[RELz] Fallout Script Extender (FOSE) v1.1

Post » Wed Feb 10, 2010 10:04 pm

I've got a minor update adding support for the German no-gore version of Fallout; can anyone using fallout3ng.exe try out http://fose.silverlock.org/beta/fose_v1_2_beta2_ng.7z and let me know if they run in to any problems? (people using the standard fallout.exe can just ignore this)
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Bloomer
 
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Post » Thu Feb 11, 2010 5:48 am

Preliminary reports from German users are looking good, now to test out some of the other new stuff...
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Johnny
 
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Post » Thu Feb 11, 2010 1:39 am

Preliminary reports from German users are looking good, now to test out some of the other new stuff...

:celebration:
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sophie
 
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Post » Thu Feb 11, 2010 3:49 am

Hi, I've just started playing/modding Fallout3 and I'm working on moving the functionality from my QuickClothesAndSpells mod for oblivion into Fallout3.

So far equipment sets are working, but unlike Oblivion, spells don't make sense. Chems are where the action is. But I suspect that many players are like me and don't use them much due to hotkey pressure. Opening the pipboy just ruins the flow of the game.

Trying to make chems work with my hotkeys. But it's like oblivion potions, just doesn't work properly. I spent many days trying to get potions working on Oblivion and kinda suspect that FO3 is the same.

I noticed that unlike OBSE, FOSE supports "GetHotKeyItem". Any possibility of implementing "SetHotKeyItem" in FOSE?

My thought is that I could do a SetHotKeyItem followed on the next frame by TapControl. The player would lose a builtin hotkey (say #8) in exchange for 8 more.

Thanks for any help.
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elliot mudd
 
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Post » Thu Feb 11, 2010 5:35 am

Hey guys
I am wondering if I am simply missing this in the list of functionality but I need a way to determine what difficulty the player is currently playing in. Does anything like that currently exist?
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Blaine
 
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Post » Thu Feb 11, 2010 8:29 am

Request:

console commands:
set time scale to #
setfog ##

would be great!
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Mario Alcantar
 
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Post » Thu Feb 11, 2010 5:45 am

Manipulating Timescale is already implemented in vanilla since Timescale is a global var, but without a space in the word "timescale".
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Ebony Lawson
 
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Post » Wed Feb 10, 2010 10:57 pm

http://geck.gamesas.com/index.php/SetFog should also work in the console already, as all functions that are available in scripts are also available in consoles. A select few of them are slightly different when used in the console, mostly in that they may return more useful debugging information, but I would expect http://geck.gamesas.com/index.php/SetFog to work just as it would in a script.

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Eoh
 
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Post » Wed Feb 10, 2010 9:58 pm

Is it at all possible for me to spit out a txt file with a bunch of text and variables with FOSE?

I need this I think for data collection on the dynamic difficulty system. It would make things easier for people to spit out a few text files so they can post the information in a thread than to write all of it down manually. Know what I mean?
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Roberta Obrien
 
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Post » Thu Feb 11, 2010 4:23 am

I agree completely, but unfortunately I don't think this is possible at the moment. If something along these lines isn't already on the list, I think it'd be a useful thing to request.

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Pumpkin
 
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Post » Thu Feb 11, 2010 11:24 am

Request:

Are the following functions available or will they be implemented anytime soon? They are obse functions that I need to
get a mod running in Fallout.

SetIsPlayable
EquipItemNS/UnEquipItemNS (non-spam equips... are these even needed in Fallout?)
GetInventoryObject
CloneForm (or is tempCloneForm workable here)
CopyModelPath
ModModelPath
AppendToName
con_SetClipDist
con_sixChange

Thanks for any help!

PS: these are needed for the See You Sleep mod.
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Mashystar
 
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Post » Thu Feb 11, 2010 3:57 am

The "no spam" functions aren't needed in Fallout 3 - functions such as http://geck.gamesas.com/index.php/AddItem and http://geck.gamesas.com/index.php/EquipItem now have an optional "no spam" parameter.

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Claire
 
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Post » Thu Feb 11, 2010 8:35 am

The "no spam" functions aren't needed in Fallout 3 - functions such as http://geck.gamesas.com/index.php/AddItem and http://geck.gamesas.com/index.php/EquipItem now have an optional "no spam" parameter.

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Ok thats good to know.

[edit]

Ok, after looking at the source the 2 con_ functions seem to be very easy to do, the tempCloneForm is usable and as you said the normal equips are ok so that leaves just this to implement to make it workable.

SetIsPlayable
GetInventoryObject
CopyModelPath
ModModelPath
AppendToName

From what I saw the 2 path functions and the append shouldn't be too difficult, the hard ones are going to be the set and the getinventory. I'll look at those and see if I can come up with something I can send to the fose team and see if they'll add it.
[/edit]
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Chris Jones
 
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Post » Thu Feb 11, 2010 10:10 am

The "no spam" functions aren't needed in Fallout 3 - functions such as http://geck.gamesas.com/index.php/AddItem and http://geck.gamesas.com/index.php/EquipItem now have an optional "no spam" parameter.

There is, however, a slight hichup with those two functions: When the flag is set in menu mode, it also disables update of the graphics, and the suggested workaround only works in game mode.
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rae.x
 
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Post » Thu Feb 11, 2010 1:58 am

I'm confused, are you talking about the suggested workaround mentioned on the http://geck.gamesas.com/index.php/UnequipItem page? I don't know of any other workarounds suggested anywhere for this bug, but the one suggested there is only necessary in http://geck.gamesas.com/index.php/MenuMode and works perfectly well as far as I've tested.

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Naughty not Nice
 
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Post » Thu Feb 11, 2010 2:11 am

Could you guys implement a function to check with what projectile someone's been hit? And by extension, which weapon? It would be a late christmas present :D

Also, thanks for your hard work. Fallout and Oblivion mods wouldn't be the smae withput you guys.

Harmy52
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oliver klosoff
 
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Post » Thu Feb 11, 2010 4:05 am

Is there a way to modify a weapon without attaching a script to it? I mean modifying through scripts ofcourse. Because I would love to use functions like SetWeaponAmmoUse, but I would like it to work with my current equipped weapon. Not just pre-made weapons.

Much obliged.

Harmy52
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Euan
 
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Post » Thu Feb 11, 2010 9:11 am

Anyone have any ideas regarding the use of http://fose.silverlock.org/fose_command_doc.html#con_CloseAllMenus used to escape a message box and the button presses being unresponsive exactly once per time the command is used the next time the message box is up? I'm trying to set up FOOK2's massive menu with 'E' and 'B' keypresses so the user can escape the menu at any time or go back a level minus all the MessageBox scrolling, but can't get around the null button press issue. The keypresses do work, it's just the next time the message box is needed where the problem arises.

scn OptionsSCPTInt bMessageBoxInt iButtonBegin GameMode		If bMessageBox		Set iButton to GetButtonPressed		If (iButton == -1)			Return		Else			Set bMessageBox to 0			If (iButton == 0)			ElseIf (iButton == 1)			ElseIf (iButton == 2)			ElseIf (iButton == 3)			ElseIf (iButton == 4)			ElseIf (iButton == 5)			ElseIf (iButton == 6)			ElseIf (iButton == 7)			ElseIf (iButton == 8) 			ElseIf (iButton == 9); Back to main menu				StartQuest OptionsQUST				StopQuest Options2QUST			EndIf		EndIf	Else		ShowMessage Options2MESG		Set bMessageBox to 1	EndIfEnd;===============================================Begin MenuMode 1001	If (FOSE == -1)		Return	Else		If bMessageBox			If IsKeyPressed 18; 'E' Out				Con_CloseAllMenus				Set bMessageBox to 0				StopQuest Options2QUST			ElseIf IsKeyPressed 48; 'B' Back				Con_CloseAllMenus				Set bMessageBox to 0				StartQuest OptionsQUST				StopQuest Options2QUST			EndIf		EndIf	EndIfEnd
I've also posted about this http://www.gamesas.com/bgsforums/index.php?act=post&do=edit_post&f=46&t=1065590&p=15481203&st=0 and am convinced it's not the script as the vanilla console command, CloseAllMenus, exhibits the same issue. Any help or ideas about how to get this to work or how to trick the engine would be much appreciated. Thanks. :)
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Andres Lechuga
 
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Post » Thu Feb 11, 2010 10:45 am

Anyone have any ideas regarding the use of http://fose.silverlock.org/fose_command_doc.html#con_CloseAllMenus used to escape a message box and the button presses being unresponsive exactly once per time the command is used the next time the message box is up? I'm trying to set up FOOK2's massive menu with 'E' and 'B' keypresses so the user can escape the menu at any time or go back a level minus all the MessageBox scrolling, but can't get around the null button press issue. The keypresses do work, it's just the next time the message box is needed where the problem arises.

scn OptionsSCPTInt bMessageBoxInt iButtonBegin GameMode		If bMessageBox		Set iButton to GetButtonPressed		If (iButton == -1)			Return		Else			Set bMessageBox to 0			If (iButton == 0)			ElseIf (iButton == 1)			ElseIf (iButton == 2)			ElseIf (iButton == 3)			ElseIf (iButton == 4)			ElseIf (iButton == 5)			ElseIf (iButton == 6)			ElseIf (iButton == 7)			ElseIf (iButton == 8) 			ElseIf (iButton == 9); Back to main menu				StartQuest OptionsQUST				StopQuest Options2QUST			EndIf		EndIf	Else		ShowMessage Options2MESG		Set bMessageBox to 1	EndIfEnd;===============================================Begin MenuMode 1001	If (FOSE == -1)		Return	Else		If bMessageBox			If IsKeyPressed 18; 'E' Out				Con_CloseAllMenus				Set bMessageBox to 0				StopQuest Options2QUST			ElseIf IsKeyPressed 48; 'B' Back				Con_CloseAllMenus				Set bMessageBox to 0				StartQuest OptionsQUST				StopQuest Options2QUST			EndIf		EndIf	EndIfEnd
I've also posted about this http://www.gamesas.com/bgsforums/index.php?act=post&do=edit_post&f=46&t=1065590&p=15481203&st=0 and am convinced it's not the script as the vanilla console command, CloseAllMenus, exhibits the same issue. Any help or ideas about how to get this to work or how to trick the engine would be much appreciated. Thanks. :)


Hey JustinOther,
I don't have a fix, but possibly a way to work around the issue.

Make an activator, and hide it someplace. Attach a script to it that will do a ShowMessage, then a http://fose.silverlock.org/fose_command_doc.html#MenuTapKey.

Something like this:
Begin OnActivateShowMessage DummyMsgMenuTapKey 45 ;for example...End


Whenever you do your Con_CloseAllMenus, activate your hidden activator:
Begin MenuMode 1001	If (FOSE == -1)		Return	Else		If bMessageBox			If IsKeyPressed 18; 'E' Out				Con_CloseAllMenus				HiddenActivatorRef.Activate ;<<<=+=+=				Set bMessageBox to 0				StopQuest Options2QUST			ElseIf IsKeyPressed 48; 'B' Back				Con_CloseAllMenus				HiddenActivatorRef.Activate ;<<<=+=+=				Set bMessageBox to 0				StartQuest OptionsQUST				StopQuest Options2QUST			EndIf		EndIf	EndIfEnd

The "DummyMsg" message box could say something like:
Options Saved
[Ok]

:shrug:
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suniti
 
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Post » Thu Feb 11, 2010 10:20 am

Hey JustinOther,
I don't have a fix, but possibly a way to work around the issue.

Make an activator, and hide it someplace. Attach a script to it that will do a ShowMessage, then a http://fose.silverlock.org/fose_command_doc.html#MenuTapKey.

Something like this:
Begin OnActivateShowMessage DummyMsgMenuTapKey 45;for example...End
Whenever you do your Con_CloseAllMenus, activate your hidden activator:

The "DummyMsg" message box could say something like:
Options Saved

:shrug:
Thanks, Ssenkrad. :) I'll give that a whirl tonight and post the results. MenuTapKey might very well be the solution.
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Isabella X
 
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Post » Thu Feb 11, 2010 1:09 am

Would it be possible to add the following 2 commands, please?
This would allow a mod from Oblivion called "See You Sleep" to be used with FO3. Basicly allows you to see yourself sleeping.
If you need further info, either ask here or PM me. I usually check here at least once a day.

// ModModelPath
static bool Cmd_ModModelPath_Execute(COMMAND_ARGS)
{
return PathFunc_Execute(PASS_COMMAND_ARGS, kVal_Model, kMod);
}

// CopyModelPath
static bool Cmd_CopyModelPath_Execute(COMMAND_ARGS)
{
return PathFunc_Execute(PASS_COMMAND_ARGS, kVal_Model, kCopy);
}
-----------------------------------------------------------------------
// CopyModelPath
CommandInfo kCommandInfo_CopyModelPath =
{
"CopyModelPath",
"",
0,
"copies the model path from one object to another",
0,
2,
kParams_CopyObjectPath,
HANDLER(Cmd_CopyModelPath_Execute),
Cmd_Default_Parse,
NULL,
0
};

// ModModelPath
CommandInfo kCommandInfo_ModModelPath =
{
"ModModelPath",
"",
0,
"Modifies the model path of the specified object or object reference.",
0,
2,
kParams_SetObjectString,
HANDLER(Cmd_ModModelPath_Execute),
Cmd_Default_Parse,
NULL,
0
};
--------------------------------------------------------------
static ParamInfo kParams_SetObjectString[2] =
{
{ "value", kParamType_String, 0 },
{ "type", kParamType_InventoryObject, 1}
};

static ParamInfo kParams_CopyObjectPath[2] =
{
{ "src", kParamType_InventoryObject, 0},
{ "dest", kParamType_InventoryObject, 1}
};

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Janette Segura
 
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Post » Thu Feb 11, 2010 1:27 am

I wanted to say I really appreciate this program.


I also wanted to ask... is it possible to expand on getanimaction so it returns a wider array ? I mean, right now ( and this is whyI ask) there is no way to tell a normal attack from a power attack that I am aware of, for example.
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Sheila Reyes
 
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Post » Thu Feb 11, 2010 4:26 am

I have a little issue which is described moreso in this thread along with it's script.
http://www.gamesas.com/bgsforums/index.php?showtopic=1068784

I'm not really sure where to ask this, but in short. I'm trying to get either my script to process and swap out a melee weapon with a thrown one before it calculates the chance to hit in VATS 100% of the time OR
Recalculate the chance after it's acquired a target with the current changed weapon.

I have a melee weapon that whenever you go to VATS gets swapped out with a thrown version of it. The link I posted explains that.

Checked the GECK wiki but don't see a function that may re-calculate afterwards. Please help. I'm sort of at a standstill here.

Thanks,

-Mush-
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Lucie H
 
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Post » Thu Feb 11, 2010 11:42 am

This took way too long to get pushed out, but I guess later is better than never. http://fose.silverlock.org/beta/fose_v1_2_beta2.7z adds support for the German censored version of Fallout, fixes a crash bug when adding forms to a formlist that is partially being written to the save file, and adds some new WIP commands:
  • GetNumItems
  • GetInventoryObject
  • GetRefCount
  • SetRefCount
  • Pow
  • IsQuestItem
  • SetQuestItem
  • IsOffLimits
  • GetParentCellOwner
  • GetOwner
  • GetOwningFactionRequiredRank
  • GetParentCellOwningFactionRequiredRank
  • GetCurrentQuest
  • GetCurrentObjective
  • GetQuestObjectiveCount
  • GetNthQuestObjective
  • SetCurrentQuest
  • IsPersistent
  • SetEyes
  • SetHair
  • SetHairLength
  • GetEyes
  • GetHair
  • GetHairLength

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kevin ball
 
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Post » Wed Feb 10, 2010 11:46 pm

Oooooh! :o New toys! Thanks, FOSE Team. :)
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sam westover
 
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