Lighthouse Papyrus Extender
F4SE Papyrus extender, adding new utilities for mod authors
About this mod Machine translation
F4SE Papyrus extender, adding new utilities for mod authors
Prefix:
F4SE:
Address Library for F4SE Plugins:
Microsoft Visual C++ Redistributable for Visual Studio 2019
Original address:
Updated on November 29, 24:
Version 1.13.0
Add: GetActorSubmersionLevel to Actor
Added: GetCurrentAIProcessDestinationCell to Actor
Added: GetCurrentAIProcessDestinationRadius to Actor
Add GetCurrentAIProcessDestinationWorldSpace to Actor
Added: GetHostileActorsInRange to Actor
Added: GetBookMaterialSwap to Book
Added: GetBookPerk to Book
Add: GetCellWaterHeight to the cell
Added: GetLightFade to Light
ADDED: Added GetLightFOV to lights
Added: GetLightRadius to Light
Added: GetLightRGB to Light
Add GetLightShadowDepthBias to the light source
Added: GetLightType to Light
Added: Set LightRGB to light
Added: GetPlayerHeading to PlayerCharacter
Added: GetPlayerLooking to PlayerCharacter
Added: ClearFollowedObject to sound
Added: FadeInPlay to sounds
Added: FadeOutAndRelease to sounds
Added: FadeTo to to Sound
Added: GetSoundDuration to sound
Added: GetLoopType to sound
Added: GetPlaybackPosition to sound
Add GetSoundType to sound
Added: GetVolume to sounds
Added: IsEnvelopeLoop to sound
Add:IsPaused to Sound
Added: IsPlaying to Sound
Added: IsReady to Sound
Added: IsValid to Sound
Added: MultiSeek to Sound
Added: pause to sound
Add: play to sound
Added: PlayAfter to sound
Added: addressing to sounds
Add: Add frequencies to a sound
Add SetFrequencyVariance to sound
ADDED: Add SetPosition to sound
Added: Set Priority to Sound
ADDED: Added SetStaticAttenuation to sounds
Added: SetVolume to sound
Added: stop to sound
Added: SyncPlayback to sounds
Note: SoundID is an integer value returned by functions such as Sound.Play(), which can be found here:
Miscellaneous: Due to some quirks of the engine, most of these new features (and any new features coming in the future) can be found in a new file called Lighthouse2.psc. There seems to be some kind of restriction on files
information
What's this?
This is an F4SE plugin that adds quite a few new features to Papyrus. These range from data manipulation (such as getting or setting internal values) to utility functions that open advanced mathematics, convert between different types, or otherwise access data that is not normally available, such as animation length and progress.
Currently, this plugin only provides new functionality. New Papyrus activities will appear later once I learn how to create these activities.
Maintained by the community!
Since no one likes to have dozens of requirements for their mods - especially when those requirements are just frameworks sitting there - this addon is a collaborative effort among talented mod authors. If you would like to contribute, you can do so through the GitHub repository. The purpose of this is to put everything in one place to avoid the situation of multiple plugins or forks of the same plugin doing the same thing.
document:
Official in-depth documentation can be found on the Independent Fallout Wiki under the corresponding page.
What's inside
Function:
Currently 187 new features have been added. The full list can be found on the index page of the Independent Fallout Wiki.
New feature requests can be made via a forum post, making the request visible to everyone
Error reports should detail reproducible information and the code snippet that caused the error
Since some data exposed by plugins can only be modified through manual plugin editing, the game may reset any changes made when loading a save or restarting the game. This is done by Bethesda for performance reasons and is not a fault of the plugin
Require
Required:
Fallout 4 Script Expander
Address library of F4SE plug-in
Microsoft Visual C++ Redistributable for Visual Studio 2019
Nominations and other stuff
Original author GELUXRUM:
You can ask me anything by leaving a comment in the Posts tab
The best way to get a quick response is to find me in the MAIM Hub Discord server
Tha …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.