With F4SE v0.6.8 and greater the code object may be received by implementing the onF4SEObjCreated function on your display object class. There are some cases when the installed F4SE code object on a menu root may be unreachable from your display object class. To acquire the F4SE code object in AS3, use (stage.getChildAt(0) as MovieClip).f4se or MovieClip(root).f4se. \Fallout 4\Data\Interface\Translations\HelloWorld_en.txt.į4SE also provides a Scaleform code interface by installing a code object to the root of any registered menu. \Fallout 4\Data\Interface\Translations.įor example, the mod HelloWorld.esp may add English translations by creating. Create your own translation file by adding a text file that matches your mod name to. Translation Injection į4SE adds support for Scaleform translation injection. This is the technology behind the games User Interface. Scaleform is the middleware between Fallout 4 and Adobe Flash. The final column specifies which input layer the bind is associated with - you will probably not want to change that. The next three columns control whether or not a control should be written to the user's config file. The third column is for mice, the fourth for controllers. Use google to find a table of scan codes. The second column is the keyboard scan code that should activate the bind in hex, or 0xFF if unbound. The first column is the name of the internal keybind. The format is the same as Skyrim, it's a space-separated file. \Fallout 4\Data\F4SE\CustomControlMap.txt.Įdit that file to set your bindings. She's now so stinky she's got CHA penalties, and her AGL is down.Copy CustomControlMap.txt to. Can't figure out how to do either in the absence of a lake or an outhouse. I'm at Pee Level 4, and she really needs a bath. The realistic pooping mod though, I still haven't quite got a handle on. It plays so different from any previous character I've done - and the RobCo mod works so damned well - that it really feels like a different game. cyberoaches or dogs or lobotomites or anything. There's also upgrade paths for the different bots, and advanced DIY bots. My swarm of robot warriors descends on the unrighteous to bring ignominious death. Matilda now has a safebot, a stovebot, a coffeebot, a jukebot, a TVbot, and a recently recruited Mr Handy. Or a Safebot that can carry all your junk (great with the reduced carry capacity and weighted ammo in hardcore). Or add robot parts and fusion batteries to appliances to make robots like a Stovebot that's a tracked automatic flamethrower or a Coffeebot that shoots superheated poison. You can collect brains - human brains, dog brains - and make them into hoverbots or crawl bots. You get perks that let you repair robots and make them your robot buddies. I go with deranged genius and instead of the wasteland barbarian I was planning, I make a bespectacled nerd robotocist. Hello, Robco Certified links up with the random alternate start mod. Eventually, I write off Bess, and go back to my mod list to tweak some more. I run from that, and end up in a fight with a squad of power-armored enclave soldiers. I run from that, and get caught between legion and supermutants. I get caught between some NCR guys and shit load of deadly ghouls. Immediately, I see the problem with the warzones mod - it's deadly as shit now. I get spawned in up in the upper corner of the map. I decide to go with an ex-NCR scout sniper/pistolero. Added some player houses and several for dog companions, because I miss Dogmeat. I started with the big overhaul mods, the one for sexier energy weapon deaths, a warzones mod, and one for realistic pooping and peeing as an extension on hardcore mode.
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