Fallout 4 Next-Gen Update Support Has Arrived (2024-05-15)
Next-Gen release
The "Next-Gen version" was being worked on since end of April. It entered beta (as v18.0, 2024-05-10) to give time for modders to test it. (The beta was only a test build).
The first final release for the Next-Gen game patch has finally arrived(v18.1, 2024-05-15).
Over 150 new native functions and 6 event dispatchers were added to both the Next-Gen and the "non-Next-Gen"versions of Garden of Eden SE. Several bugs were fixed for the Next-Gen version during beta.
The non Next-Gen version of Garden of Eden SE structurally did not change (beyond minor code optimization, including new compiler settings for faster code execution and a bit more informative logger).
I'd like to confirm that both the main (i.e. non Next-Gen) and the Next-Gen versions of Garden of Eden will continue being supported.
When it comes to .dll files I am a fish out of water and could use some help. I tried to launch f4se through the button on vortex and got an error window saying.
GardenOfEdenPapyrusExtender.dll
REL/Relocation.h(629): failed to open: data/f4se/plugins/version-1-10-984-0.bin
It gave me an OK button and that's it. Would someone be so kind as to tell me how I fucked up.
Hi Larann, have you ever looked into removing the "muted audio" during dialogue scenes? AFT/AFT Plus calls a npc.say() call after pausing the scene in order to get more followers to interject during dialogue, but since it's in a scene, it makes all audio outside of the actors in the scene very muted.
You mean the audio ducking behavior, when all sounds/voices except the speaker's voice is ducked? I think I can add SuppressSoundDucking() to the next update.
Hey, sorry to bother you with another request, but would it be possible to add a function that equips an item only visually? It should function similar to `EquipNthItem`, but the previously equipped item stays active and the new item replaces only the old one's visual appearance.
Yes, but now that I think of it, having an additional function that does the same but with an item from another container would be great. bool Function RenderNthItem(Actor akActor, int aiItemIndex, bool abRendered) native global bool Function RenderNthExternalItem(Actor akActor, ObjectReference akContainer, int aiItemIndex, bool abRendered) native global
Hi, would it be possible to add functions to return the ID of an inventory object? Currently there's no good way to uniquely identify an inventory object. The following functions would be helpful in this regard: int Function GetNthItemInventoryID(ObjectRefernce akRef, int aiIndex) native global int Function GetItemIndexByInventoryID(ObjectRefernce akRef, int aiID) native global
Sorry, it's not possible to uniquely identify stacked items. Inventory item stacks (e.g. of weapons and armors) don't appear to have persisting IDs that could be used to identify them. As soon as the player equips or modifies an item in the stack, the ID changes. I can write a unique key generator for stacked items to quickly lookup each one during a game session for script optimization purposes but the hashes won't persist across saves (unless I save them but I'd like to avoid that).
Hmmm, I suppose this is somewhat fine, since there are already item stack functions, I could use them to detect stack changes. Do the keys/IDs change when reloading a save? It sounds like, as long as the inventory stays the same, the IDs will not change.
Sorry for the late reply, I think you can do that with Utility.SetINIBool("bDisablePlayerCollision:Havok", true) but I'll add native support for this in DisableCollision() in the upcoming update for convenience.
F4SE.log is showing that this mod is loading correctly. Havent expirienced any crashes or any other visible problems. If there are no underwater stones that i havent noticed, thanks for the mod!:)
I would like you to know that I have used your persistence-related functions several times now, in order to identify faults in my mods (or their interactions with other mods) that were resulting in NPCs and objects persisting when they shouldn't.
Is there a function to make projectiles spawn additional projectiles as it travels? Continuously for a set time/distance. I want to make a projectile from one of my mods drop bombs like a stealth bomber as it travels after being fired.
Yeah, any Explosion form has the option to spawn more projectiles, but it is a one time spawn. You can chain them as well, but that wouldn't work for what I am trying to do. Is that something that could be made possible? Or would it be better to script the weapon to fire a non-projectile object that is able to spawn projectiles?
Edit: After testing some more, I found a way to do what I needed with a combo of 'Placed Object' and 'Spawn Projectile'!
I'm not sure. I received a few requests for a mod that shows the third person body in first person mode, that's why the functions are there. Unfortunately, custom animations would also be needed to actually make such mod. Simply calling them isn't enough (e.g. clipping issue while running) but I thought someone may still find them useful.
573 comments
(2024-05-15)
Next-Gen release
The "Next-Gen version" was being worked on since end of April. It entered beta (as v18.0, 2024-05-10) to give time for modders to test it. (The beta was only a test build).
The first final release for the Next-Gen game patch has finally arrived (v18.1, 2024-05-15).
Over 150 new native functions and 6 event dispatchers were added to both the Next-Gen and the "non-Next-Gen" versions of Garden of Eden SE. Several bugs were fixed for the Next-Gen version during beta.
The non Next-Gen version of Garden of Eden SE structurally did not change (beyond minor code optimization, including new compiler settings for faster code execution and a bit more informative logger).
I'd like to confirm that both the main (i.e. non Next-Gen) and the Next-Gen versions of Garden of Eden will continue being supported.
I tried to launch f4se through the button on vortex and got an error window saying.
GardenOfEdenPapyrusExtender.dll
REL/Relocation.h(629): failed to open:
data/f4se/plugins/version-1-10-984-0.bin
It gave me an OK button and that's it. Would someone be so kind as to tell me how I fucked up.
If curious my mistake was trying to launch through Vortex.
have you ever looked into removing the "muted audio" during dialogue scenes?
AFT/AFT Plus calls a npc.say() call after pausing the scene in order to get more followers to interject during dialogue, but since it's in a scene, it makes all audio outside of the actors in the scene very muted.
It should function similar to `EquipNthItem`, but the previously equipped item stays active and the new item replaces only the old one's visual appearance.
bool Function RenderNthItem(Actor akActor, int aiItemIndex, bool abRendered) native global
bool Function RenderNthExternalItem(Actor akActor, ObjectReference akContainer, int aiItemIndex, bool abRendered) native global
Currently there's no good way to uniquely identify an inventory object.
The following functions would be helpful in this regard:
int Function GetNthItemInventoryID(ObjectRefernce akRef, int aiIndex) native global
int Function GetItemIndexByInventoryID(ObjectRefernce akRef, int aiID) native global
Thanks in advance. :)
Do the keys/IDs change when reloading a save? It sounds like, as long as the inventory stays the same, the IDs will not change.
Edit: After testing some more, I found a way to do what I needed with a combo of 'Placed Object' and 'Spawn Projectile'!