Either I'm stupid or this doesn't seem to work with the next gen update. It could very well be the former. Anyone else have this working with latest FO4 version?
EDIT: I realise this mod is tagged with BROKEN IN NEXT GEN UPDATE, so go me for being able to read.
Hi, I would like to add a way to show aid item's effects duration on the pip-boy. I haven't modded anything ever, can I use your mod as a starting point for it? Thanks in advance
F4SE works perfectly on Steam Deck. Backup your Fallout launcher, and rename F4SE to what the FO4 launcher exe was called. It'll boot up from Steam's game mode with no problems. Use the same Proton options that work for regular Fallout 4.
You'll know script extender is working if there's a black cmd prompt box for a few seconds before the game launches. Or you'll see the version listed at the bottom of the menu in-game.
Is this mod compatible with FallUI? Just asking because when I try to use them together. The color of the FallUI drop down list changes from clear to opaque.
Being able to see VATS cost and capacity is so good, but the thing is we can only see it in Pipboy inventory.
It'd be amazing if you can add it to the weapon workbenches (made compatible with DEF_UI), just think how useful it would be to see exactly how your mods changes these values.
Hi, I've looked at the source code of your mod and I am wondering if you don't mind displaying ExtraHealth extradata attribute for weapons? It would be extremely useful for one of my mods. I will add your mod as a requirement and give you credits.
Hi, thats really not the purpose of this mod. The idea is to display values of data that are used in vanilla game. extra health extra data is not used in vanilla fo4 for weapons. I suppose you are storing weapon condition there, so you should add that functionality into your mod directly
The problem is that I can see from your source code that you and your team clearly reverse engineered extra classes that even the F4SE team didn't add yet. I don't have any knowledge in that field nor do I have the time to learn something like that so even if I copied addresses from your latest source code, I wouldn't be able to update the mod on my own if FO4 ever updates. That's the main reason why I asked. Thank you for replying anyways!
Just so you're aware, I turned off the weight/value section on the MCM, but it didn't remove the menu. Not sure why, as it removes all the other ones I turn off.
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EDIT: I realise this mod is tagged with BROKEN IN NEXT GEN UPDATE, so go me for being able to read.
You'll know script extender is working if there's a black cmd prompt box for a few seconds before the game launches. Or you'll see the version listed at the bottom of the menu in-game.
Just asking because when I try to use them together.
The color of the FallUI drop down list changes from clear to opaque.
Thanks
It'd be amazing if you can add it to the weapon workbenches (made compatible with DEF_UI), just think how useful it would be to see exactly how your mods changes these values.
I suppose you are storing weapon condition there, so you should add that functionality into your mod directly