Fallout 4 esm что это

Обновлено: 17.05.2024

Get items from ESPs at runtime, no more console, FormID and ALT+TAB. Maintenance builds.

Off-site requirements

Mod name Notes
F4SE F4SE/Game version requirements listed in downloads section

Credits and distribution permission

Author notes

Free permissions were given by a1a3a6a9 to utilize his source and files, which is why this maintenance mod exists.

File credits

ALL credit up to and including the initial release version of this maintenance mod goes to a1a3a6a9. I'll take credit for actual changes or improvements (or screw-ups) from that point forward.

Donation Points system

This mod is opted-in to receive Donation Points

Version 2021.01.02

Version 1.13.0620

  • Initial build using a1a3a6a9 provided source code and files for game version 1.10.163.0 and F4SE version 0.0.6.20

Straight donations accepted

Hey a1a3a6a9, we made hot mods! Thanks everyone for your support for both of us, and huge kudos to a1a3a6a9 for making it possible in the first place. Anything I do with ESP Explorer is thanks to the three years of development and support already done by a1a3a6a9 prior to releasing the source code to anyone who was interested in carrying it forward. I'm just the torch-bearer, but hope to add ESL support that's been requested, and polish up anything else that gets reported from here on out.

Also, thank you very much for the mention on your mod page, so folks can find the updated versions as they're created!

This is was a maintenance mod. What that meant is that I intended on nothing more than maintaining it, keeping it up to date with current game and F4SE versions to the best of my ability.

Will I ever improve it? Yes, and I'm working on it, albeit very slowly as time allows. I'm looking for information about using the Address Framework mod to make sure this one will work with future F4SE patches without having to update it. If anyone knows how to go about this, please reach out to me.

Will I ever run into a situation where I can't keep it up to date due to game/F4SE changes? One never knows, but I'm already researching ways to make this unnecessary to begin with. Read: F4SE version independent. I'm still not 100% convinced that it's possible, but I'm trying.

In the meantime, I'll do my best to keep it up to date.

Extra thanks to a1a3a6a9 for help in finding the correct location for keeping the mod updated with future F4SE version, even though there was no obligation to do so. Also for being available when time allows to answer questions about how the mod was created to begin with, so I can get a better understanding of how to carry it forward.

  • Properly install F4SE, the Fallout 4 Script Extender, listed in the requirements section. Not only do the .dll and .exe files and CustomControlMap.txt go in the Fallout 4 game folder, the Data folder contents from the F4SE archive must go in the game's Data folder or this and any other mod using F4SE functions in Papyrus scripts will not work.
  • Load order: Anywhere. Top, bottom, middle, it doesn't matter. No in-game forms are overridden by ESP Explorer. Fine to sort with LOOT.
  • Be sure loose file loading is enabled either in your mod manager (Vortex and Mod Organizer 2 do this by default) or your Fallout4Custom.ini file. See discussion tab sticky for the two lines that must be present, and where.
  • Install the mod and be sure to activate its .esp if needed. See the compatibility section for known patches. Installing via Vortex or Mod Organizer 2 has been tested and works very well with no adjustments needed.

  • While in game, tap F10 or your INI configured hotkey, if different, to bring up the mod list interface.
  • The hotkey used to open ESP Explorer can be adjusted using ESPExplorer.ini, in the HotKey = 0x79 line. Note the Microsoft URL showing other key codes that you can use here if desired. If you dig enough, yes, you can find codes for controllers. I'm sorry but no, I won't find these for you.
  • Use the right-arrow on the keyboard, or click on the words "ESP LIST" to switch it to "ESP LIST (ALL)", which shows filtered .esm and other files that may have been made invisible in ESPExplorer.ini. By default, all base-game .esm files and ESPExplorer.esp are filtered.
  • To add ESP files to the filter so they don't appear, highlight them and tap the spacebar. Then when you have "ESP LIST" rather than "ESP LIST (ALL)" selected, those files won't appear. Show 'all' as above to see them again, and optionally 'unfilter' them again using the spacebar.
  • While in the ESP Explorer interface, you can scroll to a mod and click or tap the action key (e by default) to open that mod in a browser similar to purchasing from a merchant. You can also search by clicking the magnifying glass icon along the top of the mod list. NOTE: Currently, the search icon seems to work more consistently if you click the handle of the magnifying glass.
  • Either via the search results or having opened a particular mod plugin, select the items you want to transfer them to your inventory in the same way you would transfer items to/from a companion. When finished, use the TAB key (by default) to back out and return to the mod list. Use TAB again to exit the ESP Explorer interface entirely. This behavior can be adjusted to exit the interface entirely after leaving the mod you have open with the "LoopExplorer = 1" line in ESPExplorer.ini. Just change it to 0, otherwise it will 'loop' back to the ESP list for mod selection.
  • Currently proven incompatible:
    Nothing identified yet.
  • Reported as incompatible:
    CClub. This mod replaces several core game scripts, which may have been was confirmed to be unintentional. I've reached out to the author and he's mentioned his desire to clean those up.
  • Include .esl files in the list. They are still searchable, but won't show up in the list currently. A workaround is to rename the .esl file's extension to .esp. Leave the ESL header flag there. Thanks to Thorne67 and wfc964 for pointing this out! (This might not work very well, as the functions in F4SE that list the mods are specific to ESL flagged or not ESL flagged mods.)
  • Improve search box. Both the icon and typing into the search box are inconsistent currently. Done, there was a text field overlapping it. Deleted.
  • Remove F4SE requirement. This is impossible. I might be able to remove the plugin requirement and do it all from Papyrus and I'm working on that, but F4SE functions in Papyrus are a minimum requirement.
  • Change hotkey codes from the current system to DirectX codes, which can be detected more easily from Papyrus instead of the F4SE plugin.
  • MCM for hotkey and other configuration options.

Below is the original mod description page from a1a3a6a9. ALL credit goes to a1a3a6a9 for version 1.13.0620 and older. For this release I've only re-compiled against the current F4SE version. No changes whatsoever. The version using a .ba2 archive does have some debug output additions, but no code refactoring (yet).


This mod requires F4SE 0.4.2 or greater.

Description
Get items from ESMs/ESPs at runtime.

Usage
See pictures. All are there.

Change Log
V 1.12.042 beta
* FO4 v1.9.4 + F4SE 0.4.2

V 1.12.022
* F4SE drove me crazy.

V 1.12.021
* Respawn an item with 10 X initial quantity if you take all of it.

V 1.11.020
* Removed most of debug info
* For AZERTY keyboard, set AZERTY = 1 in INI , it will change fixed hotkey to Shift+W

* General stability and performance improvements. It's true, not Bethesda's bullshit.
* Default hotkey is F11 now
* Added another fixed hotkey: Shift + Z

Remove old version completely and make a clean save. This update changed a lot.

Created with
Microsoft Visual C++(50%)
Adobe Animate CC(40%)
Bethesda Creation Kit (10%)

Fallout 4 "Неофициальный патч v.2.1.3"


Автор: Unofficial Patch Project Team

Версия: 2.1.1а от 10.05.20 (для игры 1.10.163.0 и выше)

Перевод: русский

Особенности неофициального патча:

  • Исправление сотни геймплейных составляющих, квестов, NPC, объектов, предметов, текста, диалогов и так далее.
  • Неофициальный патч UFO4P создан авторами которые делали неофициальные патчи для Oblivion и Skyrim.
  • Нет каких либо небезопасных изменений (таких как удаление игровых активов и объектов).
  • Патч разработан таким образом, чтобы был совместим с любыми и многими другими модами, насколько это возможно.

Требования:
Fallout 4 версии 1.10.163.0
Automatron DLC
Wasteland Workshop DLC
Far Harbor DLC
Contraptions Workshop DLC
Vault-Tec DLC
Nuka-World DLC

Unofficial Fallout 4 Patch - Russian Translation

Это перевод на русский язык мода Unofficial Fallout 4 Patch.
Для установки требуется оригинальный мод , если мод вам понравился, не забудьте нажать "Endorse" на странице оригинала!

Требуется Fallout 4 версии 1.10.163 или выше!
Необходимы *ВСЕ 6* официальных DLC.

Особенности:
- Сотни исправленных багов в геймплее, квестах, NPC, объектах, вещах, тексте и расположении.
- Создано той же группой авторов, которая создала серию "Unofficial Oblivion and Skyrim Patch".
- Нет небезопасных изменений (таких как, например, удаление стоковых объектов).
- Создан так, чтобы быть совместимым с максимально возможным количеством модов.

Для получения дополнительной информации (список изменений, моды, которые заменяет UFO4P) зайдите на страницу UFO4P на форуме AFK Mods.

Если вы столкнулись с ошибкой в Fallout 4, пожалуйста, сообщите нам об этом как можно более подробно на багтрекере UFO4P. Пожалуйста, используйте поиск, чтобы убедиться, что об этой ошибке еще не писали.

Fallout 4 версии 1.10.130 или выше.
Официальное DLC Automatron.
Официальное DLC Wasteland Workshop.
Официальное DLC Far Harbor.
Официальное DLC Contraptions Workshop.
Официальное DLC Vault-Tec.
Официальное DLC Nuka-World.

НЕ извлекайте содержимое файлов BA2 в папку Data и не позволяйте вашему менеджеру модов выполнять аналогичные действия над содержимым файлов. Это приведет к тому, что файлы будут загружены в неправильном порядке и приведут к ошибкам в игре. Моды для Fallout 4 загружаются в виде файлов BA2 в комплекте с файлами ESM/ESP. Обход этой рекомендации вызывает проблемы, которые не поддерживаются разработчиками. Если вы не будете следовать этому совету, вы не получите никакой поддержки по поводу проблем, которые это вызовет.

После установки мода порядок загрузки должен быть следующим:

Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCWorkshop02.esm
DLCWorkshop03.esm
DLCNukaWorld.esm
DLCUltraHighResolution.esm (НЕОБЯЗАТЕЛЬНЫЙ)
Unofficial Fallout 4 Patch.esp
[Все остальные моды, которые вы установили]

Для управления порядком загрузки модов, используйте LOOT. Это обеспечит надежный способ настройки порядка загрузки.

Внимание

Этот мод не производится, не получает гарантий и не поддерживается компаниями Zenimax, Bethesda Game Studios или их филиалами.

Fallout 4 esm что это



Fallout 4

3 апр. 2016 в 13:12 I had it before I restarted my PC and I redownloaded F4 and theres no Fallout4.esm so NMM wont start. How do I fix this? Verify the game cache:
Steam Library > Right Click Fallout 4 > Local Files > Verify Integrity of Game Cache 3 апр. 2016 в 13:16 If you redownloaded the game, there is a fallout4.esm. Since you uninstalled you will need to open NMM and have it rescan your pc to get it to recognize that you have FO4 installed again. 3 апр. 2016 в 13:17 3 апр. 2016 в 13:18 3 апр. 2016 в 13:18 does the game start then there is a fallout4.esm simple if NMM complains then it's an issue with nmm probably. 3 апр. 2016 в 13:23 Verify the game cache:
Steam Library > Right Click Fallout 4 > Local Files > Verify Integrity of Game Cache I did that and it still says nothings wrong. Fallout4.ini isnt even in the files. 3 апр. 2016 в 13:24 If you redownloaded the game, there is a fallout4.esm. Since you uninstalled you will need to open NMM and have it rescan your pc to get it to recognize that you have FO4 installed again. I did that and it still wont work. Fallout4.ini isnt even in the files 3 апр. 2016 в 13:25

Did you try actually starting the game?

Some of the files aren't generated by Steam until you run it the first time to complete the installation.

3 апр. 2016 в 13:26

Did you try actually starting the game?

Some of the files aren't generated by Steam until you run it the first time to complete the installation.

3 апр. 2016 в 13:40

Did you try actually starting the game?

Some of the files aren't generated by Steam until you run it the first time to complete the installation.

Does going to the main menu count? If not then no I never actually did. 3 апр. 2016 в 13:42

Did you try actually starting the game?

Some of the files aren't generated by Steam until you run it the first time to complete the installation.

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