[WIPz] Fallout 4 Script Extender (F4SE)

Post » Thu Nov 26, 2015 7:25 am

Relocation was also available on x86 (it's the framework that DLLs are built on top of), but the Steam DRM wrapper didn't support relocations until relatively recently. I've set up some RelocPtr classes to help with abstracting away as much as possible.

Those in theory should not be needed. If we find that the heap is still inadequate after probably being rewritten during the x64 port then we'll take a look. It is very important to not make guesses about what is going wrong without evidence.
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michael flanigan
 
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Post » Thu Nov 26, 2015 3:58 pm

:( true, still I was hoping for an automagical solution.

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sas
 
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Post » Thu Nov 26, 2015 1:17 am

will this be available you think on Xbox One?

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Tiff Clark
 
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Post » Thu Nov 26, 2015 2:44 pm

No. The type of things we do to hook the game are not allowed on the consoles.

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Mariana
 
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Post » Thu Nov 26, 2015 2:31 am

http://www.pcpowerplay.com.au/feature/fallout-4-modders-take-aim,411831

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Dylan Markese
 
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Post » Thu Nov 26, 2015 10:35 am


Great article! And you're the famous Martigen, the one who created the monsters mod for oblivion, no?
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Veronica Martinez
 
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Post » Thu Nov 26, 2015 3:07 am

I must say, I am VERY impressed with how fast people have torn this game apart.

I intend to dig into Fallout 4 in the future just like I did with Oblivion, Fallout 3 and Fallout New Vegas (I wrote data file code for esp/esm files for all 3 games), only thing is my crappy old PC (Core 2 Duo) isn't good enough to play the game so I gotta save some money to upgrade my PC first before I can get the game and tear it apart.

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Patrick Gordon
 
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Post » Thu Nov 26, 2015 8:47 am

Thanks for the link and the plug Martigen! Very strange to see my name in an article. Hopefully in the near future we'll have even more great stuff for folks. We're moving rapidly.

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Nomee
 
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Post » Thu Nov 26, 2015 2:28 pm

The UI appears to be set from the various SWF menus, poking around I found in the interface/bartermenu.swf BSButtonHintData functions which reference these:

...snip...

this.AcceptButton = new BSButtonHintData("$STORE","E","PSN_A","Xenon_A",1,this.onAccept);
this.TakeAllButton = new BSButtonHintData("$TAKE ALL","R","PSN_X","Xenon_X",1,this.onTakeAll);
....snip...
Sadly, these look to be spread out (found additional BSButtonHintData hooks in workshop.swf, book.swf, containermenu.swf, etc). So this nut is a tough one to crack.
I can't believe they'd mess something like this up so bad :brokencomputer:
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Eibe Novy
 
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Post » Thu Nov 26, 2015 10:48 am

Someone should take the SWF files and run them through one of the various SWF disassemblers out there and see what they can find. Once I get a new PC (and the game) looking into the SWF files is something I want to do (I have worked with Flash based UI before thanks to certain entries in the Command & Conquer franchise)

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ONLY ME!!!!
 
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Post » Thu Nov 26, 2015 5:35 am

Excellent!

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sarah taylor
 
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Post » Thu Nov 26, 2015 8:20 am

@ behippo; jon - do either of you guys know how some people are releasing plugin mods on the nexus? Am i missing some secret alpha release of xEdit that is able to do this? I've had no luck using tes5edit or fo3edit.. i havent tried any of the others yet though. Ive tried asking some of the authors who have already published their plugins but none have responded lol.

cheers

Edit: actually zilav posted a plugin mod too..

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Neliel Kudoh
 
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Post » Thu Nov 26, 2015 11:16 am

The overall format is the same, only with differences for how some types of forms are stored, so for a lot of things you don't need a full editor to build .esp files.
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Bellismydesi
 
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Post » Thu Nov 26, 2015 11:19 am

This just made my day.

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Gill Mackin
 
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Post » Thu Nov 26, 2015 10:09 am

Someone has released a tutorial on the Nexus:

http://www.nexusmods.com/fallout4/mods/277/?

I haven't used that method, so I can't speak to how well it works.

As Ian said, the file formats don't change very much between Bethesda games. Most of the mods being released right now are simple mods that tweak a game setting or two. These types of mods can be created with a good hex editor (wxHexEditor) , as long as you know the file format used by Bethesda.

Start here to understand how Bethesda game files are put together:

http://www.uesp.net/wiki/Tes5Mod:Mod_File_Format

You can use a hex editor to open Fallout4.esm and copy the records you are interested in modifying to a separate file. You insert bytes at the beginning of your file to add the necessary records that indicate the file is a mod. You then start manipulating the values you want with the hex editor.

The people that are creating mods this way typically have some kind of programming background and understand how computer data is stored.

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BrEezy Baby
 
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Post » Thu Nov 26, 2015 10:50 am

I just want to say that if 'F4SE' isn't pronounced 'force', it should be. Because force is exactly what you need when you're out killing raiders.

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Dj Matty P
 
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Post » Thu Nov 26, 2015 5:11 am

Or you can just use xEdit, copy the records you want to override to a new plugin, and modify those records as needed.

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Marcia Renton
 
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Post » Thu Nov 26, 2015 4:00 pm

We've got an update available for our Fallout 4 Tools: http://f4se.silverlock.org/beta/fallout4_tools_0003.7z

This includes a bug-fix for ba2extract where the width and height of textures was accidentally swapped. It also introduces scriptdump.exe which is a .pex disassembler. It has been updated with the new features in Papyrus 3.9 (structures and new mostly-array-centric opcodes).

Thank Ian for both of these.

Decoding is continuing for F4SE proper, and the plug-in API has been brought forward from SKSE. A lot more class decoding is needed before useful plugins can be made, but progress is steady.

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Lyd
 
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Post » Thu Nov 26, 2015 9:28 am

You guys truly rule. I know that the things that I want to see modded in FO4 the Script Extender will make possible, so I want to thank you in advance for making this available to the modding community.

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djimi
 
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Post » Thu Nov 26, 2015 9:21 am

Well hot diggity damn that was fast!

We need a mods forum!!!

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Rachel Hall
 
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Post » Thu Nov 26, 2015 3:12 pm

Fallout 4 mods section is up - I've moved this topic over.

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sally R
 
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Post » Thu Nov 26, 2015 3:48 am

thank god we have some super smart folks to un fubar FO4 so that people who play a PC game with a KEYBOARD and use the arrow keys instead of WASD can actually maybe one day play the game.

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JR Cash
 
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Post » Thu Nov 26, 2015 4:18 am

Thanks! You folks got the mods section up much earlier than with Skyrim.

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Manuela Ribeiro Pereira
 
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Post » Thu Nov 26, 2015 11:00 am

I have tried done this but got error loading module issue with Fallout4.esm, can anyone give me more instructions how to mod with xEdit..

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matt oneil
 
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Post » Thu Nov 26, 2015 3:13 am

I know this is not related to your work but I figure you may know some of the devs involved.. are you aware of any work being done on decoding the plugin and developing a compatible xEdit?

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lauraa
 
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