ag12 Posted February 9, 2017 Posted February 9, 2017 So, with Skyrim and SKSE you didn't have to do anything specific, the CK would just load F4SE as long as you have it installed and then you'd be able to utilize it's functions. Now with Fallout 4 it seems to be different. There are the first interesting F4SE functions (mainly .GetWornItem(slot)), however the CK doesn't seem to be aware of them and throws compiler errors (aka this function is not existing). Does anybody know how to get F4SE loaded in the CK? I'm probably being a dumbass here and I could use a pointer towards the right direction. Thanks in advance.
Guest Posted February 9, 2017 Posted February 9, 2017 Same as Skyrim, you need to unpack the pex/psc files and put them in the installation folder. Overwrite the original files when needed.
ag12 Posted February 9, 2017 Author Posted February 9, 2017 That's exactly what I did. However, the CK insists that the functions don't exist. Can't recompile the Actor.pex either - throws exceptions. I'd say F4SE isn't working right.
7*C Posted February 24, 2017 Posted February 24, 2017 I have the same problem, did you found out how to get it to work?
ousnius Posted February 24, 2017 Posted February 24, 2017 In FO4, the F4SE source files are inside of a sub folder. You have to edit your compiler flags file to include the F4SE folder. Open up the "Fallout 4\Papyrus Compiler\PapyrusProject.xsd" file and add the "F4SE" import path as described here: http://www.creationkit.com/fallout4/index.php?title=Papyrus_Projects
7*C Posted February 24, 2017 Posted February 24, 2017 Thanks ousnius, but I am still using the old-fashioned ck editor to compile. But you lead me to the right direction! I copied the files from the F4SE folder into the Base folder and the ck editor did compile.
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