For FO4Edit progress: http://afkmods.iguanadons.net/index.php?/topic/3750-wipz-tes5edit/page-45#entry158136
For FO4Edit progress: http://afkmods.iguanadons.net/index.php?/topic/3750-wipz-tes5edit/page-45#entry158136
link doesnt work. says that it does not exist.
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.
You guys absolutely rock! Looking forward to seeing it.
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\
Posting in epic thread. Gotta explore this right now, thanks F4SE team!
VS 2012 ?
That's the only edition I haven't installed yet!
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.
Thankfully, we can set the platform toolset in Visual Studio 2013 and later to Visual Studio 2012.
Awesome sauce!
Could you look into also separating Reload/Transfer and Grab object/Exit power armor.
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."
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.
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.
...and thanks either way.
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.
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