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readme/whatsnew update
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ianpatt committed May 1, 2024
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31 changes: 20 additions & 11 deletions f4se_readme.txt
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Fallout 4 Script Extender v0.6.23
Fallout 4 Script Extender v0.7.0 TESTING ONLY
by Ian Patterson, Stephen Abel, and Brendan Borthwick (ianpatt, behippo, and plb)

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

#####################################################################
This version is intended for mod developer testing only.
There are probably major issues.
Please read the whatsnew for specific notes.

All native code plugins (.dlls) need to be updated by their
creators for 1.10.980.

Old native code plugins not loading is not a problem with F4SE.
#####################################################################

Compatibility:

F4SE will support the latest version of Fallout available on Steam, and _only_ this version. When a new version is released, we'll update as soon as possible: please be patient. Don't email asking when the update will be ready; we already know the new version is out. The editor does not currently need modification, however when available a custom set of .pex/psc files must be installed.

This version is compatible with runtime 1.10.163. You can ignore any part of the version number after those components; they're not relevant for compatibility purposes.
This version is compatible with runtime 1.10.980. You can ignore any part of the version number after those components; they're not relevant for compatibility purposes.

[ Installation ]

1. Copy f4se_1_10_163.dll, f4se_loader.exe, and f4se_steam_loader.dll to your Fallout installation folder. This is usually C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\, but if you have installed to a custom Steam library then you will need to find this folder yourself. Copy the Data folder over as well.
1. Copy f4se_1_10_980.dll and f4se_loader.exe to your Fallout installation folder. This is usually C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\, but if you have installed to a custom Steam library then you will need to find this folder yourself. Copy the Data folder over as well.

2. Launch the game by running the copy of f4se_loader.exe that you placed in the Fallout installation folder.
2. Ignore the 'src' folder. It is for programmers.

3. If you are looking for information about a specific feature, check f4se_whatsnew.txt for more details.
3. Launch the game by running the copy of f4se_loader.exe that you placed in the Fallout installation folder.

4. If you are looking for information about a specific feature, check f4se_whatsnew.txt for more details.

[ FAQ ]

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If you are having trouble with the installation instructions or are running in to other problems, post on /r/f4se. We cannot help you solve load order problems.

Entire Team
Send email to team [at] f4se [dot] silverlock [dot] org
THIS IS A VERSION FOR MOD DEVELOPER TESTING ONLY. General reports that a mod doesn't work or crashes that require a complicated mod list are not helpful at this time. Even vanilla 1.10.980 appears to be unstable. Reports like "when I call GetWaterType on this specific cell with editor ID [whatever] it returns the wrong result" would be ideal, but I'll be doing investigation as needed. Please keep in mind that I am one person, and there are a *lot* of mods out there.

Ian (ianpatt)
Send email to ianpatt+f4se [at] gmail [dot] com

Stephen (behippo)
Send email to gamer [at] silverlock [dot] org
Send email to ianpatt+f4setest [at] gmail [dot] com

[ Standard Disclaimer ]

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6 changes: 6 additions & 0 deletions f4se_whatsnew.txt
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- handle 'None' as an array member when passed to custom papyrus functions (thanks TommInfinite)
- fix ScriptObject.RegisterForFurnitureEvent filters

Functions with issues:
The workshop connection functions were heavy victims of inlining changes due to the updated compiler. Specifically:
ObjectReference.AttachWireLatent needs rework, disabled
ObjectReference.GetConnectPointsLatent does not return object
ObjectReference.TransmitConnectedPowerLatent does not work

0.6.23
- workaround for bug in High FPS Physics Fix

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