[WIPz] Fallout 4 Script Extender (F4SE)

Post » Thu Nov 26, 2015 1:00 pm

Probably a working directory issue. Try building a ProcessStartInfo with the appropriate info instead of just a path to the executable.
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Pat RiMsey
 
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Post » Thu Nov 26, 2015 2:32 pm

I'm trying out the CustomControlMap.txt file. I don't think the SecondaryAttack name is right. It shows as $SecondaryAttack in the in-game settings. I did not change that line in my text file. It's probably something more like Aim/Block, but not sure how to find out.

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Keeley Stevens
 
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Post » Thu Nov 26, 2015 3:37 pm

When you edit the CustomControlMap.txt, don't hit the spacebar anywhere - use the tab instead to align columns. If there's a space character after the 'k' SecondaryAttack, it will show up with a $ in the settings hud and the control won't work.

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rae.x
 
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Post » Thu Nov 26, 2015 5:48 am

I'm trying to edit the CustomControlMap.txt as well. I can't for the life of me find out how to change the inventory controls. I am trying to use ESDF and managed to get everything else working except when i'm browsing a container or my own inventory. What is the section that controls the bindings for these functions?

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Katie Louise Ingram
 
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Post » Thu Nov 26, 2015 2:50 pm

The way I figured is by double tapping the hexcode 0x60 for Num0 f.e. Then browse through the file to see what else uses this key. The rest was trial and failing in game.

I believe inventory/container was the biggest colon besides the main.

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Jessica Lloyd
 
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Post » Thu Nov 26, 2015 8:52 am

Thanks for the inspiration, I found the section I needed.

Here it is, for anyone else having trouble

LTrigger 0xff 0xff 0x0009 0 0 0 0x8RTrigger 0xff 0xff 0x000a 0 0 0 0x8XButton 0x54 0xff 0x4000 0 0 0 0x8YButton 0x59 0xff 0x8000 0 0 0 0x8LShoulder 0x43 0xff 0x0100 0 0 0 0x8RShoulder 0x51 0xff 0x0200 0 0 0 0x8Select 0x56 0x1 0x0020 0 0 0 0x8L3 0x5A 0xff 0x0040 0 0 0 0x8R3 0x58 0xff 0x0080 0 0 0 0x8
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Soraya Davy
 
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Post » Thu Nov 26, 2015 11:53 am

Thanks. Changed all the spaces to tabs and it's working great now.

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bimsy
 
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Post » Thu Nov 26, 2015 7:50 am

Why does the CustomControlMap.txt included with F4SE not contain the default settings?

Anyway, https://drive.google.com/open?id=0B0o3cG8Q52tpTFZjanBsakFQelk, ripped directly from Fallout4.exe (v1.1.30). All consecutive tabs and other horizontal whitespace (\h+) were converted to single tab characters (\t).

Someone should make a graphical control map editor, http://i.imgur.com/grCLv6S.png but for FO4 actions and keyboards.

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Lovingly
 
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Post » Thu Nov 26, 2015 12:25 pm

If you're using the 1.2.33 runtime beta, you'll need to use http://f4se.silverlock.org/beta/f4se_0_01_02.7z.

No new user-visible features other than compatibility with the new version, but internal class decoding continues.
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Louise
 
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Post » Thu Nov 26, 2015 2:50 pm

It does. Yours isn't updated for 1.2.33, for what it's worth.
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Rik Douglas
 
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Post » Thu Nov 26, 2015 12:49 pm

Hi guys, great work so far!

I have a question about the CustomControlMap file. My goal is to make instances of hard-coded keys remap with user-bindable keys. For instance, if I remap the Pip-boy to something other than TAB, I want all menu usages of TAB to use the remapped Pip-boy key instead. So, I've gone through the CustomControlMap file, and after the initial user binds section, I've replaced all instances of 0x09 with !Pipboy. Likewise for every key that is user-bindable.

My question is, if I put my modified file into the Data\F4SE folder, can this work in conjunction with the game's CustomControlMap user settings file? I'd like to be able to use the game's keybinding function (now that they've allowed numpad binding), but fix the many cases where the game is still hard-coded to E, Q, TAB, etc. I would prefer not to hard-code my own keybinds into the F4SE controlmap file.

I suspect from your warning about the user CustomControlMap file overwriting binds in this file, that what I want to do should work--that is, the user settings controlmap file should define the keybinds, and my modified CustomControlMap file should just fix the later definitions to refer to the user binds rather than hard-coded keybinds.

Do you guys think I'm on the right track? I won't have a chance to test it until later, but I'm hopeful that this will work.

Edit: Yeah, that totally worked. :)

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Lewis Morel
 
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Post » Thu Nov 26, 2015 4:41 pm

It will very usefull because manual editing of the file is a real pain of the *ss.

Tried to make my own for AZERTY keyboard and i'm not very sure of what i've done. My fears are :

- can't find the "2" key on the link provided (this key is between the TAB and the ESC one on an AZERTY keyboard)

- not sure to have correctly handled workshop/settlement moving/building.

For info, my file : pastebin_DOT_com/B9kTmgka

Anyway, thanks guys, you rock !

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Emerald Dreams
 
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Post » Thu Nov 26, 2015 4:54 pm

According to the Virtual-Key code list, on a US Standard keyboard that key is VK_OEM_3 or 0xC0 '~'. The 'OEM' part means it varies depending on the country I suppose. So maybe it's still 0xC0 for you.
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Ashley Hill
 
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Post » Thu Nov 26, 2015 6:07 am

I don't run betas.

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loste juliana
 
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Post » Thu Nov 26, 2015 9:39 am

How is the f4se_loader.exe able to skip the Launcher from starting? I investigated the source of the main.cpp file in /f4se_loader/ and found

const char * kAppID = (g_options.m_launchCS == false ? "377160" : "???");

So, to skip the Launcher screen, all that was done was pass the Fallout4 SteamAppID as an argument to the Fallout4.exe? Or am I missing something else? I've tried this and had no success (launcher screen still shows).

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Marilú
 
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Post » Thu Nov 26, 2015 12:28 pm

There are two things a Steamworks game does to discover if it's been launched by Steam.

Either set an environment variable named "SteamAppId" with the correct AppID, or create a text file named "steam_appid.txt" in the game directory with the correct AppID.
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Robyn Lena
 
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Post » Thu Nov 26, 2015 5:17 pm


Set the environment variables "SteamGameId" and "SteamAppID" to that to skip the launcher.

edit: ninja'd
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Eileen Collinson
 
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