[WIPz] New Vegas Script Extender (NVSE)

Post » Wed May 05, 2010 3:20 am

This is awesome news! Thanks for all you are doing here. Looks like I now have an incentive to purchase the game ;)

One function I didn't see listed is Get/SetEquippedCurrentHealth

I saw GetOwner mentioned - this is already working well for me with FOSE - would it be easy to port it over?

Thanks
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Clea Jamerson
 
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Post » Tue May 04, 2010 10:19 pm

Functions dealing with weapon mods would be useful, though I doubt they'd be released in the first version. The ability to add/remove/get what mods are on a weapon would be nice.
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M!KkI
 
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Post » Tue May 04, 2010 4:51 pm

This is awesome news! Thanks for all you are doing here. Looks like I now have an incentive to purchase the game ;)

One function I didn't see listed is Get/SetEquippedCurrentHealth

I saw GetOwner mentioned - this is already working well for me with FOSE - would it be easy to port it over?

Thanks

I should be able to bring both of these over with no problem.

Functions dealing with weapon mods would be useful, though I doubt they'd be released in the first version. The ability to add/remove/get what mods are on a weapon would be nice.

I have to decode all of the Weapon Mod information. I see where the data is, but I haven't done anything with it yet. I am not sure whether this will be available in the first version or not. It depends on how quickly we try and get something out the door (especially knowing we might see a patch this week.) But I will add it to the list.
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Naazhe Perezz
 
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Post » Wed May 05, 2010 5:13 am

I don't expect the weapon mod stuff to be in the first version - I'd be happily surprised, but I'd prefer it if you just work on getting it out the door in the first place:p That was more of a 'some time int he future, these would be useful functions' request.
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His Bella
 
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Post » Tue May 04, 2010 7:18 pm

Would it be possible to give effect scripts access to the magnitude, area, and duration fields? I heard somewhere that your team had done it for Oblivion, but never verified it. It would really help out my needs mod - it would save me from having to create about 60 to 80 different base effects.

Either way, it's great that you guys are so on top of it. :foodndrink:
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!beef
 
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Post » Tue May 04, 2010 9:55 pm

Would it be possible to give effect scripts access to the magnitude, area, and duration fields? I heard somewhere that your team had done it for Oblivion, but never verified it. It would really help out my needs mod - it would save me from having to create about 60 to 80 different base effects.

Either way, it's great that you guys are so on top of it. :foodndrink:

I can look at it. For Oblivion I did decode the ActiveEffect information which let a modder walk through each active effect and collect info from it. The active effect referenced the EffectItem it came from, so you could figure out if it was the correct thing to do. However, I never got the code to modify, add or remove active effects to work properly. So you could read the info - but that was really it.

I didn't get this working for FOSE, so I'll have to dig around a see what has changed since Oblivion in this regard. I don't expect to have it done for the first version of NVSE.

On a positive note, at least you can create new base effects. I am so happy they added that feature. I can't wait to have that capability available in TESV - it makes a magic overhaul so much more interesting.
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Causon-Chambers
 
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Post » Wed May 05, 2010 6:26 am

If you're willing to give it a shot that's great, and reading it is all I need - I just want to be able to specify a magnitude when I add the script type base effects to my ingestibles, and have their scripts be able to do something based on the number (it's a needs mod, so the magnitudes will represent things like calories or ounces of alcohol). Really I'd be pretty happy just to have GetEquippedObject again...
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Logan Greenwood
 
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Post » Wed May 05, 2010 5:39 am

If you're willing to give it a shot that's great, and reading it is all I need - I just want to be able to specify a magnitude when I add the script type base effects to my ingestibles, and have their scripts be able to do something based on the number (it's a needs mod, so the magnitudes will represent things like calories or ounces of alcohol). Really I'd be pretty happy just to have GetEquippedObject again...

I will see what I can find. I originally was looking at the ActiveEffects for an Unarmored mod to adjust the defense provided under similar circumstances. Reading the current effect was important for a script. So we'll see.

GetEquippedObject is already implemented and will be available in v1.
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Tessa Mullins
 
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Post » Wed May 05, 2010 5:29 am

Some way to disable Havok physics on an object would be great if you can pull it off. Same with removing the ability to grab+move an object, though you could probably cludge a way to do that with commands already asked for.
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Rich O'Brien
 
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Post » Wed May 05, 2010 7:29 am

On a positive note, at least you can create new base effects. I am so happy they added that feature. I can't wait to have that capability available in TESV - it makes a magic overhaul so much more interesting.
You should se what JRoush's been working on lately for Oblivion ;)
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Laura Shipley
 
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Post » Wed May 05, 2010 4:54 am

@shademe - I'll take a look. One of these years I should play one of these games beyond 3rd level.
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Paul Rice
 
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Post » Tue May 04, 2010 11:16 pm

@shademe - I'll take a look. One of these years I should play one of these games beyond 3rd level.
A quick spoiler -
Spoiler
He's created an OBSE plugin to allow the creation and use of custom base effects in Oblivion
.
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Stacyia
 
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Post » Wed May 05, 2010 12:31 am

@Imp of the Perverse: Well I found the active effects after looking at what I did in OBSE. They are slung off the MagicTarget portion of Characters (the pc, npcs, creatures etc.) So I ought to be able to get those functions ported straight from OBSE to NVSE for the first version. :D
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cassy
 
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Post » Tue May 04, 2010 5:33 pm

@Imp of the Perverse: Well I found the active effects after looking at what I did in OBSE. They are slung off the MagicTarget portion of Characters (the pc, npcs, creatures etc.) So I ought to be able to get those functions ported straight from OBSE to NVSE for the first version. :D


Wow. That's going to be a lifesaver.
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Abi Emily
 
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Post » Wed May 05, 2010 4:55 am

Congrats on working this out with Valve and getting this up and running so quickly behippo and ianpatt :goodjob: Thanks for all your hard work over the years!
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JUan Martinez
 
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Post » Wed May 05, 2010 2:49 am

Ah, it's been a while. I'm glad you guys are really putting an effort into a Script Extender again.

It's been so long since I've done any modding, so I'll have to really think about what else I could use. For now, here's what I can think of:
  • ForceReload
  • Hit detection (GetAttacker, GetHitLocation, GetWeaponUsed) available the frame of/after a hit, detecting multiple hits per frame
  • Damage function to fully mimic an attack with parameters for weapon, hit location, etc.
  • Ammo manipulation (Get/Set AmmoCount) of current magazine of equipped weapon
  • Projectile manipulation (Get/Set Speed, Impact, Explosion, etc.) per reference without affecting base object, while it's in the air
  • Read/Write of a text file (for variable storage between save games)

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Alexandra Louise Taylor
 
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Post » Tue May 04, 2010 9:12 pm

How are you guys doing this, by the way? As far as I know all you have access to is a compiled .exe file. I'm taking a computer architecture class right now, and we'll do things like go through the listing file for an assembly program and try to figure out the object code for each line, or vice versa, but the thought of trying to modify anything sophisticated based solely on object code boggles the mind.
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Chris Duncan
 
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Post » Wed May 05, 2010 6:14 am

How are you guys doing this, by the way? As far as I know all you have access to is a compiled .exe file. I'm taking a computer architecture class right now, and we'll do things like go through the listing file for an assembly program and try to figure out the object code for each line, or vice versa, but the thought of trying to modify anything sophisticated based solely on object code boggles the mind.

Let's take this discussion offline. I'll PM you with some basic info.
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Jesus Sanchez
 
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Post » Wed May 05, 2010 6:31 am

This is good news to see NVSE making progress.

Do you guys think that there could be functionality to easily count the number of weapons the player is holding? As in a less expensive and more reliable method than checking form lists.

edit:
Or do you think it can be possible for me to simply double the weight of all weapons and ammo with some kind of a global variable?
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Marguerite Dabrin
 
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Post » Tue May 04, 2010 11:36 pm

hmph, no luck adding or removing magic effects? That was my biggest wish. Not being able to count stacked armor enchantments and delete extras was my #1 gripe about F3...stupid never-fixed additem bug. (I haven't gotten around to seeing if it's present in FNV. Anyone know?)
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{Richies Mommy}
 
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Post » Tue May 04, 2010 7:22 pm

Do you guys think that there could be functionality to easily count the number of weapons the player is holding? As in a less expensive and more reliable method than checking form lists.
edit:
Or do you think it can be possible for me to simply double the weight of all weapons and ammo with some kind of a global variable?

When you say "holding" do you mean in the player's inventory? Or in the player's hands?

At least with Fallout 3 we found a global list of all objects. In theory, we could expose functions to walk down just the weapons or ammo in that list, returning each object form. From that point you could modify the base form and weight would adjust accordingly. However, I am not sure that we would ever expose the functions to walk over everything. It seems somewhat dangerous. That was the decision we came to a year or so ago for F3. I would need to talk to Ian about it, and also find the data again before we could do that.

hmph, no luck adding or removing magic effects? That was my biggest wish. Not being able to count stacked armor enchantments and delete extras was my #1 gripe about F3...stupid never-fixed additem bug. (I haven't gotten around to seeing if it's present in FNV. Anyone know?)

This was 4 years ago with Oblivion. If I remember correctly, my issue was with modifying an existing effect (say change the magnitude). I know I had code to remove active effects as well - but today I don;t remember whether it worked or not. As I look at the active effect functions over the next few days I will do some testing to see what is up in NV.
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lillian luna
 
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Post » Tue May 04, 2010 7:27 pm

Ok, one more request, though I feel like I'm getting greedy. When you set up a base effect, there's a "Show Name Only" checkbox. If you're setting up a value modifier effect, i.e. a non-script effect, I'm pretty sure it controls whether the name, magnitude, and duration, or just the name, are displayed on mouseover of the ingestible carrying the effect in the pipboy inventory tab (in other words it will display "HP +5(3s)" if the box is unchecked, versus just "HP" if the box is checked). For a script type effect though, checking it causes the name of the effect to be displayed, while unchecking it will hide the name entirely. Since it's possible to hide the name by just not specifying a name, it would be great if the checkbox functioned the same way for script effects as it did for non-script effects - leaving it unchecked caused both the name of the effect plus the magnitude and duration to be displayed in the pipboy. It might be a tall order, but I'd feel dumb if it ended up being something easy and I didn't ask for it early on. There's definitely no rush for it, but it would be nice if it were included somewhere down the line.
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Dina Boudreau
 
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Post » Wed May 05, 2010 9:41 am

Some way to disable Havok physics on an object would be great if you can pull it off. Same with removing the ability to grab+move an object, though you could probably cludge a way to do that with commands already asked for.

It's possible with FOSE. Check out the Feng Shui mod for FO3, it does exactly that.
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patricia kris
 
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Post » Wed May 05, 2010 6:17 am

TestECull: I think that mod probably does that by constantly moving the objects that are 'locked in place' every frame. I did that for a mod in Oblivion, but it's very much a hack and relatively resource intensive, especially if you've got a lot of objects like that. It would be much simpler if you could simply say 'don't run havok on this object'.

On the other hand, if there really is a way to do that without that hack, that'd be great - maybe I'll look at that mod's script and see how it works just in case I'm wrong *shrug*

A way to get the currently-equipped ammunition (and get/set the number of rounds in the current magazine) would be great, as well as a way to get a list of the currently equipped weapon's possible ammunition types.
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dav
 
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Post » Tue May 04, 2010 7:10 pm

I'm really glad to see you guys are working on a script extender for New Vegas. Maybe I will check it out after all...

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Ashley Hill
 
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