[WIPz] New Vegas Script Extender (NVSE)

Post » Tue May 04, 2010 5:09 pm

Based on the fact that the patch notes for the previous version said "Preferences, quicksaves, and autosaves should behave normally. Cloud support currently disabled.", I am expecting to see another patch next week. Once that's done (and we have support from Valve) we can do a release.
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Holli Dillon
 
Posts: 3397
Joined: Wed Jun 21, 2006 4:54 am

Post » Wed May 05, 2010 1:26 am

I can't wait for the new script extender! as soon as this comes out, some amzing mods will be created :D
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Roberto Gaeta
 
Posts: 3451
Joined: Tue Nov 06, 2007 2:23 am

Post » Tue May 04, 2010 1:32 pm

What I would like.

con_Save
DisableControl
EnableControl
GetAltControl
GetBaseObject
GetControl
GetCrosshairRef
GetFirstRef
GetGameLoaded
GetLinkedDoor
GetNextRef
GetNumItems
GetOpenKey
GetRefCount
Goto
HoldKey
IsKeyPressed
IsScripted
Label
Rand
ReleaseKey


GetOwner (not currently in FOSE)
GetPassword (not currently in FOSE, Note: password is contained in the terminal base object, not ref object(at least it is in FO3))
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Stacy Hope
 
Posts: 3391
Joined: Thu Jun 22, 2006 6:23 am

Post » Tue May 04, 2010 4:20 pm

For FNVEdit, I could really use a list of all (new) functions (name and ID), including their params, that are usable in CTDAs.

Also, a list of the Misc Stat enum values and Form Type enum values would be very useful.
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JR Cash
 
Posts: 3441
Joined: Tue Oct 02, 2007 12:59 pm

Post » Wed May 05, 2010 3:00 am

For FNVEdit, I could really use a list of all (new) functions (name and ID), including their params, that are usable in CTDAs.

Also, a list of the Misc Stat enum values and Form Type enum values would be very useful.
For the CTDAs, is...
            Function ->           Above errors were found in :CTDA - Condition        Above errors were found in :Conditions          Actor Value ->  ;  = is a blank in the GECK, as are similar instances of         Above errors were found in :EFIT -       Above errors were found in :Effect    Above errors were found in :Effects  Above errors were found in :BigHornerMeat "Bighorner Meat" [ALCH:0016D5BA]
... and = Ishardcoe Ishardcoe,,124A,

What you're after?

= GetObjectiveDisplayed
= GetObjectiveCompleted
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Tamara Primo
 
Posts: 3483
Joined: Fri Jul 28, 2006 7:15 am

Post » Tue May 04, 2010 1:49 pm

http://cs.elderscrolls.com/constwiki/index.php/AddItemNS would be nice. It also would be nice to have that for FOSE actually.
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Laura Wilson
 
Posts: 3445
Joined: Thu Oct 05, 2006 3:57 pm

Post » Tue May 04, 2010 8:00 pm

JustinOther,

yes, that's exactly what I need.

What I currently have is the following list from FO3. As you can see, it contains index, name and parameter type(s). I need that information for FNV (I assume all the FO3 functions are still valid and FNV only added some new ones).
Spoiler

const
wbCTDAFunctions : array[0..235] of TCTDAFunction = (
(Index: 1; Name: 'GetDistance'; ParamType1: ptObjectReference),
(Index: 5; Name: 'GetLocked'),
(Index: 6; Name: 'GetPos'; ParamType1: ptAxis),
(Index: 8; Name: 'GetAngle'; ParamType1: ptAxis),
(Index: 10; Name: 'GetStartingPos'; ParamType1: ptAxis),
(Index: 11; Name: 'GetStartingAngle'; ParamType1: ptAxis),
(Index: 12; Name: 'GetSecondsPassed'),
(Index: 14; Name: 'GetActorValue'; ParamType1: ptActorValue),
(Index: 18; Name: 'GetCurrentTime'),
(Index: 24; Name: 'GetScale'),
(Index: 25; Name: 'IsMoving'),
(Index: 26; Name: 'IsTurning'),
(Index: 27; Name: 'GetLineOfSight'; ParamType1: ptObjectReference),
(Index: 32; Name: 'GetInSameCell'; ParamType1: ptObjectReference),
(Index: 35; Name: 'GetDisabled'),
(Index: 36; Name: 'MenuMode'; ParamType1: ptMenuMode),
(Index: 39; Name: 'GetDisease'),
(Index: 40; Name: 'GetVampire'),
(Index: 41; Name: 'GetClothingValue'),
(Index: 42; Name: 'SameFaction'; ParamType1: ptActor),
(Index: 43; Name: 'SameRace'; ParamType1: ptActor),
(Index: 44; Name: 'Samesix'; ParamType1: ptActor),
(Index: 45; Name: 'GetDetected'; ParamType1: ptActor),
(Index: 46; Name: 'GetDead'),
(Index: 47; Name: 'GetItemCount'; ParamType1: ptInventoryObject),
(Index: 48; Name: 'GetGold'),
(Index: 49; Name: 'GetSleeping'),
(Index: 50; Name: 'GetTalkedToPC'),
(Index: 53; Name: 'GetScriptVariable'; ParamType1: ptObjectReference; ParamType2: ptVariableName),
(Index: 56; Name: 'GetQuestRunning'; ParamType1: ptQuest),
(Index: 58; Name: 'GetStage'; ParamType1: ptQuest),
(Index: 59; Name: 'GetStageDone'; ParamType1: ptQuest; ParamType2: ptQuestStage),
(Index: 60; Name: 'GetFactionRankDifference'; ParamType1: ptFaction; ParamType2: ptActor),
(Index: 61; Name: 'GetAlarmed'),
(Index: 62; Name: 'IsRaining'),
(Index: 63; Name: 'GetAttacked'),
(Index: 64; Name: 'GetIsCreature'),
(Index: 65; Name: 'GetLockLevel'),
(Index: 66; Name: 'GetShouldAttack'; ParamType1: ptActor),
(Index: 67; Name: 'GetInCell'; ParamType1: ptCell),
(Index: 68; Name: 'GetIsClass'; ParamType1: ptClass),
(Index: 69; Name: 'GetIsRace'; ParamType1: ptRace),
(Index: 70; Name: 'GetIssix'; ParamType1: ptsix),
(Index: 71; Name: 'GetInFaction'; ParamType1: ptFaction),
(Index: 72; Name: 'GetIsID'; ParamType1: ptReferencableObject),
(Index: 73; Name: 'GetFactionRank'; ParamType1: ptFaction),
(Index: 74; Name: 'GetGlobalValue'; ParamType1: ptGlobal),
(Index: 75; Name: 'IsSnowing'),
(Index: 76; Name: 'GetDisposition'; ParamType1: ptActor),
(Index: 77; Name: 'GetRandomPercent'),
(Index: 79; Name: 'GetQuestVariable'; ParamType1: ptQuest; ParamType2: ptVariableName),
(Index: 80; Name: 'GetLevel'),
(Index: 81; Name: 'GetArmorRating'),
(Index: 84; Name: 'GetDeadCount'; ParamType1: ptActorBase),
(Index: 91; Name: 'GetIsAlerted'),
(Index: 99; Name: 'GetHeadingAngle'; ParamType1: ptObjectReference),
(Index: 101; Name: 'IsWeaponOut'),
(Index: 102; Name: 'IsTorchOut'),
(Index: 103; Name: 'IsShieldOut'),
(Index: 106; Name: 'IsFacingUp'),
(Index: 107; Name: 'GetKnockedState'),
(Index: 108; Name: 'GetWeaponAnimType'),
(Index: 109; Name: 'IsWeaponSkillType'; ParamType1: ptActorValue),
(Index: 110; Name: 'GetCurrentAIPackage'),
(Index: 111; Name: 'IsWaiting'),
(Index: 112; Name: 'IsIdlePlaying'),
(Index: 116; Name: 'GetMinorCrimeCount'),
(Index: 117; Name: 'GetMajorCrimeCount'),
(Index: 118; Name: 'GetActorAggroRadiusViolated'),
(Index: 122; Name: 'GetCrime'; ParamType1: ptActor; ParamType2: ptCrimeType),
(Index: 123; Name: 'IsGreetingPlayer'),
(Index: 125; Name: 'IsGuard'),
(Index: 127; Name: 'HasBeenEaten'),
(Index: 128; Name: 'GetFatiguePercentage'),
(Index: 129; Name: 'GetPCIsClass'; ParamType1: ptClass),
(Index: 130; Name: 'GetPCIsRace'; ParamType1: ptRace),
(Index: 131; Name: 'GetPCIssix'; ParamType1: ptsix),
(Index: 132; Name: 'GetPCInFaction'; ParamType1: ptFaction),
(Index: 133; Name: 'SameFactionAsPC'),
(Index: 134; Name: 'SameRaceAsPC'),
(Index: 135; Name: 'SamesixAsPC'),
(Index: 136; Name: 'GetIsReference'; ParamType1: ptObjectReference),
(Index: 141; Name: 'IsTalking'),
(Index: 142; Name: 'GetWalkSpeed'),
(Index: 143; Name: 'GetCurrentAIProcedure'),
(Index: 144; Name: 'GetTrespassWarningLevel'),
(Index: 145; Name: 'IsTrespassing'),
(Index: 146; Name: 'IsInMyOwnedCell'),
(Index: 147; Name: 'GetWindSpeed'),
(Index: 148; Name: 'GetCurrentWeatherPercent'),
(Index: 149; Name: 'GetIsCurrentWeather'; ParamType1: ptWeather),
(Index: 150; Name: 'IsContinuingPackagePCNear'),
(Index: 153; Name: 'CanHaveFlames'),
(Index: 154; Name: 'HasFlames'),
(Index: 157; Name: 'GetOpenState'),
(Index: 159; Name: 'GetSitting'),
(Index: 160; Name: 'GetFurnitureMarkerID'),
(Index: 161; Name: 'GetIsCurrentPackage'; ParamType1: ptPackage),
(Index: 162; Name: 'IsCurrentFurnitureRef'; ParamType1: ptObjectReference),
(Index: 163; Name: 'IsCurrentFurnitureObj'; ParamType1: ptFurniture),
(Index: 170; Name: 'GetDayOfWeek'),
(Index: 172; Name: 'GetTalkedToPCParam'; ParamType1: ptActor),
(Index: 175; Name: 'IsPCSleeping'),
(Index: 176; Name: 'IsPCAMurderer'),
(Index: 180; Name: 'GetDetectionLevel'; ParamType1: ptActor),
(Index: 182; Name: 'GetEquipped'; ParamType1: ptInventoryObject),
(Index: 185; Name: 'IsSwimming'),
(Index: 190; Name: 'GetAmountSoldStolen'),
(Index: 192; Name: 'GetIgnoreCrime'),
(Index: 193; Name: 'GetPCExpelled'; ParamType1: ptFaction),
(Index: 195; Name: 'GetPCFactionMurder'; ParamType1: ptFaction),
(Index: 197; Name: 'GetPCEnemyofFaction'; ParamType1: ptFaction),
(Index: 199; Name: 'GetPCFactionAttack'; ParamType1: ptFaction),
(Index: 203; Name: 'GetDestroyed'),
(Index: 214; Name: 'HasMagicEffect'; ParamType1: ptMagicEffect),
(Index: 215; Name: 'GetDefaultOpen'),
(Index: 219; Name: 'GetAnimAction'),
(Index: 223; Name: 'IsSpellTarget'; ParamType1: ptMagicItem),
(Index: 224; Name: 'GetVATSMode'),
(Index: 225; Name: 'GetPersuasionNumber'),
(Index: 226; Name: 'GetSandman'),
(Index: 227; Name: 'GetCannibal'),
(Index: 228; Name: 'GetIsClassDefault'; ParamType1: ptClass),
(Index: 229; Name: 'GetClassDefaultMatch'),
(Index: 230; Name: 'GetInCellParam'; ParamType1: ptCell; ParamType2: ptObjectReference),
(Index: 235; Name: 'GetVatsTargetHeight'),
(Index: 237; Name: 'GetIsGhost'),
(Index: 242; Name: 'GetUnconscious'),
(Index: 244; Name: 'GetRestrained'),
(Index: 246; Name: 'GetIsUsedItem'; ParamType1: ptReferencableObject),
(Index: 247; Name: 'GetIsUsedItemType'; ParamType1: ptFormType),
(Index: 254; Name: 'GetIsPlayableRace'),
(Index: 255; Name: 'GetOffersServicesNow'),
(Index: 258; Name: 'GetUsedItemLevel'),
(Index: 259; Name: 'GetUsedItemActivate'),
(Index: 264; Name: 'GetBarterGold'),
(Index: 265; Name: 'IsTimePassing'),
(Index: 266; Name: 'IsPleasant'),
(Index: 267; Name: 'IsCloudy'),
(Index: 274; Name: 'GetArmorRatingUpperBody'),
(Index: 277; Name: 'GetBaseActorValue'; ParamType1: ptActorValue),
(Index: 278; Name: 'IsOwner'; ParamType1: ptOwner),
(Index: 280; Name: 'IsCellOwner'; ParamType1: ptCell; ParamType2: ptOwner),
(Index: 282; Name: 'IsHorseStolen'),
(Index: 285; Name: 'IsLeftUp'),
(Index: 286; Name: 'IsSneaking'),
(Index: 287; Name: 'IsRunning'),
(Index: 288; Name: 'GetFriendHit'),
(Index: 289; Name: 'IsInCombat'),
(Index: 300; Name: 'IsInInterior'),
(Index: 304; Name: 'IsWaterObject'),
(Index: 306; Name: 'IsActorUsingATorch'),
(Index: 309; Name: 'IsXBox'),
(Index: 310; Name: 'GetInWorldspace'; ParamType1: ptWorldSpace),
(Index: 312; Name: 'GetPCMiscStat'; ParamType1: ptMiscStat),
(Index: 313; Name: 'IsActorEvil'),
(Index: 314; Name: 'IsActorAVictim'),
(Index: 315; Name: 'GetTotalPersuasionNumber'),
(Index: 318; Name: 'GetIdleDoneOnce'),
(Index: 320; Name: 'GetNoRumors'),
(Index: 323; Name: 'WhichServiceMenu'),
(Index: 327; Name: 'IsRidingHorse'),
(Index: 332; Name: 'IsInDangerousWater'),
(Index: 338; Name: 'GetIgnoreFriendlyHits'),
(Index: 339; Name: 'IsPlayersLastRiddenHorse'),
(Index: 353; Name: 'IsActor'),
(Index: 354; Name: 'IsEssential'),
(Index: 358; Name: 'IsPlayerMovingIntoNewSpace'),
(Index: 361; Name: 'GetTimeDead'),
(Index: 362; Name: 'GetPlayerHasLastRiddenHorse'),
(Index: 365; Name: 'IsChild'),
(Index: 367; Name: 'GetLastPlayerAction'),
(Index: 368; Name: 'IsPlayerActionActive'; ParamType1: ptPlayerAction),
(Index: 370; Name: 'IsTalkingActivatorActor'; ParamType1: ptActor),
(Index: 372; Name: 'IsInList'; ParamType1: ptFormList),
(Index: 382; Name: 'GetHasNote'; ParamType1: ptNote),
(Index: 391; Name: 'GetHitLocation'),
(Index: 392; Name: 'IsPC1stPerson'),
(Index: 397; Name: 'GetCauseofDeath'),
(Index: 398; Name: 'IsLimbGone'; ParamType1: ptBodyLocation),
(Index: 399; Name: 'IsWeaponInList'; ParamType1: ptFormList),
(Index: 403; Name: 'HasFriendDisposition'),
(Index: 408; Name: 'GetVATSValue'; ParamType1: ptVATSValueFunction; ParamType2: ptVATSValueParam),
(Index: 409; Name: 'IsKiller'; ParamType1: ptActor),
(Index: 410; Name: 'IsKillerObject'; ParamType1: ptFormList),
(Index: 411; Name: 'GetFactionCombatReaction'; ParamType1: ptFaction; ParamType2: ptFaction),
(Index: 415; Name: 'Exists'; ParamType1: ptObjectReference),
(Index: 416; Name: 'GetGroupMemberCount'),
(Index: 417; Name: 'GetGroupTargetCount'),
(Index: 427; Name: 'GetIsVoiceType'; ParamType1: ptVoiceType),
(Index: 428; Name: 'GetPlantedExplosive'),
(Index: 430; Name: 'IsActorTalkingThroughActivator'),
(Index: 431; Name: 'GetHealthPercentage'),
(Index: 433; Name: 'GetIsObjectType'; ParamType1: ptFormType),
(Index: 435; Name: 'GetDialogueEmotion'),
(Index: 436; Name: 'GetDialogueEmotionValue'),
(Index: 438; Name: 'GetIsCreatureType'; ParamType1: ptCreatureType),
(Index: 446; Name: 'GetInZone'; ParamType1: ptEncounterZone),
(Index: 449; Name: 'HasPerk'; ParamType1: ptPerk),
(Index: 450; Name: 'GetFactionRelation'; ParamType1: ptActor),
(Index: 451; Name: 'IsLastIdlePlayed'; ParamType1: ptIdleForm),
(Index: 454; Name: 'GetPlayerTeammate'),
(Index: 455; Name: 'GetPlayerTeammateCount'),
(Index: 459; Name: 'GetActorCrimePlayerEnemy'),
(Index: 460; Name: 'GetActorFactionPlayerEnemy'),
(Index: 464; Name: 'IsPlayerGrabbedRef'; ParamType1: ptObjectReference),
(Index: 471; Name: 'GetDestructionStage'),
(Index: 474; Name: 'GetIsAlignment'; ParamType1: ptAlignment),
(Index: 478; Name: 'GetThreatRatio'; ParamType1: ptActor),
(Index: 480; Name: 'GetIsUsedItemEquipType'; ParamType1: ptEquipType),
(Index: 489; Name: 'GetConcussed'),
(Index: 492; Name: 'GetMapMarkerVisible'),
(Index: 495; Name: 'GetPermanentActorValue'; ParamType1: ptActorValue),
(Index: 496; Name: 'GetKillingBlowLimb'),
(Index: 500; Name: 'GetWeaponHealthPerc'),
(Index: 503; Name: 'GetRadiationLevel'),
(Index: 510; Name: 'GetLastHitCritical'),
(Index: 515; Name: 'IsCombatTarget'; ParamType1: ptActor),
(Index: 518; Name: 'GetVATSRightAreaFree'; ParamType1: ptObjectReference),
(Index: 519; Name: 'GetVATSLeftAreaFree'; ParamType1: ptObjectReference),
(Index: 520; Name: 'GetVATSBackAreaFree'; ParamType1: ptObjectReference),
(Index: 521; Name: 'GetVATSFrontAreaFree'; ParamType1: ptObjectReference),
(Index: 522; Name: 'GetIsLockBroken'),
(Index: 523; Name: 'IsPS3'),
(Index: 524; Name: 'IsWin32'),
(Index: 525; Name: 'GetVATSRightTargetVisible'; ParamType1: ptObjectReference),
(Index: 526; Name: 'GetVATSLeftTargetVisible'; ParamType1: ptObjectReference),
(Index: 527; Name: 'GetVATSBackTargetVisible'; ParamType1: ptObjectReference),
(Index: 528; Name: 'GetVATSFrontTargetVisible'; ParamType1: ptObjectReference),
(Index: 531; Name: 'IsInCriticalStage'; ParamType1: ptCriticalStage),
(Index: 533; Name: 'GetXPForNextLevel'),
(Index: 546; Name: 'GetQuestCompleted'; ParamType1: ptQuest),
(Index: 550; Name: 'IsGoreDisabled'),
(Index: 555; Name: 'GetSpellUsageNum'; ParamType1: ptMagicItem),
(Index: 557; Name: 'GetActorsInHigh'),
(Index: 558; Name: 'HasLoaded3D')
);


And with FormType enum, I meant this:
Spoiler

wbFormTypeEnum :=
wbEnum([], [
$04, 'Texture Set',
$05, 'Menu Icon',
$06, 'Global',
$07, 'Class',
$08, 'Faction',
$09, 'Head Part',
$0A, 'Hair',
$0B, 'Eyes',
$0C, 'Race',
$0D, 'Sound',
$0E, 'Acoustic Space',
$0F, 'Skill',
$10, 'Base Effect',
$11, 'Script',
$12, 'Landscape Texture',
$13, 'Object Effect',
$14, 'Actor Effect',
$15, 'Activator',
$16, 'Talking Activator',
$17, 'Terminal',
$18, 'Armor',
$19, 'Book',
$1A, 'Clothing',
$1B, 'Container',
$1C, 'Door',
$1D, 'Ingredient',
$1E, 'Light',
$1F, 'Misc',
$20, 'Static',
$21, 'Static Collection',
$22, 'Movable Static',
$23, 'Placeable Water',
$24, 'Grass',
$25, 'Tree',
$26, 'Flora',
$27, 'Furniture',
$28, 'Weapon',
$29, 'Ammo',
$2A, 'NPC',
$2B, 'Creature',
$2C, 'Leveled Creature',
$2D, 'Leveled NPC',
$2E, 'Key',
$2F, 'Ingestible',
$30, 'Idle Marker',
$31, 'Note',
$32, 'Constructible Object',
$33, 'Projectile',
$34, 'Leveled Item',
$35, 'Weather',
$36, 'Climate',
$37, 'Region',
$39, 'Cell',
$3A, 'Placed Object',
$3B, 'Placed Character',
$3C, 'Placed Creature',
$3E, 'Placed Grenade',
$41, 'Worldspace',
$42, 'Landscape',
$43, 'Navigation Mesh',
$45, 'Dialog Topic',
$46, 'Dialog Response',
$47, 'Quest',
$48, 'Idle Animation',
$49, 'Package',
$4A, 'Combat Style',
$4B, 'Load Screen',
$4C, 'Leveled Spell',
$4D, 'Animated Object',
$4E, 'Water',
$4F, 'Effect Shader',
$51, 'Explosion',
$52, 'Debris',
$53, 'Image Space',
$54, 'Image Space Modifier',
$55, 'FormID List',
$56, 'Perk',
$57, 'Body Part Data',
$58, 'Addon Node',
$59, 'Actor Value Info',
$5A, 'Radiation Stage',
$5B, 'Camera Shot',
$5C, 'Camera Path',
$5D, 'Voice Type',
$5E, 'Impact Data',
$5F, 'Impact DataSet',
$60, 'Armor Addon',
$61, 'Encounter Zone',
$62, 'Message',
$63, 'Ragdoll',
$64, 'Default Object Manager',
$65, 'Lighting Template',
$66, 'Music Type'
]);


As for ActorValue 74, that I've already got covered. You must be using an old version of FNVEdit.
Spoiler

wbActorValueEnum :=
wbEnum([
{00} 'Aggresion',
{01} 'Confidence',
{02} 'Energy',
{03} 'Responsibility',
{04} 'Mood',
{05} 'Strength',
{06} 'Perception',
{07} 'Endurance',
{08} 'Charisma',
{09} 'Intelligence',
{10} 'Agility',
{11} 'Luck',
{12} 'Action Points',
{13} 'Carry Weight',
{14} 'Critical Chance',
{15} 'Heal Rate',
{16} 'Health',
{17} 'Melee Damage',
{18} 'Damage Resistance',
{19} 'Poison Resistance',
{20} 'Rad Resistance',
{21} 'Speed Multiplier',
{22} 'Fatigue',
{23} 'Karma',
{24} 'XP',
{25} 'Perception Condition',
{26} 'Endurance Condition',
{27} 'Left Attack Condition',
{28} 'Right Attack Condition',
{29} 'Left Mobility Condition',
{30} 'Right Mobility Condition',
{31} 'Brain Condition',
{32} 'Barter',
{33} 'Big Guns (obsolete)',
{34} 'Energy Weapons',
{35} 'Explosives',
{36} 'Lockpick',
{37} 'Medicine',
{38} 'Melee Weapons',
{39} 'Repair',
{40} 'Science',
{41} 'Guns',
{42} 'Sneak',
{43} 'Speech',
{44} 'Survival',
{45} 'Unarmed',
{46} 'Inventory Weight',
{47} 'Paralysis',
{48} 'Invisibility',
{49} 'Chameleon',
{50} 'Night Eye',
{51} 'Turbo',
{52} 'Fire Resistance',
{53} 'Water Breathing',
{54} 'Rad Level',
{55} 'Bloody Mess',
{56} 'Unarmed Damage',
{57} 'Assistance',
{58} 'Electric Resistance',
{59} 'Frost Resistance',
{60} 'Energy Resistance',
{61} 'EMP Resistance',
{62} 'Variable01',
{63} 'Variable02',
{64} 'Variable03',
{65} 'Variable04',
{66} 'Variable05',
{67} 'Variable06',
{68} 'Variable07',
{79} 'Variable08',
{70} 'Variable09',
{71} 'Variable10',
{72} 'Ignore Crippled Limbs',
{73} 'Dehydration',
{74} 'Hunger',
{75} 'Sleep Deprivation',
{76} 'Damage Threshold'
], [
-1, 'None'
]);

User avatar
Betsy Humpledink
 
Posts: 3443
Joined: Wed Jun 28, 2006 11:56 am

Post » Tue May 04, 2010 1:46 pm

http://cs.elderscrolls.com/constwiki/index.php/AddItemNS would be nice. It also would be nice to have that for FOSE actually.
It's not in either as they added a "Hide message" flag to additem- AddItem Item Count HideMessage(0/1).
User avatar
Dan Scott
 
Posts: 3373
Joined: Sun Nov 11, 2007 3:45 am

Post » Tue May 04, 2010 9:43 pm

JustinOther,

yes, that's exactly what I need.
I knew it all along ...>_>; *wipes brow*

What I currently have is the following list from FO3. As you can see, it contains index, name and parameter type(s). I need that information for FNV (I assume all the FO3 functions are still valid and FNV only added some new ones).
Spoiler

Spoiler

const
wbCTDAFunctions : array[0..235] of TCTDAFunction = (
(Index: 1; Name: 'GetDistance'; ParamType1: ptObjectReference),
(Index: 5; Name: 'GetLocked'),
(Index: 6; Name: 'GetPos'; ParamType1: ptAxis),
(Index: 8; Name: 'GetAngle'; ParamType1: ptAxis),
(Index: 10; Name: 'GetStartingPos'; ParamType1: ptAxis),
(Index: 11; Name: 'GetStartingAngle'; ParamType1: ptAxis),
(Index: 12; Name: 'GetSecondsPassed'),
(Index: 14; Name: 'GetActorValue'; ParamType1: ptActorValue),
(Index: 18; Name: 'GetCurrentTime'),
(Index: 24; Name: 'GetScale'),
(Index: 25; Name: 'IsMoving'),
(Index: 26; Name: 'IsTurning'),
(Index: 27; Name: 'GetLineOfSight'; ParamType1: ptObjectReference),
(Index: 32; Name: 'GetInSameCell'; ParamType1: ptObjectReference),
(Index: 35; Name: 'GetDisabled'),
(Index: 36; Name: 'MenuMode'; ParamType1: ptMenuMode),
(Index: 39; Name: 'GetDisease'),
(Index: 40; Name: 'GetVampire'),
(Index: 41; Name: 'GetClothingValue'),
(Index: 42; Name: 'SameFaction'; ParamType1: ptActor),
(Index: 43; Name: 'SameRace'; ParamType1: ptActor),
(Index: 44; Name: 'Samesix'; ParamType1: ptActor),
(Index: 45; Name: 'GetDetected'; ParamType1: ptActor),
(Index: 46; Name: 'GetDead'),
(Index: 47; Name: 'GetItemCount'; ParamType1: ptInventoryObject),
(Index: 48; Name: 'GetGold'),
(Index: 49; Name: 'GetSleeping'),
(Index: 50; Name: 'GetTalkedToPC'),
(Index: 53; Name: 'GetScriptVariable'; ParamType1: ptObjectReference; ParamType2: ptVariableName),
(Index: 56; Name: 'GetQuestRunning'; ParamType1: ptQuest),
(Index: 58; Name: 'GetStage'; ParamType1: ptQuest),
(Index: 59; Name: 'GetStageDone'; ParamType1: ptQuest; ParamType2: ptQuestStage),
(Index: 60; Name: 'GetFactionRankDifference'; ParamType1: ptFaction; ParamType2: ptActor),
(Index: 61; Name: 'GetAlarmed'),
(Index: 62; Name: 'IsRaining'),
(Index: 63; Name: 'GetAttacked'),
(Index: 64; Name: 'GetIsCreature'),
(Index: 65; Name: 'GetLockLevel'),
(Index: 66; Name: 'GetShouldAttack'; ParamType1: ptActor),
(Index: 67; Name: 'GetInCell'; ParamType1: ptCell),
(Index: 68; Name: 'GetIsClass'; ParamType1: ptClass),
(Index: 69; Name: 'GetIsRace'; ParamType1: ptRace),
(Index: 70; Name: 'GetIssix'; ParamType1: ptsix),
(Index: 71; Name: 'GetInFaction'; ParamType1: ptFaction),
(Index: 72; Name: 'GetIsID'; ParamType1: ptReferencableObject),
(Index: 73; Name: 'GetFactionRank'; ParamType1: ptFaction),
(Index: 74; Name: 'GetGlobalValue'; ParamType1: ptGlobal),
(Index: 75; Name: 'IsSnowing'),
(Index: 76; Name: 'GetDisposition'; ParamType1: ptActor),
(Index: 77; Name: 'GetRandomPercent'),
(Index: 79; Name: 'GetQuestVariable'; ParamType1: ptQuest; ParamType2: ptVariableName),
(Index: 80; Name: 'GetLevel'),
(Index: 81; Name: 'GetArmorRating'),
(Index: 84; Name: 'GetDeadCount'; ParamType1: ptActorBase),
(Index: 91; Name: 'GetIsAlerted'),
(Index: 99; Name: 'GetHeadingAngle'; ParamType1: ptObjectReference),
(Index: 101; Name: 'IsWeaponOut'),
(Index: 102; Name: 'IsTorchOut'),
(Index: 103; Name: 'IsShieldOut'),
(Index: 106; Name: 'IsFacingUp'),
(Index: 107; Name: 'GetKnockedState'),
(Index: 108; Name: 'GetWeaponAnimType'),
(Index: 109; Name: 'IsWeaponSkillType'; ParamType1: ptActorValue),
(Index: 110; Name: 'GetCurrentAIPackage'),
(Index: 111; Name: 'IsWaiting'),
(Index: 112; Name: 'IsIdlePlaying'),
(Index: 116; Name: 'GetMinorCrimeCount'),
(Index: 117; Name: 'GetMajorCrimeCount'),
(Index: 118; Name: 'GetActorAggroRadiusViolated'),
(Index: 122; Name: 'GetCrime'; ParamType1: ptActor; ParamType2: ptCrimeType),
(Index: 123; Name: 'IsGreetingPlayer'),
(Index: 125; Name: 'IsGuard'),
(Index: 127; Name: 'HasBeenEaten'),
(Index: 128; Name: 'GetFatiguePercentage'),
(Index: 129; Name: 'GetPCIsClass'; ParamType1: ptClass),
(Index: 130; Name: 'GetPCIsRace'; ParamType1: ptRace),
(Index: 131; Name: 'GetPCIssix'; ParamType1: ptsix),
(Index: 132; Name: 'GetPCInFaction'; ParamType1: ptFaction),
(Index: 133; Name: 'SameFactionAsPC'),
(Index: 134; Name: 'SameRaceAsPC'),
(Index: 135; Name: 'SamesixAsPC'),
(Index: 136; Name: 'GetIsReference'; ParamType1: ptObjectReference),
(Index: 141; Name: 'IsTalking'),
(Index: 142; Name: 'GetWalkSpeed'),
(Index: 143; Name: 'GetCurrentAIProcedure'),
(Index: 144; Name: 'GetTrespassWarningLevel'),
(Index: 145; Name: 'IsTrespassing'),
(Index: 146; Name: 'IsInMyOwnedCell'),
(Index: 147; Name: 'GetWindSpeed'),
(Index: 148; Name: 'GetCurrentWeatherPercent'),
(Index: 149; Name: 'GetIsCurrentWeather'; ParamType1: ptWeather),
(Index: 150; Name: 'IsContinuingPackagePCNear'),
(Index: 153; Name: 'CanHaveFlames'),
(Index: 154; Name: 'HasFlames'),
(Index: 157; Name: 'GetOpenState'),
(Index: 159; Name: 'GetSitting'),
(Index: 160; Name: 'GetFurnitureMarkerID'),
(Index: 161; Name: 'GetIsCurrentPackage'; ParamType1: ptPackage),
(Index: 162; Name: 'IsCurrentFurnitureRef'; ParamType1: ptObjectReference),
(Index: 163; Name: 'IsCurrentFurnitureObj'; ParamType1: ptFurniture),
(Index: 170; Name: 'GetDayOfWeek'),
(Index: 172; Name: 'GetTalkedToPCParam'; ParamType1: ptActor),
(Index: 175; Name: 'IsPCSleeping'),
(Index: 176; Name: 'IsPCAMurderer'),
(Index: 180; Name: 'GetDetectionLevel'; ParamType1: ptActor),
(Index: 182; Name: 'GetEquipped'; ParamType1: ptInventoryObject),
(Index: 185; Name: 'IsSwimming'),
(Index: 190; Name: 'GetAmountSoldStolen'),
(Index: 192; Name: 'GetIgnoreCrime'),
(Index: 193; Name: 'GetPCExpelled'; ParamType1: ptFaction),
(Index: 195; Name: 'GetPCFactionMurder'; ParamType1: ptFaction),
(Index: 197; Name: 'GetPCEnemyofFaction'; ParamType1: ptFaction),
(Index: 199; Name: 'GetPCFactionAttack'; ParamType1: ptFaction),
(Index: 203; Name: 'GetDestroyed'),
(Index: 214; Name: 'HasMagicEffect'; ParamType1: ptMagicEffect),
(Index: 215; Name: 'GetDefaultOpen'),
(Index: 219; Name: 'GetAnimAction'),
(Index: 223; Name: 'IsSpellTarget'; ParamType1: ptMagicItem),
(Index: 224; Name: 'GetVATSMode'),
(Index: 225; Name: 'GetPersuasionNumber'),
(Index: 226; Name: 'GetSandman'),
(Index: 227; Name: 'GetCannibal'),
(Index: 228; Name: 'GetIsClassDefault'; ParamType1: ptClass),
(Index: 229; Name: 'GetClassDefaultMatch'),
(Index: 230; Name: 'GetInCellParam'; ParamType1: ptCell; ParamType2: ptObjectReference),
(Index: 235; Name: 'GetVatsTargetHeight'),
(Index: 237; Name: 'GetIsGhost'),
(Index: 242; Name: 'GetUnconscious'),
(Index: 244; Name: 'GetRestrained'),
(Index: 246; Name: 'GetIsUsedItem'; ParamType1: ptReferencableObject),
(Index: 247; Name: 'GetIsUsedItemType'; ParamType1: ptFormType),
(Index: 254; Name: 'GetIsPlayableRace'),
(Index: 255; Name: 'GetOffersServicesNow'),
(Index: 258; Name: 'GetUsedItemLevel'),
(Index: 259; Name: 'GetUsedItemActivate'),
(Index: 264; Name: 'GetBarterGold'),
(Index: 265; Name: 'IsTimePassing'),
(Index: 266; Name: 'IsPleasant'),
(Index: 267; Name: 'IsCloudy'),
(Index: 274; Name: 'GetArmorRatingUpperBody'),
(Index: 277; Name: 'GetBaseActorValue'; ParamType1: ptActorValue),
(Index: 278; Name: 'IsOwner'; ParamType1: ptOwner),
(Index: 280; Name: 'IsCellOwner'; ParamType1: ptCell; ParamType2: ptOwner),
(Index: 282; Name: 'IsHorseStolen'),
(Index: 285; Name: 'IsLeftUp'),
(Index: 286; Name: 'IsSneaking'),
(Index: 287; Name: 'IsRunning'),
(Index: 288; Name: 'GetFriendHit'),
(Index: 289; Name: 'IsInCombat'),
(Index: 300; Name: 'IsInInterior'),
(Index: 304; Name: 'IsWaterObject'),
(Index: 306; Name: 'IsActorUsingATorch'),
(Index: 309; Name: 'IsXBox'),
(Index: 310; Name: 'GetInWorldspace'; ParamType1: ptWorldSpace),
(Index: 312; Name: 'GetPCMiscStat'; ParamType1: ptMiscStat),
(Index: 313; Name: 'IsActorEvil'),
(Index: 314; Name: 'IsActorAVictim'),
(Index: 315; Name: 'GetTotalPersuasionNumber'),
(Index: 318; Name: 'GetIdleDoneOnce'),
(Index: 320; Name: 'GetNoRumors'),
(Index: 323; Name: 'WhichServiceMenu'),
(Index: 327; Name: 'IsRidingHorse'),
(Index: 332; Name: 'IsInDangerousWater'),
(Index: 338; Name: 'GetIgnoreFriendlyHits'),
(Index: 339; Name: 'IsPlayersLastRiddenHorse'),
(Index: 353; Name: 'IsActor'),
(Index: 354; Name: 'IsEssential'),
(Index: 358; Name: 'IsPlayerMovingIntoNewSpace'),
(Index: 361; Name: 'GetTimeDead'),
(Index: 362; Name: 'GetPlayerHasLastRiddenHorse'),
(Index: 365; Name: 'IsChild'),
(Index: 367; Name: 'GetLastPlayerAction'),
(Index: 368; Name: 'IsPlayerActionActive'; ParamType1: ptPlayerAction),
(Index: 370; Name: 'IsTalkingActivatorActor'; ParamType1: ptActor),
(Index: 372; Name: 'IsInList'; ParamType1: ptFormList),
(Index: 382; Name: 'GetHasNote'; ParamType1: ptNote),
(Index: 391; Name: 'GetHitLocation'),
(Index: 392; Name: 'IsPC1stPerson'),
(Index: 397; Name: 'GetCauseofDeath'),
(Index: 398; Name: 'IsLimbGone'; ParamType1: ptBodyLocation),
(Index: 399; Name: 'IsWeaponInList'; ParamType1: ptFormList),
(Index: 403; Name: 'HasFriendDisposition'),
(Index: 408; Name: 'GetVATSValue'; ParamType1: ptVATSValueFunction; ParamType2: ptVATSValueParam),
(Index: 409; Name: 'IsKiller'; ParamType1: ptActor),
(Index: 410; Name: 'IsKillerObject'; ParamType1: ptFormList),
(Index: 411; Name: 'GetFactionCombatReaction'; ParamType1: ptFaction; ParamType2: ptFaction),
(Index: 415; Name: 'Exists'; ParamType1: ptObjectReference),
(Index: 416; Name: 'GetGroupMemberCount'),
(Index: 417; Name: 'GetGroupTargetCount'),
(Index: 427; Name: 'GetIsVoiceType'; ParamType1: ptVoiceType),
(Index: 428; Name: 'GetPlantedExplosive'),
(Index: 430; Name: 'IsActorTalkingThroughActivator'),
(Index: 431; Name: 'GetHealthPercentage'),
(Index: 433; Name: 'GetIsObjectType'; ParamType1: ptFormType),
(Index: 435; Name: 'GetDialogueEmotion'),
(Index: 436; Name: 'GetDialogueEmotionValue'),
(Index: 438; Name: 'GetIsCreatureType'; ParamType1: ptCreatureType),
(Index: 446; Name: 'GetInZone'; ParamType1: ptEncounterZone),
(Index: 449; Name: 'HasPerk'; ParamType1: ptPerk),
(Index: 450; Name: 'GetFactionRelation'; ParamType1: ptActor),
(Index: 451; Name: 'IsLastIdlePlayed'; ParamType1: ptIdleForm),
(Index: 454; Name: 'GetPlayerTeammate'),
(Index: 455; Name: 'GetPlayerTeammateCount'),
(Index: 459; Name: 'GetActorCrimePlayerEnemy'),
(Index: 460; Name: 'GetActorFactionPlayerEnemy'),
(Index: 464; Name: 'IsPlayerGrabbedRef'; ParamType1: ptObjectReference),
(Index: 471; Name: 'GetDestructionStage'),
(Index: 474; Name: 'GetIsAlignment'; ParamType1: ptAlignment),
(Index: 478; Name: 'GetThreatRatio'; ParamType1: ptActor),
(Index: 480; Name: 'GetIsUsedItemEquipType'; ParamType1: ptEquipType),
(Index: 489; Name: 'GetConcussed'),
(Index: 492; Name: 'GetMapMarkerVisible'),
(Index: 495; Name: 'GetPermanentActorValue'; ParamType1: ptActorValue),
(Index: 496; Name: 'GetKillingBlowLimb'),
(Index: 500; Name: 'GetWeaponHealthPerc'),
(Index: 503; Name: 'GetRadiationLevel'),
(Index: 510; Name: 'GetLastHitCritical'),
(Index: 515; Name: 'IsCombatTarget'; ParamType1: ptActor),
(Index: 518; Name: 'GetVATSRightAreaFree'; ParamType1: ptObjectReference),
(Index: 519; Name: 'GetVATSLeftAreaFree'; ParamType1: ptObjectReference),
(Index: 520; Name: 'GetVATSBackAreaFree'; ParamType1: ptObjectReference),
(Index: 521; Name: 'GetVATSFrontAreaFree'; ParamType1: ptObjectReference),
(Index: 522; Name: 'GetIsLockBroken'),
(Index: 523; Name: 'IsPS3'),
(Index: 524; Name: 'IsWin32'),
(Index: 525; Name: 'GetVATSRightTargetVisible'; ParamType1: ptObjectReference),
(Index: 526; Name: 'GetVATSLeftTargetVisible'; ParamType1: ptObjectReference),
(Index: 527; Name: 'GetVATSBackTargetVisible'; ParamType1: ptObjectReference),
(Index: 528; Name: 'GetVATSFrontTargetVisible'; ParamType1: ptObjectReference),
(Index: 531; Name: 'IsInCriticalStage'; ParamType1: ptCriticalStage),
(Index: 533; Name: 'GetXPForNextLevel'),
(Index: 546; Name: 'GetQuestCompleted'; ParamType1: ptQuest),
(Index: 550; Name: 'IsGoreDisabled'),
(Index: 555; Name: 'GetSpellUsageNum'; ParamType1: ptMagicItem),
(Index: 557; Name: 'GetActorsInHigh'),
(Index: 558; Name: 'HasLoaded3D')
);


And with FormType enum, I meant this:
Spoiler

wbFormTypeEnum :=
wbEnum([], [
$04, 'Texture Set',
$05, 'Menu Icon',
$06, 'Global',
$07, 'Class',
$08, 'Faction',
$09, 'Head Part',
$0A, 'Hair',
$0B, 'Eyes',
$0C, 'Race',
$0D, 'Sound',
$0E, 'Acoustic Space',
$0F, 'Skill',
$10, 'Base Effect',
$11, 'Script',
$12, 'Landscape Texture',
$13, 'Object Effect',
$14, 'Actor Effect',
$15, 'Activator',
$16, 'Talking Activator',
$17, 'Terminal',
$18, 'Armor',
$19, 'Book',
$1A, 'Clothing',
$1B, 'Container',
$1C, 'Door',
$1D, 'Ingredient',
$1E, 'Light',
$1F, 'Misc',
$20, 'Static',
$21, 'Static Collection',
$22, 'Movable Static',
$23, 'Placeable Water',
$24, 'Grass',
$25, 'Tree',
$26, 'Flora',
$27, 'Furniture',
$28, 'Weapon',
$29, 'Ammo',
$2A, 'NPC',
$2B, 'Creature',
$2C, 'Leveled Creature',
$2D, 'Leveled NPC',
$2E, 'Key',
$2F, 'Ingestible',
$30, 'Idle Marker',
$31, 'Note',
$32, 'Constructible Object',
$33, 'Projectile',
$34, 'Leveled Item',
$35, 'Weather',
$36, 'Climate',
$37, 'Region',
$39, 'Cell',
$3A, 'Placed Object',
$3B, 'Placed Character',
$3C, 'Placed Creature',
$3E, 'Placed Grenade',
$41, 'Worldspace',
$42, 'Landscape',
$43, 'Navigation Mesh',
$45, 'Dialog Topic',
$46, 'Dialog Response',
$47, 'Quest',
$48, 'Idle Animation',
$49, 'Package',
$4A, 'Combat Style',
$4B, 'Load Screen',
$4C, 'Leveled Spell',
$4D, 'Animated Object',
$4E, 'Water',
$4F, 'Effect Shader',
$51, 'Explosion',
$52, 'Debris',
$53, 'Image Space',
$54, 'Image Space Modifier',
$55, 'FormID List',
$56, 'Perk',
$57, 'Body Part Data',
$58, 'Addon Node',
$59, 'Actor Value Info',
$5A, 'Radiation Stage',
$5B, 'Camera Shot',
$5C, 'Camera Path',
$5D, 'Voice Type',
$5E, 'Impact Data',
$5F, 'Impact DataSet',
$60, 'Armor Addon',
$61, 'Encounter Zone',
$62, 'Message',
$63, 'Ragdoll',
$64, 'Default Object Manager',
$65, 'Lighting Template',
$66, 'Music Type'
]);


As for ActorValue 74, that I've already got covered. You must be using an old version of FNVEdit.
Spoiler

wbActorValueEnum :=
wbEnum([
{00} 'Aggresion',
{01} 'Confidence',
{02} 'Energy',
{03} 'Responsibility',
{04} 'Mood',
{05} 'Strength',
{06} 'Perception',
{07} 'Endurance',
{08} 'Charisma',
{09} 'Intelligence',
{10} 'Agility',
{11} 'Luck',
{12} 'Action Points',
{13} 'Carry Weight',
{14} 'Critical Chance',
{15} 'Heal Rate',
{16} 'Health',
{17} 'Melee Damage',
{18} 'Damage Resistance',
{19} 'Poison Resistance',
{20} 'Rad Resistance',
{21} 'Speed Multiplier',
{22} 'Fatigue',
{23} 'Karma',
{24} 'XP',
{25} 'Perception Condition',
{26} 'Endurance Condition',
{27} 'Left Attack Condition',
{28} 'Right Attack Condition',
{29} 'Left Mobility Condition',
{30} 'Right Mobility Condition',
{31} 'Brain Condition',
{32} 'Barter',
{33} 'Big Guns (obsolete)',
{34} 'Energy Weapons',
{35} 'Explosives',
{36} 'Lockpick',
{37} 'Medicine',
{38} 'Melee Weapons',
{39} 'Repair',
{40} 'Science',
{41} 'Guns',
{42} 'Sneak',
{43} 'Speech',
{44} 'Survival',
{45} 'Unarmed',
{46} 'Inventory Weight',
{47} 'Paralysis',
{48} 'Invisibility',
{49} 'Chameleon',
{50} 'Night Eye',
{51} 'Turbo',
{52} 'Fire Resistance',
{53} 'Water Breathing',
{54} 'Rad Level',
{55} 'Bloody Mess',
{56} 'Unarmed Damage',
{57} 'Assistance',
{58} 'Electric Resistance',
{59} 'Frost Resistance',
{60} 'Energy Resistance',
{61} 'EMP Resistance',
{62} 'Variable01',
{63} 'Variable02',
{64} 'Variable03',
{65} 'Variable04',
{66} 'Variable05',
{67} 'Variable06',
{68} 'Variable07',
{79} 'Variable08',
{70} 'Variable09',
{71} 'Variable10',
{72} 'Ignore Crippled Limbs',
{73} 'Dehydration',
{74} 'Hunger',
{75} 'Sleep Deprivation',
{76} 'Damage Threshold'
], [
-1, 'None'
]);

I'm not sure how to derive the 'ParamType1: ptFaction; ParamType2: ptFaction' stuff but by inferring based upon knowledge of known functions *studies above*, but I can sift through the (probably) flase alarm error reports currently given by FNVEdit like...
Spoiler
Function ->
Above errors were found in :CTDA - Condition
Function ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Menu Button
Above errors were found in :Menu Buttons
Above errors were found in :VFSFollowerFilesMainMsg [MESG:001205C3]
Function ->
Above errors were found in :CTDA - Condition
Function ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Menu Button
Above errors were found in :Menu Buttons
Above errors were found in :FortHowitzerMsg "Howitzer" [MESG:00125C2D]
Function ->
Above errors were found in :CTDA - Condition
Function ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Menu Button
Above errors were found in :Menu Buttons
Above errors were found in :VMS52RadioAlphaMsg "Ranger Station Ham Radio" [MESG:00152BEC]
Function ->
Above errors were found in :CTDA - Condition
Function ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Menu Button
Above errors were found in :Menu Buttons
Above errors were found in :VMS52RadioBravoMsg "Ranger Station Ham Radio" [MESG:00152BF8]
Function ->
Above errors were found in :CTDA - Condition
Function ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Menu Button
Above errors were found in :Menu Buttons
Above errors were found in :VMS52RadioCharlieMsg "Ranger Station Ham Radio" [MESG:00152BF9]
Function ->
Above errors were found in :CTDA - Condition
Function ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Menu Button
Above errors were found in :Menu Buttons
Above errors were found in :VMS52RadioDeltaMsg "Ranger Station Ham Radio" [MESG:00152BFA]
Function ->
Above errors were found in :CTDA - Condition
Function ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Menu Button
Above errors were found in :Menu Buttons
Above errors were found in :VMS52RadioEchoMsg "Ranger Station Ham Radio" [MESG:00152BFB]
Function ->
Above errors were found in :CTDA - Condition
Function ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Menu Button
Above errors were found in :Menu Buttons
Above errors were found in :VMS52RadioFoxtrotMsg "Ranger Station Ham Radio" [MESG:00152BFC]
Function ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Menu Button
Above errors were found in :Menu Buttons
Above errors were found in :Lucky38ElevatorMessageVictor "Choose A Floor" [MESG:00157263]
Function ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Menu Button
Above errors were found in :Menu Buttons
Above errors were found in :VMS35AutoDocVault34Msg [MESG:00162C06]
Function ->
Above errors were found in :CTDA - Condition
Function ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Menu Button
Function ->
Above errors were found in :CTDA - Condition
Function ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Menu Button
Function ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Menu Button
Function ->
Above errors were found in :CTDA - Condition
Function ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Menu Button
Function ->
Above errors were found in :CTDA - Condition
Function ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Menu Button
Function ->
Above errors were found in :CTDA - Condition
Function ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Menu Button
Function ->
Above errors were found in :CTDA - Condition
Function ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Menu Button
Function ->
Above errors were found in :CTDA - Condition
Function ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Menu Button
Function ->
Above errors were found in :CTDA - Condition
Function ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Menu Button
Above errors were found in :Menu Buttons
Above errors were found in :VEFR01NCRGood2RadioMSG "NCR Emergency Radio" [MESG:0016317C]
Function ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Menu Button
Function ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Menu Button
Function ->
Above errors were found in :CTDA - Condition
Function ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Menu Button
Function ->
Above errors were found in :CTDA - Condition
Function ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Menu Button
Function ->
Above errors were found in :CTDA - Condition
Function ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Menu Button
Function ->
Above errors were found in :CTDA - Condition
Function ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Menu Button
Function ->
Above errors were found in :CTDA - Condition
Function ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Menu Button
Function ->
Above errors were found in :CTDA - Condition
Function ->
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Menu Button
Above errors were found in :Menu Buttons
Above errors were found in :VEFR01NCREmergencyRadioMSG "NCR Emergency Radio" [MESG:0016663C]
Above errors were found in :GRUP Top "MESG"
...and compare/contrast with the GECK to determine what 's are.

So...
(Index: 420; Name: 'GetObjectiveDisplayed')
(Index: 421; Name: 'GetObjectiveCompleted')
...although not new functions, formerly weren't condition functions (CTDAs) but now are?

  • (Index: 586; Name: 'Ishardcoe')
  • (Index: 420; Name: 'GetObjectiveDisplayed')
  • (Index: 421; Name: 'GetObjectiveCompleted')
  • (Index: ###; Name: '_')
  • (Index: ###; Name: '_')
  • (Index: ###; Name: '_')
  • (Index: ###; Name: '_')
  • (Index: ###; Name: '_')
  • (Index: ###; Name: '_')
  • (Index: ###; Name: '_')
  • (Index: ###; Name: '_')
  • (Index: ###; Name: '_')
  • (Index: ###; Name: '_')
  • (Index: ###; Name: '_')

User avatar
Isabell Hoffmann
 
Posts: 3463
Joined: Wed Apr 18, 2007 11:34 pm

Post » Tue May 04, 2010 12:00 pm

JustinOther,

it shouldn't be necessary to go through this manually.

I got the list I have for FO3 from Ian, NVSE should be able to generate such a list automatically based on the available in-memory structures.

It's not enough to just add the functions that are currently reported with Check for Errors against FalloutNV.esm, there are bound to be more functions which are now selectable in GECK but which aren't used in FalloutNV.esm.

The reason why knowing about all these functions is absolutely essential is because the type of the Param1/Param2 fields in the CTDA chunk depends on the function. So the same 4 bytes could represent a FormID or a float, or an integer...

And to copy a record (as override or new) into a another file, or just adding an additional master to a file, requires that all FormIDs are properly mapped. If there are any FormIDs hidden away (e.g. in CTDAs because they use a function I don't know so I can't tell if it's a FormID or not) then the resulting module files will be broken.
User avatar
Maddy Paul
 
Posts: 3430
Joined: Wed Feb 14, 2007 4:20 pm

Post » Wed May 05, 2010 3:58 am

It's not in either as they added a "Hide message" flag to additem- AddItem Item Count HideMessage(0/1).

Thanks, that's very useful!

Edit: It works for NV, but I couldn't get it to work in FO3.
User avatar
Stephani Silva
 
Posts: 3372
Joined: Wed Jan 17, 2007 10:11 pm

Post » Tue May 04, 2010 9:05 pm

JustinOther,

it shouldn't be necessary to go through this manually.
Well, know that I would if it were. :)

I got the list I have for FO3 from Ian, NVSE should be able to generate such a list automatically based on the available in-memory structures.

It's not enough to just add the functions that are currently reported with Check for Errors against FalloutNV.esm, there are bound to be more functions which are now selectable in GECK but which aren't used in FalloutNV.esm.

The reason why knowing about all these functions is absolutely essential is because the type of the Param1/Param2 fields in the CTDA chunk depends on the function. So the same 4 bytes could represent a FormID or a float, or an integer...

And to copy a record (as override or new) into a another file, or just adding an additional master to a file, requires that all FormIDs are properly mapped. If there are any FormIDs hidden away (e.g. in CTDAs because they use a function I don't know so I can't tell if it's a FormID or not) then the resulting module files will be broken.
Understood. I'd say I'd fish for strictly the boolean CTDAs, but there could be parameters and I'd not have any way to know for sure. Guess I got lucky with IsHarcore... If there is anything I can do to help (within my abilities), count me in.
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C.L.U.T.C.H
 
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Post » Tue May 04, 2010 5:56 pm

Thanks for all the hard work, guys.

:celebration:
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Queen of Spades
 
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Post » Tue May 04, 2010 8:07 pm

The get/set/modweight is very easy (assuming vanilla doesn't provide them). The other seems doable as well.


One more weight request that may be a bit trickier. I'd like to know how much weight a container is holding.
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rolanda h
 
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Post » Tue May 04, 2010 8:50 pm

What I would like.

con_Save
DisableControl
EnableControl
GetAltControl
GetBaseObject
GetControl
GetCrosshairRef
GetFirstRef
GetGameLoaded
GetLinkedDoor
GetNextRef
GetNumItems
GetOpenKey
GetRefCount
Goto
HoldKey
IsKeyPressed
IsScripted
Label
Rand
ReleaseKey


GetOwner (not currently in FOSE)
GetPassword (not currently in FOSE, Note: password is contained in the terminal base object, not ref object(at least it is in FO3))

Most of these, are listed in the requests already (various keypress functions, loops (label/goto), game loaded). I'll add the others as well. Some of them will be trivial (GetBaseObject), others will require re-decoding the classes and may be more time consuming (GetLinkedDoor for instance). How many of them make the first cut depends on how quickly things go and when we can release. The longer the delay in releasing (say for more patches) the more that will make the first cut.

For FNVEdit, I could really use a list of all (new) functions (name and ID), including their params, that are usable in CTDAs.

Also, a list of the Misc Stat enum values and Form Type enum values would be very useful.

I think Ian and I can generate these once we get a little more information located. Probably some time this week.

One more weight request that may be a bit trickier. I'd like to know how much weight a container is holding.

I'll look into this. However, once the inventory walking code is in place (whether the basic returning the base object and a count or the ref-based) you'll be able to do this yourself with a loop. Things that can be done easily by modders with basic functions are often left as an exercise for them. But I'll see if there is a way to easily do it from my side.
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Sarah Unwin
 
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Post » Tue May 04, 2010 9:38 pm

I think Ian and I can generate these once we get a little more information located. Probably some time this week.
Great. Thanks!
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Tamara Dost
 
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Post » Tue May 04, 2010 3:44 pm

For FNVEdit, I could really use a list of all (new) functions (name and ID), including their params, that are usable in CTDAs.

Also, a list of the Misc Stat enum values and Form Type enum values would be very useful.

http://pastebin.com/vUGxEYzB in csv format. Lines that are not tabbed in have the opcode, the long name, and the short name of the command. Lines that are tabbed in are parameters, first the param type, then whether or not it is optional, then the description of the type. I haven't documented the param type values in detail yet.

Form types (haven't assigned long names yet):
Spoiler
* 00 NONE
* 01 TES4
* 02 GRUP
* 03 GMST
* 04 TXST
* 05 MICN
* 06 GLOB
* 07 CLAS
* 08 FACT
* 09 HDPT
* 0A HAIR
* 0B EYES
* 0C RACE
* 0D SOUN
* 0E ASPC
* 0F SKIL
* 10 MGEF
* 11 SCPT
* 12 LTEX
* 13 ENCH
* 14 SPEL
* 15 ACTI
* 16 TACT
* 17 TERM
* 18 ARMO
* 19 BOOK
* 1A CLOT
* 1B CONT
* 1C DOOR
* 1D INGR
* 1E LIGH
* 1F MISC
* 20 STAT
* 21 SCOL
* 22 MSTT
* 23 PWAT
* 24 GRAS
* 25 TREE
* 26 FLOR
* 27 FURN
* 28 WEAP
* 29 AMMO
* 2A NPC_
* 2B CREA
* 2C LVLC
* 2D LVLN
* 2E KEYM
* 2F ALCH
* 30 IDLM
* 31 NOTE
* 32 COBJ
* 33 PROJ
* 34 LVLI
* 35 WTHR
* 36 CLMT
* 37 REGN
* 38 NAVI
* 39 CELL
* 3A REFR
* 3B ACHR
* 3C ACRE
* 3D PMIS
* 3E PGRE
* 3F PBEA
* 40 PFLA
* 41 WRLD
* 42 LAND
* 43 NAVM
* 44 TLOD
* 45 DIAL
* 46 INFO
* 47 QUST
* 48 IDLE
* 49 PACK
* 4A CSTY
* 4B LSCR
* 4C LVSP
* 4D ANIO
* 4E WATR
* 4F EFSH
* 50 TOFT
* 51 EXPL
* 52 DEBR
* 53 IMGS
* 54 IMAD
* 55 FLST
* 56 PERK
* 57 BPTD
* 58 ADDN
* 59 AVIF
* 5A RADS
* 5B CAMS
* 5C CPTH
* 5D VTYP
* 5E IPCT
* 5F IPDS
* 60 ARMA
* 61 ECZN
* 62 MESG
* 63 RGDL
* 64 DOBJ
* 65 LGTM
* 66 MUSC
* 67 IMOD
* 68 REPU
* 69 PCBE
* 6A RCPE
* 6B RCCT
* 6C CHIP
* 6D CSNO
* 6E LSCT
* 6F MSET
* 70 ALOC
* 71 CHAL
* 72 AMEF
* 73 CCRD
* 74 CMNY
* 75 CDCK
* 76 DEHY
* 77 HUNG
* 78 SLPD


Misc stats are not done yet. All values above are in hex.
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Crystal Birch
 
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Post » Tue May 04, 2010 9:20 pm

Great! Exactly what I needed. Thanks Ian!

EDID: here are the long names for the new FormTypes (all previous ones are unchanged from FO3):
Spoiler

$67, 'Item Mod',
$68, 'Reputation',
$69, '?PCBE', //no such records in FalloutNV.esm
$6A, 'Recipe',
$6B, 'Recipe Category',
$6C, 'Casino Chip',
$6D, 'Casino',
$6E, 'Load Screen Type',
$6F, 'Media Set',
$70, 'Media Location Controller',
$71, 'Challenge',
$72, 'Ammo Effect',
$73, 'Caravan Card',
$74, 'Caravan Money',
$75, 'Caravan Deck',
$76, 'Dehydration Stages',
$77, 'Hunger Stages',
$78, 'Sleep Deprivation Stages'

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A Dardzz
 
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Post » Tue May 04, 2010 3:04 pm

A feature I would LOVE to have is one that logs each ESP that loads, and when the game crashes, writes this information to a file with a big note next to the ESP causing the game to crash. Not sure if it's 100% possible but it would be nice to have at least some idea of which ISPs are acting up when one has 100+.
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Emma
 
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Post » Tue May 04, 2010 3:12 pm

We can (and do) log which xSE plugins are loaded. We could also produce a list of the mods loaded in a game. But there isn't a way for us to report which mod crashed (at least not without a whole bunch of work and adding a top-level exception handler which is not advisable.) So we can produce the list, but we can't collect and dump information at the time of a crash.
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Ellie English
 
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Post » Tue May 04, 2010 2:57 pm

I think that this is an awesome idea! It worked well with Morrowind, Oblivion, and Fallout 3 so it should really add to the modding community of New Vegas!
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Emma-Jane Merrin
 
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Post » Tue May 04, 2010 3:50 pm

I think that this is an awesome idea! It worked well with Morrowind, Oblivion, and Fallout 3 so it should really add to the modding community of New Vegas!

Well, we did the Oblivion and Fallout versions as well. So we know it will work.
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Marta Wolko
 
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Post » Wed May 05, 2010 3:45 am

But there isn't a way for us to report which mod crashed (at least not without a whole bunch of work and adding a top-level exception handler which is not advisable.) So we can produce the list, but we can't collect and dump information at the time of a crash.
You can just register a vectored exception handler (check out the AddVectoredExceptionHandler Win32 API function). Vectored exception handlers are called before the normal structural exception handling starts. If you return EXCEPTION_CONTINUE_SEARCH from your vectored exception handler after doing your logging you will not affect the normal exception handling at all.
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Tha King o Geekz
 
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Post » Tue May 04, 2010 6:57 pm

Well, we did the Oblivion and Fallout versions as well. So we know it will work.


I really hope that it will work, because I'm afraid that Valve may not be so helpful anymore. FOSE was available before Fallout 3 was available on Steam, so maybe they wanted not to sell a second-rate Fallout 3, but now it's a steam-only-game with an encrypted exe, so maybe they will not be so helpful anymore. Maybe I'm simply paranoid, but I don't have a good feeling about this.
A lot of great Mods wouldn't be available without FOSE, and without it, Fallout New Vegas will not be as awesome as Fallout 3 was with Mods. So thank you behippo for your great work!
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Lucie H
 
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Post » Tue May 04, 2010 3:57 pm

You can just register a vectored exception handler (check out the AddVectoredExceptionHandler Win32 API function). Vectored exception handlers are called before the normal structural exception handling starts. If you return EXCEPTION_CONTINUE_SEARCH from your vectored exception handler after doing your logging you will not affect the normal exception handling at all.

Yes, that is what I meant by a "top-level exception handler". The real issue is that I don't know whether New Vegas already has one. If it does, then our exception handler might get in the way, or never be called. Ian and I can look into it. But even then we may not be able to tell what mod was making the call when the crash occurred (which is the real information requested.) Thanks.

I really hope that it will work, because I'm afraid that Valve may not be so helpful anymore. FOSE was available before Fallout 3 was available on Steam, so maybe they wanted not to sell a second-rate Fallout 3, but now it's a steam-only-game with an encrypted exe, so maybe they will not be so helpful anymore. Maybe I'm simply paranoid, but I don't have a good feeling about this.A lot of great Mods wouldn't be available without FOSE, and without it, Fallout New Vegas will not be as awesome as Fallout 3 was with Mods. So thank you behippo for your great work!

Valve only needed to help out with Oblivion (as Fallout didn't use steam DRM). Yes - we had OBSE out and in full use a long time before that. But I am not sure why Valve would go out of their way to not help us. In any case - we're in contact with them and we'll see what happens. Thanks for the support.
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El Khatiri
 
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