[RELz] Fallout Script Extender (FOSE) v1.2

Post » Sat Feb 19, 2011 2:42 am

Ianpatt, I have forgotten the op code range you have reserved for me. I plan to make plugin and release it pretty fast. I know what I want to do, but I would like a download link for your plugin example again. This isn't related to the same project you allocated the op codes for in the past, I don't want to ruin the surprise though by telling everyone what neat little thing I have in mind.
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Catharine Krupinski
 
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Post » Fri Feb 18, 2011 7:47 pm

I've been flipping through these threads for 30 minutes now, idled in some ircs checked and double checked things... and I can't figure it out.

I can't get fose_loader to run


launching: Fallout3.exe (C:\Program Files (x86)\Bethesda Softworks\Fallout 3\Fallout3.exe)
crc = 55EA47DB
You have an unknown version of Fallout. Please check http://fose.silverlock.org to make sure you're using the latest version of FOSE, then send an email to the contact addresses listed in fose_readme.txt if this version is not supported in the latest release. (CRC = 55EA47DB)
checksum not found


I'm using 1.2.3 with 1.7.0.3 and well, I honestly installed quite a few mods all at once, but most of them I've used before, and I'm not a total idiot about these things (no idea how to code em and what you guys have been going on about but I've got common sense and I read all the readme's haha)


So, what totally obvious thing am I missing?
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luke trodden
 
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Post » Fri Feb 18, 2011 9:34 pm

Ianpatt, I have forgotten the op code range you have reserved for me. I plan to make plugin and release it pretty fast. I know what I want to do, but I would like a download link for your plugin example again. This isn't related to the same project you allocated the op codes for in the past, I don't want to ruin the surprise though by telling everyone what neat little thing I have in mind.

Plugin example project: http://fose.silverlock.org/beta/fose_plugin_example.7z. I've assigned you 0x2100-0x21FF.

I can't get fose_loader to run.

I'm using 1.2.3 with 1.7.0.3 and well, I honestly installed quite a few mods all at once, but most of them I've used before, and I'm not a total idiot about these things (no idea how to code em and what you guys have been going on about but I've got common sense and I read all the readme's haha)

I'm talking with someone over email who has the same CRC. That can't be just a coincidence. PM'd.
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sarah
 
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Post » Sat Feb 19, 2011 5:26 am

I'm talking with someone over email who has the same CRC. That can't be just a coincidence. PM'd.

Thanks for the quick response. The http://fose.silverlock.org/download/fose_loader.7z now supports this version.
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Nina Mccormick
 
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Post » Sat Feb 19, 2011 8:27 am

You sir, are fantastic :D

Now, I think the only other pressing matter (for me anywho) is to find an optimized .ini because I think I jacked mine up... off to actually use the forums now haha


Thanks again


[edit/update]

So I went and tried running around optimizing (read more than my fair share of threads on optimizing for multi-threaded cpus and think I did a conservatively good job)

And one I can across was ... [censored], I can't remember the name, but it allows Fallout3.exe to use larger chunks of memory, but it alters the exe's header...

So, I'm going to disable it and see how my performance is without it, but here's another error log :-P

launching: Fallout3.exe (C:\Program Files (x86)\Bethesda Softworks\Fallout 3\Fallout3.exe)
clearing large-address-aware flag
recorrecting exe checksum (00F6E5B6 -> 00F6E596)
crc = 2C9548AA
You have an unknown version of Fallout. Please check http://fose.silverlock.org to make sure you're using the latest version of FOSE, then send an email to the contact addresses listed in fose_readme.txt if this version is not supported in the latest release. (CRC = 2C9548AA)
checksum not found

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Peetay
 
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Post » Sat Feb 19, 2011 4:01 am

And one I can across was ... [censored], I can't remember the name, but it allows Fallout3.exe to use larger chunks of memory, but it alters the exe's header...

Without going in to details that wouldn't be forum-friendly, this happens when the EXE has been edited from its original version before applying the patch to allow addresses higher than the 2GB limit. http://fose.silverlock.org/download/fose_loader.7z.
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Jonathan Egan
 
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Post » Fri Feb 18, 2011 9:51 pm

Ian Patt, for some reason after running the shortcut of fose loader.exe with -editor nothing opens up. GECK does not even show up in the process list in task manager. Some DLL or COM thing shows up for a short while and then terminates though..

I have compared my plugin code to the template it everything is the same. I even commented out the additional code I added so only the original template code was present, but after compiling and then testing it out the GECK editor still won't run. :(

GECK is 1.5. Fallout is 1.7 And I copied every file that came with the loader into my fallout directory. The FOSE readmes are detecting the presence of my plugin, but nothing more is said.

FOSE editor: initialize (version = 1.2.2 01050130)
fallout root = C:\Fallout\
plugin directory = C:\Fallout\Data\FOSE\Plugins\
checking plugin C:\Fallout\Data\FOSE\Plugins\\fose_plugin_example.dll

launching editor
launching: GECK.exe (C:\Fallout\GECK.exe)
crc = 59F00F32
hook call addr = 00BC2108
load lib addr = 00D0417C
dll = C:\Fallout\fose_editor_1_5.dll
remote memory = 001C0000
old winmain = 00447750
launching


Edit: Also the debug log is not being generated anywhere in fallout's directory or subfolders, so it must be exiting way early...
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michael danso
 
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Post » Sat Feb 19, 2011 4:02 am

Ian Patt, for some reason after running the shortcut of fose loader.exe with -editor nothing opens up. GECK does not even show up in the process list in task manager. Some DLL or COM thing shows up for a short while and then terminates though..


Couldn't repro the problem, but if it's printing "checking plugin" and then nothing happens, it's hanging while loading the plugin. PM'd.

(also fwiw, please use either "Ian" or "ianpatt", putting a space in the middle without typing out the full last name sounds weird to me)

edit: problem reproduced, you got extremely lucky (unlucky?) and ran in to an object initialization order bug in some code I wrote 10 years ago. fixed locally + fix instructions sent via pm
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Jacob Phillips
 
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Post » Fri Feb 18, 2011 6:56 pm

Hello FOSE crew :) It seems I have a request for a command to be added. http://www.gamesas.com/index.php?/topic/1094756-the-fallout-3-modding-wishlist-thread-2/page__view__findpost__p__16004552, I would like the ability to have a 'sorter' take the weapons and armors from my inventory and place them into the containers exactly as they are while they were in my inventory.

I am told that the GetCurrentHealth is the command that is needed.

If you need any further explaining, I am more than happy to do so. Thank you very much for your time!

http://www.gamesas.com/index.php?/topic/1095591-fwe-style-house-mod/page__view__findpost__p__16004400 may help as well.
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Charlie Sarson
 
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Post » Sat Feb 19, 2011 1:18 am

I am told that the GetCurrentHealth is the command that is needed.

Get/SetCurrentHealth have been supported since 1.2.

edit: this is probably way more of a documentation problem. I haven't updated the html docs, so the source code plus a list I wrote up when making the initial v1.2 post is all people have to go on.
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Kim Kay
 
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Post » Fri Feb 18, 2011 7:32 pm

Why is there no SetWeaponFireRate? I mean, there is GetWeaponFireRate.

While I understand that it might not seem important, this made 7 hours of work pointless :rolleyes:
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Vicki Gunn
 
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Post » Sat Feb 19, 2011 8:21 am

You can just use SetWeaponAnimMult/AttackMult. Either's only useful in very special cases since we don't have Cloneform working so unless you're absolutely 127% sure that only the PC will have a copy of your weapon...
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Markie Mark
 
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Post » Fri Feb 18, 2011 7:29 pm

Is there possibly an undocumented format specifier (for use with http://fose.silverlock.org/fose_command_doc.html#PrintToConsole) that prints the Editor ID of an object/reference? If not, could that be added?
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Kevin Jay
 
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Post » Sat Feb 19, 2011 4:20 am

Is there possibly an undocumented format specifier (for use with http://fose.silverlock.org/fose_command_doc.html#PrintToConsole) that prints the Editor ID of an object/reference? If not, could that be added?

Editor IDs (with some minor exceptions) are not loaded in the runtime, so we can't print them out.
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Elizabeth Lysons
 
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Post » Sat Feb 19, 2011 7:17 am

Er... how come the readme says that FOSE is incompatible with the D2D version and I use it here?

I simply load it via FOMM... and before that I made a shortcut pointing to FOSE executable, always worked like a charm.

Anyway, I came here to ask this: I have the standard version (bought at Direct2Drive as said), and I want to buy it again through Steam (50% off), this time the game of the year edition.

How do I load FO3 via FOSE in the Steam version?
I know it's possible, just don't know how (since you load the game through the app).

I'm asking because there's no way I'm gonna buy it if I couldn't use FWE and other absolutely essential mods that only work with FOSE...


And, since I'm here... what happened to the previous forum skins? I used to use one called something like tan, or tanned -- maybe it's not the name. It was one in the brown/beige tone...


Thanks in advance.


EDIT: I re-read it, and I think I got it: there are different D2D versions, and FOSE is incompatible with the one protected by Starforce, is that it?
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lydia nekongo
 
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Post » Sat Feb 19, 2011 1:44 am

Er... how come the readme says that FOSE is incompatible with the D2D version and I use it here?

Direct2Drive wraps a game executable in additional DRM that we won't deal with. If they've only wrapped FalloutLauncher.exe, and fallout3.exe is untouched, then FOSE will work fine. I didn't purchase a D2D copy to find out, but users reported that it didn't work. I know for a fact that the Steam version of Fallout works.

How do I load FO3 via FOSE in the Steam version? I know it's possible, just don't know how (since you load the game through the app).

Nothing special is needed for the Steam version of Fallout. Just install FOSE as normal and then launch from FOMM or fose_loader.exe.

And, since I'm here... what happened to the previous forum skins? I used to use one called something like tan, or tanned -- maybe it's not the name. It was one in the brown/beige tone...

When they updated the forum software they also added ugly game-specific backgrounds with huge banners on the top. I blocked the banners/backgrounds because they were a giant waste of space or made things difficult to read.
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josh evans
 
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Post » Sat Feb 19, 2011 10:05 am

Direct2Drive wraps a game executable in additional DRM that we won't deal with. If they've only wrapped FalloutLauncher.exe, and fallout3.exe is untouched, then FOSE will work fine. I didn't purchase a D2D copy to find out, but users reported that it didn't work. I know for a fact that the Steam version of Fallout works.


Nothing special is needed for the Steam version of Fallout. Just install FOSE as normal and then launch from FOMM or fose_loader.exe.


When they updated the forum software they also added ugly game-specific backgrounds with huge banners on the top. I blocked the banners/backgrounds because they were a giant waste of space or made things difficult to read.


Thanks a lot! :thumbsup:
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Nathan Barker
 
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Post » Fri Feb 18, 2011 8:24 pm

I was wondering if someone on the team could tell me if the request I made for the functions 'CopyModelPath' and 'ModModelPath' are likely to be implemented? The original request was posted 9 Jan 2010 and included the relevant code from OBSE.
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Nymph
 
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Post » Fri Feb 18, 2011 11:45 pm

I was wondering if someone on the team could tell me if the request I made for the functions 'CopyModelPath' and 'ModModelPath' are likely to be implemented? The original request was posted 9 Jan 2010 and included the relevant code from OBSE.


Seconded, I would like this too.

Also, SetWeaponNoise or something similair. Loud, Normal, and Silenced.
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Jhenna lee Lizama
 
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Post » Sat Feb 19, 2011 12:51 am

Hi guys, PLIIZ HELP, Ive Got a problem with FOSE. As I install it with all DLC and patch. 1.7. I run mod manager and click on "Launch FOSE" but it shows this message:
[img]http://img413.imageshack.us/i/fhbdhshshshsdfhsdnhns.png/[/img]

Can you help me please? Could be my 64 bit Win 7 a problem???
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ONLY ME!!!!
 
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Post » Sat Feb 19, 2011 5:26 am

If you are using any kind of no-cd crack, or one of the non-supported versions of the Fallout.exe then it won't run.

Supported and unsupported versions are listed at http://fose.silverlock.org
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Scott Clemmons
 
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Post » Sat Feb 19, 2011 10:53 am

If you are using any kind of no-cd crack, or one of the non-supported versions of the Fallout.exe then it won't run.

Supported and unsupported versions are listed at http://fose.silverlock.org


Ive got an original DVD
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Dominic Vaughan
 
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Post » Sat Feb 19, 2011 6:17 am

Make sure the patch installed correctly, then, because the error is pretty clear that you have an unrecognized version of the file.

The Russian and Polish DVD versions are listed as unsupported.

Also make sure you have FOSE v1.1b9 or higher, as listed on the link I gave.
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Gisela Amaya
 
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Post » Sat Feb 19, 2011 5:41 am

Make sure the patch installed correctly, then, because the error is pretty clear that you have an unrecognized version of the file.

The Russian and Polish DVD versions are listed as unsupported.

Also make sure you have FOSE v1.1b9 or higher, as listed on the link I gave.


WELL! Thanks! Ive Found out that the problem was a czech patch 1.71 Ive installed. I changed it with an english patch.

BUT

As I run the game throught the FOSE loader, start a new game, make character and choose the alternate start (Wanderer edition otpion) I am moved to an emty room where is only the old terminal and the bed. As I set up my characters parameters, skills and history... Im going to sleep (it is the only exit-I suppose you know) And then, during loading, it crashes. The message is only " The program has stopped working"

BUT If I run game via the classical fallout.exe I will get through the loading to the wasteland. But it misses the FOSE and the game is unplayable, because of messages constantly jumping and stopping the game.
Im despairing now :brokencomputer:

I tried to switch off some esm, esp files, tried to edit graphic and sound settings, turn off an internet and other connections...
Im using Win 7, 64bit.
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SWagg KId
 
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Post » Fri Feb 18, 2011 10:10 pm

This was probably extensively answered, but I don't have time nor energy to search through, so here it goes: a simple question: is there a way to run FOSE and make the Steam counter compute the hours played?

Thanks in advance.


Oh yes, almost forgot: I have no idea how this thing of "extending a script" works, but I always wondered (just want to understand): it was necessary with Oblivion as it was with FO3, so: why don't the devs launch the game with the "script possibility", so to speak (don't mock the layman), already "extended", I mean, with all the power behind OBSE or FOSE? Will New Vegas be the same? Because I'd really like to have achievements in NV, especially those of the new hardcoe mode (in FO3 it's not possible while running FOSE, and the game doesn't exist without some mods that use it, so I had to give achievements up...).
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Laura-Jayne Lee
 
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