You folks are doing Talos' work. Thanks for all you do!
Well let's be clear that we haven't released the F4SE yet, we've only just begun that process. We have released a utility that will help the more dedicated modders and the NifSkope team start digging into the new release.
The F4SE team can't accept donations, but we do appreciate your appreciation.
Thanks SmkViper! We're always excited to see what you fine folks have brought us. We noticed a ton of new papyrus opcodes we are quite curious about. And we always like to see functionality we've released in an xSE get rolled into game. That validates our work.
We always release the source code for the script extenders. Even the BA2 Extractor we released yesterday has the main source code available.
Thanks for your interest everyone. We're quite excited to be back at work and will have more updates in the next few days I am sure.
Thanks for the quick release.
Is the game executable 32bit or 64bit? If I recall, one of you uses the free version of IDA and that doesn't support 64bit executables. Did you do all this work with Olly?
I haven't purchased the game yet, because I can't afford the $500 to upgrade my copy of IDA to the Pro version yet.
I'm hoping to dig into this tonight as well.
If it's like Skyrim, there's a controlmap.txt file buried in the archives that controls all the keybinding, not just the ones that are exposed in the game menu. This means we can fix the hardcoded E functions to point to the assigned Activate key, free up the numberpad keys for reassignment, and hopefully separate Grenades from Bash, among other things.
I'm afraid it isn't that easy. There is a controlmap.txt, but it's encrypted. There is no controlmap.txt in any of the archive files however. It seems that any of the keyboard controls are baked into the .swf (flash) files. I found a solution by making use of my 16 button mouse, it's uncomfortable but should work for now. I'm also hoping for a day one patch that allows for fixed key binds and more keybinds possible in options (like rebinding menu keys aka E&TAB).
So theoretically (and in future) is there any chance that with the script extender modders can bring back visible holstered weapons? I am kinda assuming/hoping it isn't hardcoded.
Nice to see you guys already started
Btw I wrote dumper for the new version of pex http://www.gamesas.com/topic/1545094-wip-fallout-4-hook/
+1
I really hope the modders can do something to fix this absolute failure of modern game design.
Edit - The next best thing would be to take advantage of the layered armor system, and make "closed" universal weapon holsters for the back, waist, thigh etc. Which is definitely do able.
Examples,
http://l7.alamy.com/zooms/c812b80b7ed542e1b0e7116d4a9af7b0/a-rigid-ex-artillery-pistol-holster-for-p08-modified-by-shortening-brf345.jpg
http://image.rakuten.co.jp/revolut1/cabinet/c34/1_co148003_600.jpg
ok.. im not familiar with a lot of these terms, but i think i understand the general idea of what youre saying. Do we need to do anything different with the photoshop plugin, or can we unpack the normals using the -atifourcc switch, and they should then open properly in photoshop plugin? If so, can we then keep using the same dxt1/3/5 compressed formats and the various uncompressed formats to save new/edited normals, or do we need to do something different with textures we save?
Thank you!
That's unfortunate. I'm getting by with Auto Hotkey, but I had hoped that it would only be a temporary fix until the controlmap file could be sorted out. I don't know why they would encrypt that. It's such a simple matter to sort out the keybind problems and inconsistencies if we can just get into that file.
ok so the normal maps are now being extracted properly and are opening in photoshop perfectly!! Everything looks wonderful! Now, the question is, what formats do we need to select when we are saving the normals? can we use the old dxt5 with alpha, dxt1 no alpha, or uncompressed 8888 argb/888 rgb formats?
I guess i could test them all out individually to see if they are rendered in-game.. let me know what you have found so far, thx
EDIT: it looks like selecting the 3Dc option in the nvidia plugin may be the same format as is exported from the ba2 archive using the new switch you implemented. I am still curious though if the game is capable of using uncompressed argb and/or DXTx
*Dang forums aren't loading today. Double Post*
My only wish is that somehow it would work on consoles, but I highly doubt it. I don't really have any knowledge with modding outside of screwing around with Halo Custom Edition modding and the GECK/Creation Kit, so I dunno if it's even a possibility.
Although I will say thanks to the creator of the script extenders!
is it possible to write a script that would infinitely augument the game's name list so Codsworth can recognize any name you enter? i.e. instead of maintaining an impossible to maintain list of names, store the PC's name in memory bank and have Codsworth's script dialogue access this? This would be helpful for PC loving robot role play where the PC prefers keeping Codsworth as a companion.
Thanks for all your hard work. SE team absolutely set the foundation for some of the best mods that get created.
As an addendum to Ian's post I just wanted to talk about the current state of _n and _s files. Ian added a command line option to treat BC5 like ATI2 in the second version. For http://www.nexusmods.com/fallout4/mods/78/ v0.02 I went ahead and made this the default for now because here is why:
Nvidia Plugin (DXT5) - bloatfly_n
Color: https://i.imgur.com/vnrp4a9.png ... Corrupted garbage
Alpha: https://i.imgur.com/XiQwyLK.png... I am pretty sure this is just one of the color channels.
Nvidia Plugin (ATI2) - bloatfly_n
Color: https://i.imgur.com/9p9dk4N.png... Washed out. Still incorrect. But see below.
Alpha: Absent. I am going to guess this is correct because they are instead using all the bytes for normals.
WTV - DDS file viewer (ATI2) - bloatfly_n
Color: https://i.imgur.com/3mrYJ50.png... Correct.
Alpha: Absent.
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So, if you're using the Nvidia plugin and getting washed out normals, you can add a black layer over the texture and put it on Overlay mode. This makes the file look identical to the above correct version.
When looking at bloatfly_s, same thing. DXT5 is unusable. After you apply the black overlay trick, the 3 channels look like they may be correct.... but they're not:
Nvidia (ATI2) Corrected: https://i.imgur.com/MJ6sqmh.png
WTV (ATI2) : https://i.imgur.com/dzKbYVz.png
Since WTV is the only thing that showed the _n correctly I'm going to assume that it has the _s correct too.
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So, given that the Nvidia plugin is pretty much the only tool anyone can use to view ATI2 and it's still not treating them correctly says a lot about the state of texture modding right now.
I still have to look into https://github.com/Microsoft/DirectXTex but hopefully I will be able to use it to decompress BC5/7 and then write this out in an uncompressed format during the BA2 extraction. Either alongside the correct files or in place of them. A tool would also need to be made to turn the uncompressed version back into BC5/7 like Ian said.
Thank all the gods in the sky for you guys. Cause we need you bad. The rest of us eagerly wait you and Beth.
Thank you guys for your excellent work!
I'm holding my thumbs that in FO4 it will be possible to dynamically alter item prices depending on who's buying and what (i.e. a trader that pays more for food items, or pays less for coffee cups, but normal prices for veerything else), and also terminals that you can actually type on!