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hlp

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Everything posted by hlp

  1. F4SE is updated already and there are almost no offset changes in the runtime.
  2. It should be free on BethNet until the 31st now. I got my third copy this way
  3. Fallout 4 updated to 1.10.130, no change log that I saw but this time around there are changes and not only "things" added (like it had been since 1.10.98). Also the scripts sources have been updated , see here : https://bethesda.net/community/topic/329578/fo4-creation-kit-update-1-10-130-0
  4. There is a "changelog" in the community forum (https://bethesda.net/community/topic/230576/fallout-4-patch-1-10-111-0). There is the exact same one for Skyrim (https://bethesda.net/community/topic/230577/skyrim-se-patch-1-5-50-0).
  5. Based on F4SE and just like it was for 10.10.106, 1.10.111 does not make any change to the existing code, so it should contain no fixes to the runtime, only additions.
  6. ESL all share load order ID FE, but heir actual load order is before all ESP that are not masters of ESL files. For games supporting ESL files, load order ID and load order index are no longer identical.
  7. I think VATS is used in Skyrim for the kill cam. And yes the data could probably be extracted from the EXE with an algorithm similar to the one I used for finding the Default objects. I just never dig into that yet. The easiest starting point would be to know of one that isn't in the ESMs
  8. Ok. I wasn't totally sure it was. And since the bug appeared I always added a test for None whenever an array could be null of full of none.
  9. I remember it being mentioned as a corrected issue in one of the release then I encountered it again on a later release...
  10. I wondered if that issue was not related to F4SE. Did your test sample was without it ?
  11. I got an update of the scripts.zip two days ago. Was I late or did they finally published them ?
  12. I never used those settings, but Zilav added them for that specific usage.
  13. Check the "UI Settings" tab of the Options form for sizing and fonts.
  14. Yes sorry about that. As is it was pretty useless. Since then I did send to Sharlikran the part that is useful and made use of this snippet of code (it is something inside my xEdit plugins for xxSE but the up to date versions are not packaged and uploaded yet).
  15. I was working on that for Sharlikran and never completed it. This should associate each parameter type info in Skyrim/SSE with the corresponding Wrye bash encoding . I don't have the plugin to convert this in python source ("conditionFunctionData = ( #--0: no param; 1: int param; 2: formid param") with me. UInt32 WBEncode(ObScriptParam param) { switch (param.typeID) { case 0: return 0; // 00 'String' () 0 case 1: return 1; // 01 'Integer' () 0 case 2: return 0; // 02 'Float' () 0 case 3: return 2; // 03 'ObjectID' () 0 case 4: return 2; // 04 'ObjectRef' () 0 case 5: return 2; // 05 'ActorValue' () 0 case 6: return 2; // 06 'Actor' () 0 case 7: return 2; // 07 'SpellItem' () 0 case 8: return 0; // 08 'Axis' () 0 case 9: return 2; // 09 'Cell' () 0 case 16: return 0; // 10 'AnimationGroup' () 0 case 17: return 2; // 11 'MagicItem' () 0 case 18: return 2; // 12 'Sound' () 0 case 19: return 2; // 13 'Topic' () 0 case 20: return 2; // 14 'Quest' () 0 case 21: return 2; // 15 'Race' () 0 case 22: return 2; // 16 'Class' () 0 case 23: return 2; // 17 'Faction' () 0 case 24: return 1; // 18 'Sex' () 0 case 25: return 2; // 19 'Global' () 0 case 32: return 2; // 20 'Furniture' () 0 case 33: return 2; // 21 'TESObject' () 0 case 34: return 0; // 22 'VariableName' () 0 case 35: return 1; // 23 'QuestStage' () 0 case 36: return 2; // 24 'MapMarker' () 0 case 37: return 2; // 25 'ActorBase' () 0 case 38: return 2; // 26 'Container' () 0 case 39: return 2; // 27 'WorldSpace' () 0 case 40: return 1; // 28 'CrimeType' () 0 case 41: return 2; // 29 'AIPackage' () 0 case 48: return 2; // 30 'CombatStyle' () 0 case 49: return 2; // 31 'MagicEffect' () 0 case 50: return 2; // 32 'FormType' () 0 case 51: return 2; // 33 'WeatherID' () 0 case 53: return 2; // 35 'Owner' () 0 case 54: return 2; // 36 'EffectShader' () 0 case 55: return 2; // 37 'FormList' () 0 case 57: return 2; // 39 'Perk' () 0 case 64: return 2; // 40 'Note' () 0 case 65: return 0; // 41 'MiscellaneousStat' () 0 case 66: return 2; // 42 'ImageSpaceModifier' () 0 case 67: return 2; // 43 'ImageSpace' () 0 case 70: return 0; // 46 'EventFunction' () 0 case 71: return 0; // 47 'EventMember' () 0 case 72: return 0; // 48 'Data' () 0 case 73: return 2; // 49 'VoiceType' () 0 case 80: return 2; // 50 'EncounterZone' () 0 case 81: return 2; // 51 'IdleForm' () 0 case 82: return 2; // 52 'Message' () 0 default: return 0; } };
  16. Since ESL came into play, the load order id (FExx) and the actual order of loading are no longer identical. A form named FX01nnnn can be loaded before a form named 08nnnnnn. To find the actual order you have to follow the logic that the runtime applies, which should be: vanilla esm in order of publication (the table is inside the runtime). vanilla esl in the order of the ccc file. other master files (esm/esl or esp with master flag) activated in plugins.txt in the order they are listed with dependent esm/esp/esl "injected" before if they aren't selected yet. remaining files activated, with once again dependent esm/esp/esl "injected" before if they aren't selected yet. That is what I concluded by "reading" the code in the next to last version of Fallout 4 and Skyrim SE. Though there was also a difference between F4 and SSE I don't remember right now. We probably need to create a test suite of plugins that can be used and shared to confirm every hypothesis we have so far. Just no time for it at the moment.
  17. I'm afraid this reminds of issues I never solved. I can try looking at it again, but I am not optimistic.
  18. v110 is VS 2012. That's the toolset used for Fallout 4.
  19. Since ESL were introduced there is no guarantee than the plugin id and the actual load order of that plugin are equal. When a plugin, whether esm/esp or esl is elected to be loaded, any dependent plugin, whether esm/esp/esl not yet elected to be loaded will be inserted in the load order before the plugin currently being processed.
  20. Go by the ccc order. We can hope they add new names at the end which will minimize plugin load order changes.
  21. The game will load them in the order they are specified in the ccc file , which is, currently, lexicographical.
  22. OK. I'll try to make an xEdit script later. Thanks anyway.
  23. Do you have your test set available online ? I want to recompile the plugin with SKSE64 2.0.5 and look at this issue but I'd rather not have to script the plugin creation thanks
  24. No. All internal counters start at 0 and the esl counter exists inside the game and is part of the runtime formID. Starting at index 1 will create inconsistencies when converting.
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