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[Dev/Test/Beta] LL FourPlay community F4SE plugin v49 2024 05 15


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2 hours ago, gameforumsonly said:

can someone teach me how to install this mode?

 

Not really, no. You install it like any other mod, it's mainly just a DLL plugin for F4SE. But also, most mods that need this library include a copy anyway (AAF, Real Handcuffs, Rad Morphing Redux...), so you rarely need to download it separately from here.

 

Why are you wanting to install this directly?

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8 hours ago, vaultbait said:

 

Not really, no. You install it like any other mod, it's mainly just a DLL plugin for F4SE. But also, most mods that need this library include a copy anyway (AAF, Real Handcuffs, Rad Morphing Redux...), so you rarely need to download it separately from here.

 

Why are you wanting to install this directly?

because this mod somehow don't works for me

after i install with mo2 it cannot find any animation

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50 minutes ago, gameforumsonly said:

this mode need it

 

There is a recent enough version included in the latest AAF release too. The description on Bound in Public is outdated; if you install AAF v171 then you'll already have a new enough LLFP to satisfy Bound in Public's requirement.

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3 minutes ago, gameforumsonly said:

oh thank so i don't need this mod?

 

Well, you do, you just don't need this copy of it. AAF includes a copy already which will be installed for you automatically. Just make sure you're using the latest version of AAF (v171 at the moment), and Bound in Public should work fine.

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  • 2 weeks later...

I tried this function call

 

bool btest = LL_FourPlay.GetINIInt("MAIN:bSaveOnRest") as bool

 

but btest is always false, Are my parameters wrong ??

 

For the moment I use a similar function from SUP_F4SE, which at least is working in my mod.

   int icheck = SUP_F4SE.ReadINIFloatFromGameSettingINI (2, "MAIN", "bSaveOnRest") as int

 

Anyway, it would be better if only one plugin is required.

 

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16 minutes ago, EgoBallistic said:

 

That doesn't work.  bSaveOnRest is a bool setting.  You have to use the function that matches the type.  Since it is a bool setting, you need to do

 

bool btest = LL_FourPlay.GetINIBool("MAIN:bSaveOnRest")

 

This is what I've tried first, but it doesnt work too, :(

Since Fallout4Prevs.Ini

contains all Assignments to Booleans as Integer values 

bSaveOnRest=1

I thought to read it with the IntVersion.

Edited by Kanlaon
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4 hours ago, Kanlaon said:

 

This is what I've tried first, but it doesnt work too, :(

Since Fallout4Prevs.Ini

contains all Assignments to Booleans as Integer values 

bSaveOnRest=1

I thought to read it with the IntVersion.

 

Hmm, I've make a review of the description. Often it is as I've already tried "Section:Setting" but here the description says "Setting:Section" so I will try again

changing the order

 

bool btest = LL_FourPlay.GetINIBool("bSaveOnRest:MAIN")

 

? I am already old and therefore now make a lot of mistakes

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9 hours ago, Kanlaon said:

Hmm, I've make a review of the description. Often it is as I've already tried "Section:Setting" but here the description says "Setting:Section" so I will try again

changing the order

 

I forgot about that myself lol.

 

One thing to note: the GetIni* functions in LLFP look for the settings in the game engine, not in the ini files.  Settings that the game doesn't recognize will not be visible with the LLFP functions.  And not all settings in the ini files are visible while the game is in progress.

 

Edited by EgoBallistic
typo
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12 hours ago, EgoBallistic said:

 

I forgot about that myself lol.

 

One thing to note: the GetIni* functions in LLFP look for the settings in the game engine, not in the ini files.  Settings that the game doesn't recognize will not be visible with the LLFP functions.  And not all settings in the ini files are visible while the game is in progress.

 

 

Ok that maybe is the reason why my new test confused me a little bit.

I had tried 2 values from Fallout4.ini :

   int itest = LL_FourPlay.GetINIInt ("iShadowMapResolutionPrimary:Display")
   bool btest = LL_FourPlay.GetINIBool ("bAllowScreenshot:Display")

They do not give a result,

 

but the 2 from Fallout4Prevs.ini.

   itest = LL_FourPlay.GetINIInt ("iDifficulty:GamePlay")
   btest = LL_FourPlay.GetINIBool ("bShowQuestMarkers:GamePlay")

worked well.

?

 

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  • 1 month later...

How about

Function PopulateFormlist(FormList akFormList, String[] modNames, Var[] formIDs) native global

and

Form Function GetFormFromPlugin(String modName, Var formID) native global

 

Let 'Var formID/Var[] formIDs' accept "0x" prefixed hex values, so I can stop doing this all the time:

Form Function GetCorrectedForm(String ThisPlugin, Var FormValue)
    Int FormValueInt=FormValue as Int
    String FormValueString=FormValue as String
    Form ReturnForm=None
    If ThisPlugin!=""
        If StringFind(FormValueString as String, "x", 0)>0
            FormValueString=StringSubstring(FormValueString,2)
            FormValueInt=HexStringToInt(FormValueString)
        endif
    endif
    ReturnForm=GetFormFromPlugin(ThisPlugin, FormValueInt)
    Return ReturnForm
endfunction

 

I fixed my INI files instead.

Edited by tzenrick
Ignore me.
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  • 6 months later...

new in v48:

Temporary update for Fallout 4 1.10.980.0 and F4SE 0.7.1

 

There should be updates to Fallout 4 and/or F4SE soon, and also new content in LLFP itself.

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2 hours ago, jaam said:

new in v48:

Temporary update for Fallout 4 1.10.980.0 and F4SE 0.7.1

 

There should be updates to Fallout 4 and/or F4SE soon, and also new content in LLFP itself.

 

You are truly a beacon of hope in a crazy world.....Thank you!!

👍

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any idea on when it might be ready? just curious since it's been a day


Edit:
I feel like we are all thinking, "Quickly, before something else updates and a different mod stops working"
I'm considering going offline again (Steam) for a while if I can get a working mod selection

Edited by Rouge
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