want to make it pretty. I made this mistake and some bindings wouldn't work. For example if there is a space (0x20) right after 'Forward', then the forward movement key won't work. If you look in the 'settings' menu, you'll see a $ next to the string. Spaces in the mouse section even had my mouse buttons reversed and I couldn't click on menu items like 'ENTER', etc.
I had to use a hex editor to replace all the spaces in my file with tabs (0x09) to fix it.
There's no spaces in the F4SE CustomControlMap sample in the F4Se download.
Also, delete the custom control map under My Games/Fallout4 if there is one, because it over-rides the F4SE map.
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CHangohh BOyy
 
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Post » Thu Nov 26, 2015 7:12 am

Reading the CustomControlMap.txt file, it looks like the key bindings are not ASCII codes OR scan codes, they are Windows Virtual Key codes (which happen to match to ASCII for certain characters like uppercase letters)

https://msdn.microsoft.com/en-us/library/windows/desktop/dd375731%28v=vs.85%29.aspxhas a full list.

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Claire Jackson
 
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Post » Thu Nov 26, 2015 2:02 pm

Ah yeah, that's the right term. Sorry for the confusion; I wrote the readme at 4AM.
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Mrs Pooh
 
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Post » Thu Nov 26, 2015 5:09 pm

A headsup for arrow key players. I'm aware your primary goal, besides being allowed to cutomize gameplay keys, is also customizing the settlement workshop and dialogue keys, because those two are creating most of the trouble when playing with arrow keys. Here's the corresponding blocks and how you have to modifie them in order to remove 1. arrow key interaction during dialogue (only 1234 keys work, use in combination with this russian dialogue mod?), 2. arrow key browsing the workshop menus(replaced to wsad)...

DialogueMenu:

MultiActivateA    0x34        0xff    0x1000    0    0    0    0x8MultiActivateB    0x33        0xff    0x2000    0    0    0    0x8MultiActivateX    0x32        0xff    0x4000    0    0    0    0x8MultiActivateY    0x31        0xff    0x8000    0    0    0    0x8

SettlementWorkshop:

Accept        0x45    0xff    0x1000    0    0    0    0x8Cancel        0x09    0xff    0x2000    0    0    0    0x8Up            0x57    0xff    0x0001    0    0    0    0x8Down        0x53    0xff    0x0002    0    0    0    0x8Left        0x41    0xff    0x0004    0    0    0    0x8Right        0x44    0xff    0x0008    0    0    0    0x8LTrigger    0x46    0x0        0x0009    0    0    0    0x8RTrigger    0x47    0x1        0x000a    0    0    0    0x8XButton    0x52    0xff    0x4000    0    0    0    0x8LShoulder    0x5a    0xff    0x0100    0    0    0    0x8RShoulder    0x51    0xff    0x0200    0    0    0    0x8Closemanu    0x1b    0xff    0x0020    0    0    0    0x8AlternateControlsKey        0xa0    0xff    0x0200    0    0    0    0x8
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biiibi
 
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