Fallout 4 Script Extender Released, Get Ready for Bigger Mods

Fallout 4 Script Extender version 0.1.1 has been released and it will allow modders to expand the scripting capabilities of Fallout 4.

This means that modders can now work on bigger and more complicated mods for Fallout 4. F4SE 0.1.1 is a very early build and creators are asking users to keep this fact in mind. Here are the details for F4SE 0.1.1:

  • Plugin manager
  • Simple hooks for papyrus, scaleform, and the classic script system, but nothing useful for modders yet
  • Customization of internal keymappings
    Copy CustomControlMap.txt to Data\F4SE\CustomControlMap.txt.
    Edit that file to set your bindings. The format is the same as Skyrim, it’s a space-separated file.
    The first column is the name of the internal keybind. The second column is the keyboard scan code that should activate the bind in hex, or 0xFF if unbound. Use google to find a table of scan codes. The third column is for mice, the fourth for controllers. The next three columns control whether or not a control should be written to the user’s config file. The final column specifies which input layer the bind is associated with – you will probably not want to change that.
  • Currently-installed version of F4SE is shown in the Settings menu next to the game version
  • Running GetF4SEVersion from the console will print the current version as well
  • Log spam is written to My Documents\My Games\Fallout4\F4SE\When testing the control map, note that many of the control labels in the UI are hard-coded. Changes to the control map will be functional, but might not show up in the UI. Also, previously customized keys overwrite settings in the control map. You may need to delete My Documents\My Games\Fallout 4\ControlMap_Custom.txt or pick “defaults” from the in-game keybinds menu.

For more details, visit Bethesda’s forum.