0.1.8: - support for untime 1.4.132 - more internal class decoding 0.1.7: - support for beta runtime 1.4.131 - more internal class decoding 0.1.6: - support for beta runtime 1.4.125 - internal tools updates - more internal class decoding (inventory, input, netimmerse skin) 0.1.5: - support for beta runtime 1.3.47 - initial game menu support and utilities - more internal class decoding 0.1.4: - support for beta runtime 1.3.45 - enable logging from scaleform. add bEnableGFXLog=1 to the [Interface] section of your f4se.ini. create it if it doesn't exist. - hook global scaleform tint functions to allow interface mods to selectively modify tint colors/intensities - initial scaleform native plugin API - more internal class decoding 0.1.3: - support for beta runtime 1.2.37 0.1.2: - support for beta runtime 1.2.33 - more internal class decoding 0.1.1: - fixed crash when resetting keybindings from ui 0.1.0: - everything - 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\