GELUXRUM - Thanks for your hard work on this mod. I know I speak for many that we're all looking forward to an update in the future. If you get the motivation to get things working again your work will very much be appreciated. Thanks again. Use this with BRAWL - Broken Armor Weapons Loot and Random Overlay Framework.
How do you actually install script libraries/script extenders? Is it just plug and play into MO2? I have F4SE and the Address Library but I literally don't remember how I installed them, though I assume by dropping them into the game folder somewhere.
Just a question for the C++ needed for this to work, do you need the x64 one, the x84 one or both? I've never used this type of stuff before so I don't know which I'm supposed to use.
After installing C++ x64 I was getting constant CTDs after a minute or two of game play. The game played normally again after a system restore to before the date I installed it.
When I try to run fallout 4 I get an error saying REL/Relocation.h(600): failed to open: Data/F4SE/Plugins/version-1-10-163-0.bin I downloaded Microsoft Visual C++ Redistributable and ran the downloader, but can't figure out the problem
I do have Address Library installed, it's in both C:\Users\____\AppData\Roaming\Vortex\fallout4\mods\Addres Library-47327-1-10-163-0-1599728753\F4SE\Plugins and C:\program files (x86)\steam\steamapps\common\Fallout 4\Data\F4SE\Plugins but it still says the same thing when trying to launch Fallout 4
I don't like Vortex so I don't know how to help you.
Also what hamper said. You don't want to install games there as the directory requires admin permissions for writing, which may cause issues if a game is unable to make changes to the files there.
I am trying to figure out why I'm getting a freeze-on-load when I start the game.
I am noticing this in my papyrus.0.log:
[01/27/2024 - 03:31:01PM] error: Native static function DispAutoReload could find no matching static function on linked type Lighthouse. Function will not be bound.
I haven't been able to find any documentation on DispAutoReload.
I do see that the string appears in F4SE/Plugins/LighthousePapyrusExtender.dll (and no other .dll (nor .exe)) that I am using.
Does anyone have any ideas about what could have gone wrong here, or what I should be looking for to fix this?
That's odd. I think I was using that function to debug my Manual Reload plugin during development; but it has been cleaned up ages ago so it shouldn't be appearing anywhere. It's definitely bad practice, but it's just much more convenient for me to write small debug functions inside this plugin as the testing environments for Lighthouse work perfectly
Wanted to ask how you got into this level of modding? I’m rather proficient at papyrus but want to learn and play around with making F4SE plugins or functions.
Do you know of any good tutorials or how to best get started with this?
I learned C++ by starting this project. I did have a decent amount of programming knowledge from a few other languages I've dabbled in, but nothing to the extent this project took. I think I started this in March, so this is about 5 months of learning C++ from zero by jumping into the deep end. Most of my nights were spent breaking things to see how everything worked. Not something I'd recommend, as while this plugin is rather simple, anything beyond this is pretty complex and takes ages to learn properly due to how complex C++ can get. I am still an absolute novice compared to the average plugin dev imo
No tutorials, sadly, as I learned it all by myself through trial and error and with the help of a few people (mainly Snapdragon who has been a god-send and even now still answers my questions almost daily :P).
There are SKSE tutorials made by Fenix that I wish I had when I started, so those are probably a good place to start. You can find them here. Of course after learning C++ as these won't make any sense until you do.
So in conclusion, I'd definitely recommend learning C++ properly first as while project-based learning works for me (i.e. I learn/learned only what I need/needed for my projects), it may not for others. And this was probably the worst way to go about it because of how advanced plugin dev can be as it resulted in quite a lot of gaps in knowledge about basic things lmao
I think one of the best ways to start off plugin dev (once you learn enough C++) would be to contribute to this project. Not only is it a good resource on how to do things, but also I can help where possible. It's a good intro into plugin dev as this teaches you how to access all the internal data since it's not as straightforward as Papyrus (plus Bethesda's spaghetti code doesn't help).
You'd also need IDA Pro - not the free one - as that is the primary tool used for plugin dev. Pretty much all plugins I made required IDA Pro in some shape or form. But the software is really expensive so keep that in mind.
I first learnt papyrus in the same manner three years ago. I’ll have a read into C++, fair few tutorials or beginners guides to get me started. I’ll check out in greater detail your GitHub. Even if I manage one function in the next year I’d be happy.
For IDA Pro, I take it the home edition that’s $360 suffices, I cannot justify $2000 for the professional license.
Well that's a shame, there goes that idea for a long term project. Thanks for the insight and your time. I look forward to what you're able to do in the future.
Thanks so much for this! Just used this in one of my mods as yoyoma3010 pointed me to it. Glanced over the added functions and probably will add it to another mod to make it much more stable and less "hacky".
157 comments
When reporting any CTDs, it's best if you use Buffout 4 NG as that allows me to locate exactly where a crash has happened
Use this with BRAWL - Broken Armor Weapons Loot and Random Overlay Framework.
REL/Relocation.h(600): failed to open:
I downloaded Microsoft Visual C++ Redistributable and ran the downloader, but can't figure out the problemData/F4SE/Plugins/version-1-10-163-0.bin
C:\Users\____\AppData\Roaming\Vortex\fallout4\mods\Addres Library-47327-1-10-163-0-1599728753\F4SE\Plugins
and
C:\program files (x86)\steam\steamapps\common\Fallout 4\Data\F4SE\Plugins
but it still says the same thing when trying to launch Fallout 4
And you shouldnt install modded games in Program Files, it is a sorta protected folder
Also what hamper said. You don't want to install games there as the directory requires admin permissions for writing, which may cause issues if a game is unable to make changes to the files there.
I am noticing this in my papyrus.0.log:
[01/27/2024 - 03:31:01PM] error: Native static function DispAutoReload could find no matching static function on linked type Lighthouse. Function will not be bound.
I haven't been able to find any documentation on DispAutoReload.
I do see that the string appears in F4SE/Plugins/LighthousePapyrusExtender.dll (and no other .dll (nor .exe)) that I am using.
Does anyone have any ideas about what could have gone wrong here, or what I should be looking for to fix this?
Not sure about the freeze-on-load though
Wanted to ask how you got into this level of modding? I’m rather proficient at papyrus but want to learn and play around with making F4SE plugins or functions.
Do you know of any good tutorials or how to best get started with this?
No tutorials, sadly, as I learned it all by myself through trial and error and with the help of a few people (mainly Snapdragon who has been a god-send and even now still answers my questions almost daily :P).
There are SKSE tutorials made by Fenix that I wish I had when I started, so those are probably a good place to start. You can find them here. Of course after learning C++ as these won't make any sense until you do.
So in conclusion, I'd definitely recommend learning C++ properly first as while project-based learning works for me (i.e. I learn/learned only what I need/needed for my projects), it may not for others. And this was probably the worst way to go about it because of how advanced plugin dev can be as it resulted in quite a lot of gaps in knowledge about basic things lmao
I think one of the best ways to start off plugin dev (once you learn enough C++) would be to contribute to this project. Not only is it a good resource on how to do things, but also I can help where possible. It's a good intro into plugin dev as this teaches you how to access all the internal data since it's not as straightforward as Papyrus (plus Bethesda's spaghetti code doesn't help).
You'd also need IDA Pro - not the free one - as that is the primary tool used for plugin dev. Pretty much all plugins I made required IDA Pro in some shape or form. But the software is really expensive so keep that in mind.
Best of luck!
I first learnt papyrus in the same manner three years ago. I’ll have a read into C++, fair few tutorials or beginners guides to get me started. I’ll check out in greater detail your GitHub. Even if I manage one function in the next year I’d be happy.
For IDA Pro, I take it the home edition that’s $360 suffices, I cannot justify $2000 for the professional license.
Great work :)