[WIPz] Fallout 4 Script Extender (F4SE)

Post » Thu Nov 26, 2015 1:30 am

Website: http://f4se.silverlock.org/

The Fallout 4 Script Extender, or F4SE for short, will be a modder's resource that expands the scripting capabilities of Falout 4. It will do so without modifying the executable files on disk, so there will be no permanent side effects.

The xSE team has returned to try our hand at the next great Bethesda game. We have produced the http://skse.silverlock.org, http://nvse.silverlock.org, http://fose.silverlock.org, and originally the http://obse.silverlock.org. We can't wait to help produce tools for the best mods for Fallout 4.

Now that Fallout 4 is released in the US we have started our work. We'll keep everyone informed as to our progress.

Edit:
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.

Fallout 4 runtime 1.1.30: Use http://f4se.silverlock.org/beta/f4se_0_01_01.7z.
Fallout 4 runtime 1.2.33: Use http://f4se.silverlock.org/beta/f4se_0_01_02.7z.

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\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 is a https://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx.



As a first taste we do have a BA2 Extractor to unpack the new BA2 package format of Fallout 4. Download it at: http://f4se.silverlock.org/beta/fallout4_tools_0001.7z
It is a command line tool that will extract the contents of a given ba2 to a specified folder.

And here is a screenshot of F4SE running for the first time: http://f4se.silverlock.org/F4SE_Splash.jpg (Thursday Nov 12 midnight). We've got a long way to go, but we are off to a good start.

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Dalia
 
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Post » Thu Nov 26, 2015 3:29 pm

?
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Soku Nyorah
 
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Post » Thu Nov 26, 2015 6:02 am

This is great news. I look forward to it.:tops:

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Siobhan Wallis-McRobert
 
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Post » Thu Nov 26, 2015 6:40 am

Awesome. I have an idea for one of the first plugins.. double mouse cursor fix :/

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Michelle Serenity Boss
 
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Post » Thu Nov 26, 2015 2:14 am

Here is a mod idea. Better Housing placement.

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Susan Elizabeth
 
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Post » Thu Nov 26, 2015 1:13 pm

I love you guys! Being capable of unpacking so I can fix the keybindings...I love you...:D

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Eliza Potter
 
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Post » Thu Nov 26, 2015 3:57 pm

as always, you guys rock! thanks for the archive unpacker! Can't wait for the script extender (and FO4edit).. this is going to be fun

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Daramis McGee
 
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Post » Thu Nov 26, 2015 2:04 am

I hope that ba2 format will be documented somewhere.

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Taylrea Teodor
 
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Post » Thu Nov 26, 2015 6:27 am

How do you do that with just the archive unpacked?

I hate that throw grenades and melee attack are GLUED onto the same button.

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Fiori Pra
 
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Post » Thu Nov 26, 2015 2:54 am

Thanks guys :)

can't wait! :clap:

Much love to all of you for all the work you put in :hugs:

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Kellymarie Heppell
 
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Post » Thu Nov 26, 2015 3:28 am

Thank you for giving us such an early start with the ba2 archives.

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Austin Suggs
 
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Post » Thu Nov 26, 2015 8:06 am

in the readme of the extractor you state

"Please note that the values in the DDS header are not present in the original texture archive, and were chosen for compatibility rather than accuracy. Color textures are accurate, but DXGI_FORMAT_BC5_UNORM (normal maps) and DXGI_FORMAT_BC7_UNORM are definitely wrong."

so it is clear that something is not quite right with the normals .. but i dont exactly know what this means in terms of how to "fix" it. All of the extracted normals are "visually corrupt" for lack of better description. They all open just fine, but they have high amounts of pixelation and artifacting, and the typical color palette used in normals is not quite right (the colors more cloesly resemble a model space normal), which im sure you know. My question is, is this something that just needs to be altered in extractor program and will be updated as you all continue working on it, or is this something that modders will need to fix ourselves once we have extracted the files from the archive (for example, by manually editing the file headers)? Cheers

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Rebecca Clare Smith
 
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Post » Thu Nov 26, 2015 2:34 pm

Nice! Thanks for all your hard work
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Amy Gibson
 
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Post » Thu Nov 26, 2015 2:57 am

For normals, the problem is that they're stored in a more efficient format: BC5, which uses two DXT5-style alpha blocks to store the x and y coordinates of the normal map. Z is mathematically reconstructed based on the fact that it's a normalized vector in the pixel shader. BC5 wasn't supported in any of the tools I checked, so I picked the closest alternative. This makes color show up as garbage and alpha show up as I think the y component of the normal.

I can add an option that will output the full DX10-style DDS header that can properly represent the source data, but you probably won't be able to open the output files in anything.

ninja-edit: https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop says it supports BC5, I'll take a look. If it does, then I'll hook up that option.

actual edit: Apparently it does, but only when you use the old 'ATI2' fourcc code for the format. The DX10 header format is unsupported and results in an image with random garbage unrelated to the source data. The plugin also reconstructs the z channel for you. I haven't tested these formats with the game, but I do know that it expects to find a DX10 style header and may not support this. Updated version shortly.
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Mrs Pooh
 
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Post » Thu Nov 26, 2015 8:04 am

Here's an updated version that lets you use the ATI2 fourcc code: http://f4se.silverlock.org/beta/fallout4_tools_0002.7z. Pass -atifourcc as a command line argument after the source and destination paths.
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natalie mccormick
 
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Post » Thu Nov 26, 2015 4:48 pm

You guys are awesome and so talented. You guys are the reason why there so many cool mods and Beth should personally congratulate both of you for your indispensable utilities which has made Bethesda games so enduring for many.
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Crystal Birch
 
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Post » Thu Nov 26, 2015 1:52 pm

Unpack the archives, find the ControlMaps.txt (or whatever related file), go to Skyrim Nexus to download an example, and edit the controlMap.txt according to it.

You might need to use a HexEditor. The ControlMap.txt in MyGames can't be used...unless they've changed it from previous titles.

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Gavin Roberts
 
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Post » Thu Nov 26, 2015 3:04 am

Thank you guys! Your work has always been invaluable!

And that was a fast release - was it that fast for FO3 and FNV? Was the vanilla script the same as the previous games? Any changes worth mentioning?

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Nikki Morse
 
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Post » Thu Nov 26, 2015 12:05 pm

Oh god yes! Please add a setting to adjust the iron sights sensitivity. Oh, and a toggle for ADS would be awesome too.

As usual, modders doing BGS's work.

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Lizs
 
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Post » Thu Nov 26, 2015 2:27 pm

The (not longer existing) bsa format for archives was the same in FO3 & NV also DDS. So there weren't any (at least not much) changes needed to existing tools. But yes that was fast and great.

These are the people who we mod developers rely on. So please think about donations (with absolut no obligations clearly). When we don't want paid mods we should more thinking of establishing a donation culture. It works for youtube and streams. I do my bit (as acknowledgement for making the NIF Blender export tools for FO3/NV, none of my new armors and meshes would have been possible without them) very soon.

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OTTO
 
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Post » Thu Nov 26, 2015 12:11 pm

You guys! :goodjob:

Time to start exploring those BA2s... wonder if changes will be picked up automagically, or is some sort of ini tweak/archive invalidation required?

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Justin
 
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Post » Thu Nov 26, 2015 2:58 pm

:clap: you guys are awesome

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SUck MYdIck
 
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Post » Thu Nov 26, 2015 2:52 am

Thank youuuuuuuuuuuuuu!!! *Wags tail furiously*.

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Devin Sluis
 
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Post » Thu Nov 26, 2015 2:08 am

Badass

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Lavender Brown
 
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Post » Thu Nov 26, 2015 5:23 am

For anyone wondering how to use this unpacker, I'm quoting DServant from the Nexus forums...

...best practice is probably to make a folder on c:\, copy all original .ba2 into that folder and then unpack over there, so the command line looks like this...
ba2extract c:\OrgFiles\"Fallout4 - Interface.bsa" c:\OrgFiles

...everything will then be unpacked into this folder. You could probably also try to just unpack all .ba2 with...

"Fallout - *"
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leni
 
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