Information taken from a person by "tsnootch" from the file "FPS dynamic shadows" To earn the script on the latest version of the game. You need to edit the FourDragon.asi file and add a line of the latest patch, or your own patch
As @Solongchu said below, I can confirm this mod will at least not give you the prompt for wrong game version if you add your current Fallout 4 game version to the "FourDragon.asi" file. Open the file with Notepad++ and scroll down to where it shows all the currently listed support game versions. Simply add a comma and then your current game version. Then make sure to save the file. As of this comment, F4 is on game version 1.10.163.0.
If your Fallout 4 game is on a different version, write click on your Fallout4.exe and go to the Details tab. It shows there what File Version your game is on, that's the game version. Just plug that into the FourDragon.asi" file as instructed above and you will no longer get the prompt.
As to whether or not this mod actually works for you though is up to you to find out. For me, I don't think it made much difference.
My guess AlexanderBlade is letting these rapid release cycles run their course before he updates FourDragon. Make sense, since It probably takes quite a bit of work to update it, and the game is just gonna change in a month anyway.
I'm looking forward this! Alexander Blade, do you have any idea if you're going to release an update or maybe disclose your sources? Thanks for all your hard work!
any chance of an update yet? A mod dependent on that script engine broke my game since the dlc updates, and without this script being fixed, I cant remove the script from my savegame
Hey AlxanderBlade, as I was browsing the functionalities of your library, I noticed the dll is compiled for AMD64 when implementing it in a library project. C# Doesn't seem to make a fuss about it, but many people who use Intel or 32-bit computers may experience some trouble because of that. I suppose it may be smart to compile the library for different processors to ensure compatibility.
Meanwhile, I am exploring the possibilities of your library in C++! See if it is compatible and all. Please keep the mod running, I might do some things with it!
64bit will always be AMD64. As AMD owns the x86-64 (64bit) extension, other companies like intel license the extension from AMD. It shouldn't make a difference as to which 64bit CPU you use I cannot speak about the 32bit as I have not tried this mod and don't have an x86 computer any more :/
Never expected that! I learned something new about AMD and architecture! Thanks for that. As for 32bit, you can run programs as 32-bit even on 64-bit architectures. However, I was doubtful of the 32-bit computers using 64-bit architecture libraries. Thinking in storage types solely, I'd say it may pose a problem.
Also until today where it got broken by the new update it supported features F4SE didn't support yet like getting player stats and actually accessing anything game related. To bad it's closed source :/
Thank you for this awesome mod! I'm sorry if that's an easy question but it would be awesome if someone can help me.
I'm trying to read out the current player ammo left but can't find out how to do it. That's where I am: Game.GetPlayer().GetEquippedWeapon(0).GetAmmo() (The int at GetEquippedWeapon actually is left or right hand?)
But what to do now? Ammo doesn't seem to have any functions. Is it even possible to get the ammo left in the weapon? Also I'd like to get the Players Actionpoints in percent. I found the Health but not sure which one of the others are the actionpoints. Thank you!
Sadly not. The internal classes are not decoded completly yet so I think that's just something that will come onces the GECK is released. And since today it broke completly cause of the FO4 update. I hope there will be a fix soon!
To your other question below (Reload the cs ingame): If it's for testing: I noticed once you reload your savegame the plugins are reloaded, too. Which is way faster then exiting completly.
51 comments
To earn the script on the latest version of the game.
You need to edit the FourDragon.asi file and add a line of the latest patch, or your own patch
As @Solongchu said below, I can confirm this mod will at least not give you the prompt for wrong game version if you add your current Fallout 4 game version to the "FourDragon.asi" file. Open the file with Notepad++ and scroll down to where it shows all the currently listed support game versions. Simply add a comma and then your current game version. Then make sure to save the file. As of this comment, F4 is on game version 1.10.163.0.
If your Fallout 4 game is on a different version, write click on your Fallout4.exe and go to the Details tab. It shows there what File Version your game is on, that's the game version. Just plug that into the FourDragon.asi" file as instructed above and you will no longer get the prompt.
As to whether or not this mod actually works for you though is up to you to find out. For me, I don't think it made much difference.
Alexander Blade, do you have any idea if you're going to release an update or maybe disclose your sources?
Thanks for all your hard work!
I only have a couple of mod needing Fourdragon, but I really had hoped it would be widely used down the road by modders. I guess it's gone
Meanwhile, I am exploring the possibilities of your library in C++! See if it is compatible and all.
Please keep the mod running, I might do some things with it!
It shouldn't make a difference as to which 64bit CPU you use
I cannot speak about the 32bit as I have not tried this mod and don't have an x86 computer any more :/
As for 32bit, you can run programs as 32-bit even on 64-bit architectures. However, I was doubtful of the 32-bit computers using 64-bit architecture libraries. Thinking in storage types solely, I'd say it may pose a problem.
I'm sorry if that's an easy question but it would be awesome if someone can help me.
I'm trying to read out the current player ammo left but can't find out how to do it.
That's where I am:
Game.GetPlayer().GetEquippedWeapon(0).GetAmmo()
(The int at GetEquippedWeapon actually is left or right hand?)
But what to do now?
Ammo doesn't seem to have any functions.
Is it even possible to get the ammo left in the weapon?
Also I'd like to get the Players Actionpoints in percent.
I found the Health but not sure which one of the others are the actionpoints.
Thank you!
To your other question below (Reload the cs ingame):
If it's for testing: I noticed once you reload your savegame the plugins are reloaded, too.
Which is way faster then exiting completly.