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Probably even replacing all AnsiString with UTF8String would work. It really should be extremely simple and should have no negative repurcussions (due to how UTF8 and ANSI overlap). That might help with FO4Edit for editing french strings.Īlso, if other people have managed to make a tool that patches the executable, we should be able to change 圎dit's source code to support UTF8. Hoping to get a wrangle on the particle density, if that's even exposed UTF8, I know there's some kind of tool out there that patches the TES5Edit executable to allow it to handle UTF8 strings properly. MNAM - Unknown is just the old texture path, which is now the path to the material file (BGEM), which contains material metadata and texture paths (can be de-compiled to JSON using Gibbed's Fallout 4 tools, which the game will natively read without needing to compile back into binary.).
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Number of Subtextures both X and Y don't seem to do anything.Initial Rotation Range = This is actually Particle Size Y.Center Offset Max = Doesn't seem to do anything.Center Offset Min = this is actually Particle Size X.Particle Size Y = shows NaN Rotation Velocity = Doesn't appear to do anything in game that I could tell.Not sure if this is at all helpful, or is simply one of the record types that will be better suited to try and map post-CK, but working with the shader particle geometry (SPGD) I found a few values are now mapped differently, and here is what my tests in-game yielded:
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