[WIPz] New Vegas Script Extender (NVSE)

Post » Tue May 04, 2010 11:37 am

The New Vegas Script Extender is a project to provide additional scripting functionality for modders. Many of you will be familiar with our work on the Oblivion Script Extender (OBSE) and the Fallout Script Extender (FOSE). NVSE will be a continuation of that work.

There have been lots of questions swirling around various posts about what we are doing and when we are doing it. I'll try and answer those basic questions below. The thread will serve as a place to update you on our progress, and for you to put in requests for functionality (either to be ported from previous versions or functionality specific to New Vegas.)

FAQ
  • We are working on the basics of the Script Extender, using FOSE as a jumping off point for functionality.
  • New Vegas is still very young, and being patched on a regular basis. Each time a patch comes out, some amount of rework is required for NVSE to function. We do not want to release until New Vegas becomes stable, as supporting multiple patches can be very labor intensive.
  • As a steam-only game, the New Vegas executable is encrypted. We have received support from Valve for loading NVSE into the steam wrapper when launching New Vegas. So, we are in business. Thanks a ton to Valve for their continued support.


So - what functionality do you folks want for our initial release? Having this information will help direct our porting efforts.

Implemented for v1
Spoiler

  • GetNVSEVersion, GetNVSERevision, GetNVSEBeta
  • GetBaseObject
  • Get/SetWeight
  • Get/SetHealth
  • Get/SetValue
  • GetType
  • Get/SetRepairList
  • GetEquipType
  • Get/SetAttackDamage
  • GetWeapon
    • Ammo
    • ClipRounds
    • Type
    • MinSpread/Spread
    • Projectile
    • SightFOV
    • Min/MaxRange
    • Ammo Use
    • Action Points
    • CritDamage/Chance/Effect
    • FireRate
    • AnimAttackMult
    • RumbleLeft/RightMotor/Duration/Wavelength
    • AnimShotsPerSec
    • AnimMult
    • Reach
    • IsAutomatic
    • HandGrip
    • ReloadAnm
    • BaseVATSChance
    • AttackAnimation
    • NumProjectiles
    • AimArc
    • LimbDamageMult
    • SightUsage
    • HasScope

  • SetWeapon
    • Ammo
    • ClipRounds
    • Type
    • MinSpread/Spread
    • Projectile
    • SightFOV
    • Min/MaxRange
    • Ammo Use
    • Action Points
    • CritDamage/Chance/Effect
    • AnimAttackMult
    • AnimMult
    • Reach
    • IsAutomatic
    • HandGrip
    • ReloadAnm
    • BaseVATSChance
    • AttackAnimation
    • NumProjectiles
    • AimArc
    • LimbDamageMult
    • SightUsage

  • con_SetGameSetting
  • con_SetINISetting
  • con_GetINISetting
  • con_RefreshINI
  • con_Save
  • con_SaveINI
  • con_QuitGame
  • con_LoadGame
  • con_CloseAllMenus
  • con_SetVel
  • Form list functions
  • GetEquippedObject
  • CompareNames, SetName
  • GetHotkeyItem
  • GetNumItems, GetInventoryObject
  • Get/SetCurrentHealth
  • Get/SetEquippedCurrentHealth
  • InputFunctions
    • IsKeyPressed
    • Tap/Hold/Release/Enable/DisableKey
    • GetNumKeysPressed
    • GetKeyPress
    • GetNumMouseButtonsPressed
    • GetMouseButtonPress
    • GetControl, GetAltControl
    • MenuTap/Hold/ReleaseKey
    • Enable/DisableControl
    • TapControl
    • SetControl, SetAltControl
    • SetIsControl
    • IsControl
    • IsKeyDisabled
    • IsControlPressed

  • Plugin support
  • IsPersitent
  • GetParentCell/Worldspace
  • GetTeleportCell, GetLinkedDoor
  • Get/SetRefCount
  • Ref Walking
    • GetFirstRef, GetNumRefs
    • GetFirstRefInCell, GetNumRefsInCell
    • GetNextRef

  • GetObjectEffect
  • Set/IsQuestItem
  • Get/SetNumericGameSetting
  • Get/SetNumericIniSetting
  • Loops (Label/Goto)
  • PrintC, DebugPrint, Get/SetDebugMode




Requested Functionality
  • Inventory walking functions
  • String vars
  • GetGameLoaded/Restarted
  • UI Functions
  • GetCrosshairRef
  • RemoveAllTypedItems variations
  • Get/Add/RemoveWeaponMod

User avatar
roxanna matoorah
 
Posts: 3368
Joined: Fri Oct 13, 2006 6:01 am

Post » Wed May 05, 2010 12:43 am

Good luck with the build! I know this version is more of a challenge then before - we'll be here to cheer you on and complain (the usual drill). :)

Cheers,

Miax
User avatar
Lloyd Muldowney
 
Posts: 3497
Joined: Wed May 23, 2007 2:08 pm

Post » Tue May 04, 2010 8:14 pm

Excellent news, thanks behippo & team.

The must-haves, to me, are the formlist functions (add/remove/get), loops and keypress detection. Then getequippedobject, ref walking and inventory walking come next.
However, are they easier/harder to keep updated than the form changing ones like setweaponXXX etc.?
User avatar
Sammi Jones
 
Posts: 3407
Joined: Thu Nov 23, 2006 7:59 am

Post » Wed May 05, 2010 12:41 am

Excellent news, thanks behippo & team.

The must-haves, to me, are the formlist functions (add/remove/get), loops and keypress detection. Then getequippedobject, ref walking and inventory walking come next.
However, are they easier/harder to keep updated than the form changing ones like setweaponXXX etc.?

How difficult they are depends on the scope of the changes being made with the patches. The biggest thing that happens with the patches is a change in the memory addresses. We've got maybe 50 pieces that are dependent on the address in memory (the address to patch the command table to add our functions is a good example.) To update these we just need to find the new places in memory. When they start making changes to the internal classes, however, is when things get much more complex.

The formlist functions and inventory functions are actually just like the form changing functions (get/setweaponXXX). They depend on the definition of the internal class, and as long as it doesn't change there is no need to update them. This is the main reason we've been able to just bring a pile of functions over from OBSE to FOSE (and now to NVSE). Once the basic class information is decoded, most of that is just busy work.

Loops and keypress detection are more complicated, but essential. I imagine they will be in the first version.

I'll add a running list of suggestions to the first post so people can see what has been requested.
User avatar
M!KkI
 
Posts: 3401
Joined: Sun Jul 16, 2006 7:50 am

Post » Tue May 04, 2010 11:00 pm

How's about my string vars then behippo? :)
User avatar
Katie Samuel
 
Posts: 3384
Joined: Tue Oct 10, 2006 5:20 am

Post » Wed May 05, 2010 1:04 am

How's about my string vars then behippo? :)

Always going on about your string vars, DarN! I'll add them to the list. Perhaps I can get scruggsy to help work on those. But we will get them done this time.

My apologies about FOSE, actually. I got really burned out and sorta dropped development for a year. Only one real release of FOSE (compared to 19 now for OBSE) is pretty sad. But I am all recharged and ready to go. OBSE and FOSE tended to work in frantic spurts. Lots of improvement in small amounts of time until real life sets in. I'm really going to try and get NVSE (and perhaps FOSE as well) to parity with OBSE.
User avatar
Charlie Ramsden
 
Posts: 3434
Joined: Fri Jun 15, 2007 7:53 pm

Post » Tue May 04, 2010 3:46 pm

Huzzah! Can't wait for NVSE to come to fruition. :)
So - what functionality do you folks want for our initial release? Having this information will help direct our porting efforts.
Wishlist:
  • GetNVSEVersion
  • GetNVSEBeta
  • GetNVSEBetaRevision
  • IsControl
  • SetIsControl
  • IsKeyPressed
  • GetKeyPress
  • GetGameLoaded
  • GetGameRestarted
  • GetWeaponHasScope
  • SetWeight
  • Get/SetNumericGameSetting
  • Get/SetNumericIniSetting
  • SetUIString
  • SetUIFloat
  • GetCrosshairREF
  • GetNOID
  • GetRecordCount


Thanks for the update. Can't wait! :)
User avatar
Lew.p
 
Posts: 3430
Joined: Thu Jun 07, 2007 5:31 pm

Post » Tue May 04, 2010 9:39 pm

Always going on about your string vars, DarN! I'll add them to the list. Perhaps I can get scruggsy to help work on those. But we will get them done this time.

My apologies about FOSE, actually. I got really burned out and sorta dropped development for a year. Only one real release of FOSE (compared to 19 now for OBSE) is pretty sad. But I am all recharged and ready to go. OBSE and FOSE tended to work in frantic spurts. Lots of improvement in small amounts of time until real life sets in. I'm really going to try and get NVSE (and perhaps FOSE as well) to parity with OBSE.

You're preaching to the choir. I'm pretty much in the same situation, so I fully understand where you're coming from.

Hell, I achieved pretty much what I wanted with the functions you provided, it's just that it bloats everything to the point of ridicule. I must confess I'm drooling at the array and string stuff the OBSE users have access to though. :liplick:
User avatar
Charlotte Lloyd-Jones
 
Posts: 3345
Joined: Fri Jun 30, 2006 4:53 pm

Post » Tue May 04, 2010 10:59 am

You're preaching to the choir. I'm pretty much in the same situation, so I fully understand where you're coming from.

Hell, I achieved pretty much what I wanted with the functions you provided, it's just that it bloats everything to the point of ridicule. I must confess I'm drooling at the array and string stuff the OBSE users have access to though. :liplick:

Well now that functionality is tested and seems safe, it ought to be pretty easy to move over to both. I'll really try to get those in the first version. The likelihood depends on how long they keep patching the game.

Which UI functions in particular do you need?
User avatar
chirsty aggas
 
Posts: 3396
Joined: Wed Oct 04, 2006 9:23 am

Post » Tue May 04, 2010 10:19 am

Which UI functions in particular do you need?

If you match the FOSE functions for the UI, DUINV should work with NVSE out of the box.

- GetUIString would be a logical choice once string vars are in.
- I also seem to remember some issues with parameter passing that I had back in the day. I don't recall exactly what though - that thread is probably long gone by now.
- A way to get to the various list items would be a huge help.
User avatar
Taylor Tifany
 
Posts: 3555
Joined: Sun Jun 25, 2006 7:22 am

Post » Tue May 04, 2010 9:11 pm

Here's a post I made in a different thread about what I want in NVSE:

What I'd really want is something that removes all items in a formlist (and all copies of those items) [ED: From a container/actor], shoves them in a new ref, and maintains those item's conditions, just like RemoveObjectsByType [ED: Actual script command is RemoveAllTypedObjects] does (but with what the FormList does reversed). This would make, for example, an armor or weapon sorter very easy to set up.


You could do the version of RemoveAllTypedObjects that I want by passing it a formlist of every single form in the game aside from the ones that are in one specific form, so I don't think it should be too difficult for you to do.

Of course, I also want loops/formlist subtraction/inventory walking/button pressing functions, too, but that's the only one that I'm positive wasn't in FOSE (were inventory walking functions in FOSE? I don't remember...:/).
User avatar
Manuel rivera
 
Posts: 3395
Joined: Mon Sep 10, 2007 4:12 pm

Post » Tue May 04, 2010 8:12 pm

If you match the FOSE functions for the UI, DUINV should work with NVSE out of the box.

- GetUIString would be a logical choice once string vars are in.
- I also seem to remember some issues with parameter passing that I had back in the day. I don't recall exactly what though - that thread is probably long gone by now.
- A way to get to the various list items would be a huge help.

I'm not the UI expert that scruggsy was, but I will see what I can do. :)
User avatar
Jenna Fields
 
Posts: 3396
Joined: Mon Dec 11, 2006 11:36 am

Post » Wed May 05, 2010 1:32 am

Here's a post I made in a different thread about what I want in NVSE:



You could do the version of RemoveAllTypedObjects that I want by passing it a formlist of every single form in the game aside from the ones that are in one specific form, so I don't think it should be too difficult for you to do.

Of course, I also want loops/formlist subtraction/inventory walking/button pressing functions, too, but that's the only one that I'm positive wasn't in FOSE (were inventory walking functions in FOSE? I don't remember...:/).

I'll have to take a look at this after I have the basics up and running. I've been out of the loop for a bit, and I am not sure I understand exactly what you want. I'm sure I'll have a better sense after I've got the form list functions going.
User avatar
Maya Maya
 
Posts: 3511
Joined: Wed Jul 05, 2006 7:35 pm

Post » Tue May 04, 2010 1:47 pm

One helpful thing would be a version of RemoveAllTypedItems that uses a form list for inclusion rather than exclusion.

The other would be get/mod/set weight functions for items. I can manage without, but it would be handy.
User avatar
AnDres MeZa
 
Posts: 3349
Joined: Thu Aug 16, 2007 1:39 pm

Post » Tue May 04, 2010 7:52 pm

One helpful thing would be a version of RemoveAllTypedItems that uses a form list for inclusion rather than exclusion.


That's exactly what I just asked for:p

RemoveAllTypedItems works a lot like RemoveAllItems, except you can tell it to remove just certain types of items, and you can tell it not to remove certain items (you can also make it so it doesn't display a ton of notifications that you gained/lost items, which is great). It's used when going into the energy weapons shop in Freeside (Silver Rush?) and almost certainly the casinos in the Strip to remove you of your weapons, but allow you to take some specific weapons with you (the hidden ones, I think the Silenced 22 Pistol being one of them). Of course, it also maintains item health.

EDIT: By 'only certain types of items' I mean you can tell it to remove Weapons, Apparel, Chems, etc., going by the Object Type Code (so 40 is Weapons, 31 Misc, etc)
User avatar
Roy Harris
 
Posts: 3463
Joined: Tue Sep 11, 2007 8:58 pm

Post » Tue May 04, 2010 8:18 pm

One helpful thing would be a version of RemoveAllTypedItems that uses a form list for inclusion rather than exclusion.

The other would be get/mod/set weight functions for items. I can manage without, but it would be handy.

The get/set/modweight is very easy (assuming vanilla doesn't provide them). The other seems doable as well.
User avatar
Monika Fiolek
 
Posts: 3472
Joined: Tue Jun 20, 2006 6:57 pm

Post » Tue May 04, 2010 4:41 pm

The get/set/modweight is very easy (assuming vanilla doesn't provide them). The other seems doable as well.
Doesn't look like there's a vanilla get/set/modweight.

Vanilla Script Commands: 117 new/not in FO3
Spoiler
  • Abs,,1221,
  • Activate,,100D,
  • AddAchievement,,114A,
  • AddCardToPlayer,addcard,125B,
  • AddCreatureToLeveledList,,1235,
  • AddFlames,,109B,
  • AddFormToFormList,,1233,
  • AddItem,,1002,
  • AddItemHealthPercent,,11BC,
  • AddItemToLeveledList,,1236,
  • AddNPCToLeveledList,,1234,
  • AddNote,AN,117C,
  • AddPerk,,1176,
  • AddReputation,,1239,
  • AddReputationExact,,123B,
  • AddSPECIALPoints,,1219,
  • AddScriptPackage,,1097,
  • AddSpell,,101C,
  • AddTagSkills,,121B,
  • AddToFaction,Addfac,117F,
  • AddTopic,,1058,
  • AdvancePCLevel,AdvLevel,10D5,
  • AdvancePCSkill,AdvSkill,10D4,
  • AgeRace,,11E4,
  • ApplyImageSpaceModifier,imod,1191,Adds an imagespace modifier to the active list
  • AttachAshPile,,1211,
  • AutoDisplayObjectives,,1225,
  • Autosave,,115E,
  • CanHaveFlames,,1099,
  • Cast,,101E,
  • CastImmediateOnSelf,cios,11D9,
  • ChallengeLocked,,125F,
  • ClearActorsFactionsPlayerEnemyFlag,,11CA,
  • ClearDestruction,,11D8,
  • ClearFactionPlayerEnemyFlag,,11C9,
  • ClearNoActivationSound,,11FD,Clear the activation failure sound
  • ClearOwnership,,118C,
  • ClearScreenSplatter,cssp,1241,Clear screen splatter
  • CompleteAllObjectives,,11AD,Complete all of a quest's objectives
  • CompleteQuest,,1071,
  • Cos,,121D,
  • CreateDetectionEvent,,1068,
  • DamageActorValue,DamageAV,1181,Damage an actor value.
  • DamageObject,do,116C,
  • DetonatePlacedExplosives,dpe,124D,
  • Disable,,1022,
  • DisableAllActors,DisAA,11A9,
  • DisableAllMines,,122F,
  • DisablehardcoeTracking,babby,126A,
  • DisableLinkedPathPoints,,112B,
  • DisableNavMesh,,11BF,Disable navmesh by FormID
  • DisablePlayerControls,,1061,7 optional (0/1) values. movement|pipboy|fighting|pov|looking|rollover|sneaking ex: 1 0 0 1 0 0 0
  • Dispel,,1142,
  • DispelAllSpells,,1148,
  • Drop,,1057,
  • DropMe,,10A6,
  • DumpMasterFileSeekData,,1160,
  • DuplicateAllItems,,114B,
  • DuplicateNPCStats,,114F,
  • Enable,,1021,
  • EnableFastTravel,EnableFast,1111,
  • EnableLinkedPathPoints,,112A,
  • EnableLoadingMenu,,1270,Enable or disables the loading menu
  • EnableNavMesh,,11C0,Enable navmesh by FormID
  • EnablePlayerControls,,1060,7 optional (0/1) values. movement|pipboy|fighting|pov|looking|rollover|sneaking ex: 1 0 0 1 0 0 0
  • EnterTrigger,,11BA,
  • EquipItem,EquipObject,10EE,
  • EssentialDeathReload,,114D,
  • EvaluatePackage,evp,105E,
  • EvaluateSpellConditions,esc,119D,
  • Exists,,119F,
  • ExitGame,exit,11B5,
  • FadeSFX,FSFX,1227,
  • FireWeapon,,11E2,
  • ForceActiveQuest,,11DD,
  • ForceActorValue,ForceAV,110E,Does modav XXX (value - getav XXX). [player.forceav luck 25]
  • ForceFlee,Flee,10F5,Forces a actor to flee if destination or cell is passed in uses them
  • ForceRadioStationUpdate,FRSU,122C,
  • ForceSave,,1217,
  • ForceTakeCover,TakeCover,1105,Forces a actor to move away from the target actor for a period of time
  • ForceTerminalBack,,1223,
  • ForceWeather,fw,112D,Forces the active weather to the specified type, without transition.
  • FriendDispositionBoost,,1195,
  • FunctionUnused16,,1145,
  • FunctionUnused19,unused,117B,
  • FunctionUnused20,,1194,
  • GetActionRef,getAR,10CD,
  • GetActorAggroRadiusViolated,,1076,
  • GetActorCrimePlayerEnemy,,11CB,
  • GetActorFactionPlayerEnemy,,11CC,
  • GetActorValue,GetAV,100E,Get an actor value. [player.getav luck]
  • GetActorsInHigh,,122D,
  • GetAlarmed,,103D,
  • GetAmountSoldStolen,,10BE,
  • GetAngle,,1008,
  • GetAnimAction,,10DB,Return the actors current anim action.
  • GetArmorRating,,1051,
  • GetArmorRatingUpperBody,,1112,
  • GetAttacked,,103F,
  • GetBarterGold,,1108,
  • GetBaseActorValue,GetBaseAV,1115,Get a base actor value. [player.getbaseav luck]
  • GetBroadcastState,,11D4,
  • GetButtonPressed,,101F,
  • GetCannibal,,10E3,
  • GetCasinoWinningStage,,1262,
  • GetCasinoWinningsLevel,,125C,
  • GetCauseofDeath,,118D,What killed the actor
  • GetChallengeCompleted,,1266,
  • GetClassDefaultMatch,,10E5,
  • GetClothingValue,,1029,
  • GetCombatTarget,,10E8,
  • GetConcussed,,11E9,
  • GetContainer,,10CF,
  • GetCrime,,107A,
  • GetCrimeKnown,,1077,
  • GetCurrentAIPackage,,106E,
  • GetCurrentAIProcedure,,108F,
  • GetCurrentTime,,1012,
  • GetCurrentWeatherPercent,getweatherpct,1094,
  • GetDLCCount,dlccount,126E,Returns how many DLC packages are installed.
  • GetDayOfWeek,,10AA,
  • GetDead,,102E,
  • GetDeadCount,,1054,
  • GetDefaultOpen,,10D7,Returns 1 if this object is open by default.
  • GetDestroyed,,10CB,
  • GetDestructionStage,,11D7,
  • GetDetected,,102D,
  • GetDetectionLevel,,10B4,
  • GetDialogueEmotion,,11B3,
  • GetDialogueEmotionValue,,11B4,
  • GetDisabled,,1023,
  • GetDisease,,1027,
  • GetDisposition,,104C,
  • GetDistance,,1001,
  • GetEquipped,,10B6,
  • GetFactionCombatReaction,,119B,
  • GetFactionRank,,1049,
  • GetFactionRankDifference,,103C,
  • GetFactionReaction,,10A7,
  • GetFactionRelation,,11C2,
  • GetFatiguePercentage,GetFatigue,1080,
  • GetForceHitReaction,,1259,
  • GetForceRun,,10D0,
  • GetForceSneak,,10D2,
  • GetFriendHit,,1120,
  • GetFurnitureMarkerID,,10A0,
  • GetGameSetting,GetGS,1100,
  • GetGlobalValue,,104A,
  • GetGold,,1030,
  • GetGroupMemberCount,,11A0,
  • GetGroupTargetCount,,11A1,
  • GetHasNote,GetN,117E,
  • GetHeadingAngle,,1063,
  • GetHealthPercentage,,11AF,
  • GetHitLocation,,1187,What BGSBodyPart::LIMB_ENUM was hit. -1 = none, 0 = torso, ...
  • GetIdleDoneOnce,,113E,
  • GetIgnoreCrime,,1#0C0,
  • GetIgnoreFriendlyHits,gifh,1152,See if an actor is ignoring friendly hits
  • GetInCell,,1043,
  • GetInCellParam,,10E6,
  • GetInFaction,,1047,
  • GetInSameCell,,1020,
  • GetInWorldspace,,1136,
  • GetInZone,,11BE,
  • GetIsAlerted,,105B,
  • GetIsAlignment,,11DA,
  • GetIsClass,,1044,
  • GetIsClassDefault,,10E4,
  • GetIsCreature,,1040,
  • GetIsCreatureType,,11B6,
  • GetIsCurrentPackage,,10A1,
  • GetIsCurrentWeather,getweather,1095,
  • GetIsFormType,,11AA,
  • GetIsGhost,,10ED,Returns 1 if the actor is acting as a 'ghost'.
  • GetIsID,,1048,
  • GetIsLockBroken,,120A,
  • GetIsObjectType,,11B1,
  • GetIsPlayableRace,,10FE,
  • GetIsRace,,1045,
  • GetIsReference,,1088,
  • GetIssix,,1046,
  • GetIsUsedItem,,10F6,
  • GetIsUsedItemEquipType,,11E0,
  • GetIsUsedItemType,,10F7,
  • GetIsVoiceType,,11AB,
  • GetItemCount,,102F,
  • GetKillingBlowLimb,,11F0,Which BGSBodyPart::LIMB_ENUM received the killing blow
  • GetKnockedState,,106B,
  • GetLastHitCritical,,11FE,
  • GetLastPlayerAction,,116F,
  • GetLevel,,1050,
  • GetLineOfSight,GetLOS,101B,
  • GetLinkedRef,,116B,
  • GetLockLevel,,1041,
  • GetLocked,,1005,
  • GetMajorCrimeCount,,1075,
  • GetMapMarkerVisible,,11EC,
  • GetMinorCrimeCount,,1074,
  • GetNoRumors,,1140,
  • GetObjectiveCompleted,,11A4,Get objective completion status: 0-Off, 1-On
  • GetObjectiveDisplayed,,11A5,Get objective displayed status: 0-Off, 1-On
  • GetOffersServicesNow,,10FF,
  • GetOpenState,,109D,
  • GetOwnerLastTarget,golt,124E,
  • GetPCEnemyofFaction,,10C5,
  • GetPCExpelled,,10C1,
  • GetPCFactionAttack,,10C7,
  • GetPCFactionMurder,,10C3,
  • GetPCInFaction,,1084,
  • GetPCIsClass,,1081,
  • GetPCIsRace,,1082,
  • GetPCIssix,,1083,
  • GetPCMiscStat,GetPCMS,1138,
  • GetPCSleepHours,,10BC,
  • GetPackageTarget,,10E9,
  • GetParentRef,,1113,
  • GetPermanentActorValue,GetPermAV,11EF,Get an actor value ignoring temporary modifiers. [player.getav luck]
  • GetPersuasionNumber,,10E1,
  • GetPlantedExplosive,,11AC,
  • GetPlayerControlsDisabled,,1062,7 optional (0/1) values. movement|pipboy|fighting|pov|looking|rollover|sneaking ex: 1 0 0 1 0 0 0
  • GetPlayerGrabbedRef,,11CF,
  • GetPlayerHasLastRiddenHorse,,116A,
  • GetPlayerName,,11E1,
  • GetPlayerTeammate,,11C6,
  • GetPlayerTeammateCount,,11C7,
  • GetPos,,1006,
  • GetQuestCompleted,GetQC,1222,
  • GetQuestRunning,GetQR,1038,
  • GetQuestVariable,,104F,
  • GetRadiationLevel,,11F7,
  • GetRandomPercent,,104D,
  • GetReputation,,123D,
  • GetReputationPct,,123E,
  • GetReputationThreshold,,123F,
  • GetRestrained,,10F4,Returns 1 if is restrained.
  • GetSandman,,10E2,
  • GetScale,,1018,
  • GetScriptVariable,,1035,
  • GetSecondsPassed,,100C,
  • GetSelf,this,10CE,
  • GetShouldAttack,,1042,
  • GetSitting,,109F,
  • GetSleeping,,1031,
  • GetSpellUsageNum,,122B,
  • GetStage,,103A,
  • GetStageDone,,103B,
  • GetStartingAngle,,100B,
  • GetStartingPos,,100A,
  • GetTalkedToPC,,1032,
  • GetTalkedToPCParam,,10AC,
  • GetThreatRatio,,11DE,
  • GetTimeDead,,1169,
  • GetTotalPersuasionNumber,,113B,
  • GetTrespassWarningLevel,,1090,
  • GetUnconscious,,10F2,Returns 1 if is unconscious.
  • GetUsedItemActivate,,1103,
  • GetUsedItemLevel,,1102,
  • GetVATSBackAreaFree,,1208,
  • GetVATSBackTargetVisible,,120F,
  • GetVATSFrontAreaFree,,1209,
  • GetVATSFrontTargetVisible,,1210,
  • GetVATSLeftAreaFree,,1207,
  • GetVATSLeftTargetVisible,,120E,
  • GetVATSMode,,10E0,
  • GetVATSRightAreaFree,,1206,
  • GetVATSRightTargetVisible,,120D,
  • GetVATSValue,,1198,
  • GetVampire,,1028,
  • GetVatsTargetHeight,,10EB,
  • GetWalkSpeed,GetWalk,108E,
  • GetWeaponAnimType,,106C,
  • GetWeaponHealthPerc,,11F4,
  • GetWindSpeed,,1093,
  • GetXPForNextLevel,,1215,
  • HasBeenEaten,,107F,
  • HasFlames,,109A,
  • HasFriendDisposition,,1193,
  • HasLoaded3D,,122E,
  • HasMagicEffect,,10D6,
  • HasPerk,,11C1,
  • IgnoreCrime,,10AB,
  • IsActionRef,,1069,
  • IsActor,,1161,
  • IsActorAVictim,,113A,
  • IsActorDetected,,10B5,
  • IsActorEvil,,1139,
  • IsActorTalkingThroughActivator,,11AE,
  • IsActorUsingATorch,,1132,
  • IsActorsAIOff,,112F,
  • IsAlwayshardcoe,behemoth,126B,
  • IsAnimPlaying,,1128,
  • IsCellOwner,,1118,get the ownership of the ref
  • IsChild,,116D,
  • IsCloudy,,110B,
  • IsCodeRedeemed,,1257,
  • IsCombatTarget,,1203,
  • IsContinuingPackagePCNear,,1096,
  • IsCurrentFurnitureObj,,10A3,
  • IsCurrentFurnitureRef,,10A2,
  • IsDLCInstalled,hasdlc,126F,Query if a particular DLC package is installed by file name or friendly display name. Takes one string as a parameter.
  • IsEssential,,1162,
  • IsFacingUp,,106A,
  • IsGoreDisabled,,1226,
  • IsGreetingPlayer,,107B,
  • IsGuard,,107D,
  • Ishardcoe,,124A,
  • IsHorseStolen,,111A,
  • IsIdlePlaying,,1070,
  • IsImageSpaceActive,,1232,
  • IsInCombat,,1121,
  • IsInCriticalStage,,1213,
  • IsInDangerousWater,,114C,
  • IsInInterior,,112C,
  • IsInList,,1174,
  • IsInMyOwnedCell,,1092,
  • IsKiller,,1199,
  • IsKillerObject,,119A,
  • IsLastIdlePlayed,,11C3,
  • IsLeftUp,,111D,
  • IsLimbGone,,118E,Is BGSBodyPart::LIMB_ENUM been dismembered
  • IsLoadingMenuEnabled,LoadMenuCheck,1271,Checks if the loading menu is open
  • IsMoving,,1019,Is the actor moving?
  • IsOwner,,1116,get the ownership of the ref
  • IsPC1stPerson,pc1st,1188,Is the player playing in 1st person mode?
  • IsPCAMurderer,,10B0,
  • IsPCSleeping,,10AF,
  • IsPS3,,120B,
  • IsPlayerActionActive,,1170,
  • IsPlayerGrabbedRef,,11D0,
  • IsPlayerInRegion,,1260,
  • IsPlayerMovingIntoNewSpace,,1166,
  • IsPlayerTagSkill,,11CE,
  • IsPlayersLastRiddenHorse,,1153,
  • IsPleasant,,110A,
  • IsRaining,,103E,
  • IsRidingHorse,,1147,
  • IsRunning,,111F,
  • IsShieldOut,,1067,
  • IsSneaking,,111E,
  • IsSnowing,,104B,
  • IsSpellTarget,,10DF,
  • IsSwimming,,10B9,
  • IsTalking,,108D,
  • IsTalkingActivatorActor,,1172,
  • IsTimePassing,,1109,
  • IsTorchOut,,1066,
  • IsTrespassing,,1091,
  • IsTurning,,101A,Is the actor turning?
  • IsWaiting,,106F,
  • IsWaterObject,,1130,Water condition used for drinking animation.
  • IsWeaponInList,,118F,Is the current weapon in the form list
  • IsWeaponOut,,1065,
  • IsWeaponSkillType,,106D,
  • IsWin32,,120C,
  • IsXBox,,1135,
  • KillActor,kill,108B,
  • KillAllActors,killall,113F,
  • KillQuestUpdates,KQU,1231,
  • Lock,,1072,
  • Log,,1220,
  • Look,,105C,
  • LoopGroup,,1014,
  • MarkForDelete,,11BB,
  • MatchFaceGeometry,,11DF,
  • MatchRace,,11E5,
  • MenuMode,,1024,
  • ModActorValue,ModAV,1010,Modify an actor value. [player.modav luck, -10]
  • ModAmountSoldStolen,,10BF,
  • ModBarterGold,,1106,
  • ModDisposition,,1053,
  • ModFactionRank,,108A,
  • ModFactionReaction,,10A9,
  • ModPCAttribute,ModPCA,1110,Modify an actor value. [modpca luck, 10]
  • ModPCMiscStat,ModPCMS,1137,
  • ModPCSkill,ModPCS,110F,Modify the Players Skill. [modpcs Blunt, 10]
  • ModScale,,113D,Modify the scale of an object
  • ModWeaponHealthPerc,,11F6,
  • MoveToMarker,MoveTo,109E,
  • MoveToMarkerWithFade,MoveToFade,124F,
  • ObjectUnderReticle,,1265,return the object under the reticle
  • OpenTeammateContainer,,11C8,
  • PickIdle,,1064,
  • PipBoyRadioOff,,1224,
  • PipboyRadio,prad,11A7,Control the Pipboy radio. Enable, Disable, Tune
  • PlaceAtMe,,1025,
  • PlaceAtMeHealthPercent,,11BD,
  • PlaceAtReticle,,1263,Put an object at the reticle location
  • PlaceLeveledActorAtMe,,11D1,
  • PlayBink,,1114,
  • PlayGroup,,1013,IE: PlayGroup SEQNAME 1
  • PlayIdle,,1190,Play this idle on the current actor.
  • PlayMagicEffectVisuals,PME,1124,
  • PlayMagicShaderVisuals,PMS,1123,
  • PlayMusic,,11FF,
  • PlaySound,,1026,Play a 2D sound. (Optional: 1 to indicate a system sound, 0 otherwise.
  • PlaySound3D,,10B2,
  • PlayerInRegion,,1264,
  • PreloadMagicEffect,,1163,
  • PurgeCellBuffers,pcb,1189,Forcibly unloads all unattached cells in cell buffers.
  • PushActorAway,,118A,
  • RedeemCode,,1258,
  • ReleaseWeatherOverride,rwo,1158,
  • RemapWaterType,,1237,
  • RemoveAllItems,,10AD,
  • RemoveAllTypedItems,,1249,
  • RemoveFlames,,109C,
  • RemoveFromAllFactions,,1214,
  • RemoveFromFaction,Removefac,1180,
  • RemoveImageSpaceModifier,rimod,1192,Removes an imagespace modifier from the active list
  • RemoveItem,,1052,
  • RemoveMe,,10A5,
  • RemoveMerchantContainer,,11B8,
  • RemoveNote,RN,117D,
  • RemovePerk,,11A8,
  • RemoveRecurringFromChallenge,rrfc,126C,
  • RemoveReputation,,123A,
  • RemoveReputationExact,,123C,
  • RemoveScriptPackage,,1098,
  • RemoveSpell,,101D,
  • Reset3DState,,1146,
  • ResetAI,,11FA,
  • ResetFallDamageTimer,,1134,
  • ResetHealth,,1150,
  • ResetInterior,,1127,
  • ResetInventory,,11ED,
  • ResetPipboyManager,,1201,
  • ResetQuest,,11DB,
  • ResetXP,resetxp,126D,
  • RestoreActorValue,RestoreAV,1182,Restore an actor value.
  • ResurrectActor,resurrect,108C,
  • RevokeCode,,1267,
  • RewardKarma,,1204,
  • RewardXP,,1177,
  • Rotate,,1004,
  • SameFaction,,102A,
  • SameFactionAsPC,,1085,
  • SameRace,,102B,
  • SameRaceAsPC,,1086,
  • Samesix,,102C,
  • SamesixAsPC,,1087,
  • Say,,1033,
  • SayTo,,1034,
  • ScriptEffectElapsedSeconds,,10BA,
  • SelectPlayerSpell,spspell,10B3,
  • SendAssaultAlarm,,105F,
  • SendTrespassAlarm,,115C,
  • SetActorAlpha,SAA,1129,
  • SetActorFullName,,111C,
  • SetActorRefraction,sar,1154,
  • SetActorValue,SetAV,100F,Set an actor value. [player.setav luck, 75]
  • SetActorsAI,,118B,
  • SetAlert,,105A,
  • SetAllReachable,,1159,
  • SetAllVisible,,115A,
  • SetAlly,,1079,
  • SetAngle,,1009,
  • SetAtStart,,1011,
  • SetAudioMultithreading,SAM,11B0,
  • SetBarterGold,,1107,
  • SetBroadcastState,,11D5,
  • SetCameraFOV,FOV,1246,Change the camera's field of view (in deg): default 75
  • SetCasinoCheatLevel,casinocheat,1261,SetCasinoWinningsLevel,,125D,
  • SetCellFullName,,111B,
  • SetCellImageSpace,,1196,
  • SetCellOwnership,,1119,
  • SetCellPublicFlag,setpublic,10BB,Set public flag on cell. [setpublic MyCell 1]
  • SetClass,,10F0,
  • SetCombatStyle,setcs,10B1,
  • SetCriticalStage,,1212,
  • SetDefaultOpen,,10D8,A value of 1 will make the object open by default.
  • SetDestroyed,,10CC,
  • SetDisposition,SetDisp,1184,Sets the dispostion with modifiers
  • SetEnemy,,1078,
  • SetEssential,,1003,
  • SetFactionRank,,1089,
  • SetFactionReaction,,10A8,
  • SetForceRun,,10D1,
  • SetForceSneak,,10D3,
  • SetGhost,,10EC,A value of 1 will make the NPC act as a 'ghost'.
  • SetGlobalTimeMultiplier,sgtm,1186,
  • Sethardcoe,,124B,
  • SetIgnoreFriendlyHits,sifh,1151,Set whether an actor should ignore friendly hits (0-no, 1-yes)
  • SetImageSpace,,11A6,
  • SetInChargen,,10E7,A value of 1 will be in chargen.
  • SetItemValue,,1155,
  • SetLastExtDoorActivated,,1230,
  • SetLevel,,1133,
  • SetLocationSpecificLoadScreensOnly,,1200,
  • SetMerchantContainer,,11B7,
  • SetMinimalUse,,1228,
  • SetNPCRadio,snr,11C4,Enable/Disable NPC radio playback: 0-Off, 1-On
  • SetNoActivationSound,,11FC,Set the sound to play when activation fails (Sound)
  • SetNoAvoidance,,115B,
  • SetNoRumors,,1141,
  • SetObjectiveCompleted,,11A2,Set objective completion status: 0-Off, 1-On
  • SetObjectiveDisplayed,,11A3,Set objective displayed status: 0-Off, 1-On
  • SetOpenState,,10DD,A value of 1 will make the object open.
  • SetOwnership,,1117,
  • SetPCCanUsePowerArmor,,1229,
  • SetPCEnemyofFaction,,10C6,
  • SetPCExpelled,,10C2,
  • SetPCFactionAttack,,10C8,
  • SetPCFactionMurder,,10C4,
  • SetPCSleepHours,,10BD,
  • SetPCToddler,,1202,
  • SetPCYoung,,11E6,
  • SetPackDuration,SPDur,1122,
  • SetPlayerTagSkill,,11CD,
  • SetPlayerTeammate,,11C5,
  • SetPos,,1007,
  • SetQuestDelay,,11DC,
  • SetQuestObject,,110D,
  • SetReputation,,1238,
  • SetRestrained,,10F3,A value of 1 will be restrained.
  • SetRigidBodyMass,,1156,
  • SetRumble,,11FB,Creates rumble in the controller (left motor) (right motor) (duration)
  • SetSPECIALPoints,,1218,
  • SetScale,,113C,Set the scale of an object
  • SetSceneIsComplex,,115D,
  • SetScreenSplatterFade,sspf,1243,Set screen splatter fade time
  • SetScreenSplatterTexture,sspt,1242,Set screen splatter texture
  • SetSecuritronExpression,setsecexp,1248,
  • SetShowQuestItems,,114E,
  • SetSize,CSize,10A4,Shrink/Grow an actor. [player.shrink 0.0 or radius]
  • SetStage,,1039,
  • SetTagSkills,,121A,
  • SetTalkingActivatorActor,,1171,
  • SetUnconscious,,10F1,A value of 1 will be unconscious.
  • SetVATSTarget,,11EB,
  • SetWeaponHealthPerc,,11F5,
  • SetWeather,sw,1104,Sets the active weather to the specified type
  • SetZoneRespawns,,11EA,
  • sixChange,,11E7,
  • ShowAllMapMarkers,tmm,11F8,Shows/hides map markers (1 shows, 0 hides)(1 travel(default), 0 no travel)(1 all, 0 all but hidden(default)).
  • ShowBarberMenu,,11F1,
  • ShowBarterMenu,sbm,1173,
  • ShowBlackJackMenu,sbjm,1253,
  • ShowBlackJackMenuParams,sbjmp,1254,
  • ShowCaravanMenu,crvn,125A,
  • ShowChargenMenu,scgm,1197,
  • ShowChargenMenuModValues,scgmod,11F9,
  • ShowChargenMenuParams,scgmp,11B2,
  • ShowClassMenu,,10D9,
  • ShowComputersInterface,sci,1185,
  • ShowDialogSubtitles,,1164,
  • ShowHackingMiniGame,shmg,1178,
  • ShowLockpickMenu,slpm,11D3,
  • ShowLockpickMenvdebug,slpmd,1216,
  • ShowLoveTesterMenu,sltm,1244,
  • ShowLoveTesterMenuParams,sltmp,1245,
  • ShowMap,,1055,
  • ShowMessage,,1059,
  • ShowNameMenu,,10DC,
  • ShowPlasticSurgeonMenu,,11F2,
  • ShowQuestStages,SQS,122A,
  • ShowRaceMenu,,10DA,
  • ShowRecipeMenu,craft,1250,
  • ShowRepairMenu,srm,117A,
  • ShowRouletteMenu,srm,1255,
  • ShowRouletteMenuParams,srmp,1256,
  • ShowSPECIALBookMenu,ssbm,11E8,
  • ShowSPECIALBookMenuParams,ssbmp,11EE,
  • ShowSlotMachineMenu,sslm,1251,
  • ShowSlotMachineMenuParams,sslmp,1252,
  • ShowSpellMaking,,10EA,
  • ShowSurgeryMenu,ssmg,1179,
  • ShowTraitMenu,traitmenu,1268,
  • ShowTraitSelectMenu,stsm,1247,
  • ShowTutorialMenu,,11E3,
  • ShowViewerStrings,svs,1157,
  • ShowWarning,,11B9,
  • Sin,,121C,
  • SkipAnim,,1015,
  • Sqrt,,121F,
  • StartCannibal,,107E,
  • StartCombat,,1016,
  • StartConversation,,1056,Start a conversation [Bob.StartConversation Joe, SecretTopic]
  • StartMasterFileSeekData,,115F,
  • StartMisterSandMan,,107C,
  • StartQuest,,1036,
  • StartRadioConversation,,11D6,
  • StopCombat,,1017,
  • StopCombatAlarmOnActor,SCAOnActor,1101,
  • StopLook,,105D,
  • StopMagicEffectVisuals,SME,1126,
  • StopMagicShaderVisuals,SMS,1125,
  • StopQuest,,1037,
  • StopWaiting,,10B8,
  • StreamMusic,,104E,
  • SwapTextureOnRef,SwapTexture,1269,
  • Tan,,121E,
  • ToggleActorsAI,,112E,
  • ToggleDemigodMode,TDM,124C,
  • ToggleMotionblur,tmb,119E,Toggle Motion Blur for the selected reference
  • TrapUpdate,,110C,
  • TriggerHUDShudder,hudsh,1183,Trigger shudder effect on HUD. Params=Intensity/Duration.
  • TriggerHitShader,ths,1144,
  • TriggerLODApocalypse,,11F3,
  • TriggerScreenBlood,tsb,1205,Trigger screen blood
  • TriggerScreenSplatter,tssp,1240,Trigger screen splatter
  • UnLock,,1073,
  • UnequipItem,UnEquipObject,10EF,
  • UnlockChallenge,,125E,
  • UnusedFunction,,11D2,
  • UnusedFunction0,,1000,
  • UnusedFunction1,,116E,
  • UnusedFunction9,,10F8,
  • UnusedFunction10,,10F9,
  • UnusedFunction11,,10FA,
  • UnusedFunction12,,10FB,
  • UnusedFunction13,,10FC,
  • UnusedFunction14,,10FD,
  • UnusedFunction15,,1131,
  • UnusedFunction17,,1149,
  • UnusedFunction18,,1175,
  • UnusedFunction21,,10C9,
  • UnusedFunction22,,10CA,
  • UnusedFunction26,,10DE,
  • UnusedFunction27,,1165,
  • UnusedFunction28,,1167,
  • UnusedFunction29,,1168,
  • UseWeapon,,119C,
  • Wait,,10B7,
  • WakeUpPC,,10AE,
  • WhichServiceMenu,,1143,


Might be a handy reference until there's a GECK Wiki.
User avatar
Andy durkan
 
Posts: 3459
Joined: Fri Aug 03, 2007 3:05 pm

Post » Tue May 04, 2010 6:53 pm

That's exactly what I just asked for:p


Heh, I guess I skipped over your post. :)

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


Very cool. I don't see a way of doing the weights in vanilla so if it's there already I'm just blind to it. All I know of is setting the value for items. Give me a year and I'll probably have a bunch more item related requests.

If both of these are doable, my bag mod will be a lot easier to manage. :goodjob:
User avatar
Trent Theriot
 
Posts: 3395
Joined: Sat Oct 13, 2007 3:37 am

Post » Tue May 04, 2010 11:48 am

Might be a handy reference until there's a GECK Wiki.

Some nice menu shortcuts there. Thanks. :)
User avatar
John Moore
 
Posts: 3294
Joined: Sun Jun 10, 2007 8:18 am

Post » Tue May 04, 2010 10:02 pm

Doesn't look like there's a vanilla get/set/modweight.

Vanilla Script Commands: 117 new/not in FO3
Spoiler
  • Abs,,1221,
  • Activate,,100D,
  • AddAchievement,,114A,
  • AddCardToPlayer,addcard,125B,
  • AddCreatureToLeveledList,,1235,
  • AddFlames,,109B,
  • AddFormToFormList,,1233,
  • AddItem,,1002,
  • AddItemHealthPercent,,11BC,
  • AddItemToLeveledList,,1236,
  • AddNPCToLeveledList,,1234,
  • AddNote,AN,117C,
  • AddPerk,,1176,
  • AddReputation,,1239,
  • AddReputationExact,,123B,
  • AddSPECIALPoints,,1219,
  • AddScriptPackage,,1097,
  • AddSpell,,101C,
  • AddTagSkills,,121B,
  • AddToFaction,Addfac,117F,
  • AddTopic,,1058,
  • AdvancePCLevel,AdvLevel,10D5,
  • AdvancePCSkill,AdvSkill,10D4,
  • AgeRace,,11E4,
  • ApplyImageSpaceModifier,imod,1191,Adds an imagespace modifier to the active list
  • AttachAshPile,,1211,
  • AutoDisplayObjectives,,1225,
  • Autosave,,115E,
  • CanHaveFlames,,1099,
  • Cast,,101E,
  • CastImmediateOnSelf,cios,11D9,
  • ChallengeLocked,,125F,
  • ClearActorsFactionsPlayerEnemyFlag,,11CA,
  • ClearDestruction,,11D8,
  • ClearFactionPlayerEnemyFlag,,11C9,
  • ClearNoActivationSound,,11FD,Clear the activation failure sound
  • ClearOwnership,,118C,
  • ClearScreenSplatter,cssp,1241,Clear screen splatter
  • CompleteAllObjectives,,11AD,Complete all of a quest's objectives
  • CompleteQuest,,1071,
  • Cos,,121D,
  • CreateDetectionEvent,,1068,
  • DamageActorValue,DamageAV,1181,Damage an actor value.
  • DamageObject,do,116C,
  • DetonatePlacedExplosives,dpe,124D,
  • Disable,,1022,
  • DisableAllActors,DisAA,11A9,
  • DisableAllMines,,122F,
  • DisablehardcoeTracking,babby,126A,
  • DisableLinkedPathPoints,,112B,
  • DisableNavMesh,,11BF,Disable navmesh by FormID
  • DisablePlayerControls,,1061,7 optional (0/1) values. movement|pipboy|fighting|pov|looking|rollover|sneaking ex: 1 0 0 1 0 0 0
  • Dispel,,1142,
  • DispelAllSpells,,1148,
  • Drop,,1057,
  • DropMe,,10A6,
  • DumpMasterFileSeekData,,1160,
  • DuplicateAllItems,,114B,
  • DuplicateNPCStats,,114F,
  • Enable,,1021,
  • EnableFastTravel,EnableFast,1111,
  • EnableLinkedPathPoints,,112A,
  • EnableLoadingMenu,,1270,Enable or disables the loading menu
  • EnableNavMesh,,11C0,Enable navmesh by FormID
  • EnablePlayerControls,,1060,7 optional (0/1) values. movement|pipboy|fighting|pov|looking|rollover|sneaking ex: 1 0 0 1 0 0 0
  • EnterTrigger,,11BA,
  • EquipItem,EquipObject,10EE,
  • EssentialDeathReload,,114D,
  • EvaluatePackage,evp,105E,
  • EvaluateSpellConditions,esc,119D,
  • Exists,,119F,
  • ExitGame,exit,11B5,
  • FadeSFX,FSFX,1227,
  • FireWeapon,,11E2,
  • ForceActiveQuest,,11DD,
  • ForceActorValue,ForceAV,110E,Does modav XXX (value - getav XXX). [player.forceav luck 25]
  • ForceFlee,Flee,10F5,Forces a actor to flee if destination or cell is passed in uses them
  • ForceRadioStationUpdate,FRSU,122C,
  • ForceSave,,1217,
  • ForceTakeCover,TakeCover,1105,Forces a actor to move away from the target actor for a period of time
  • ForceTerminalBack,,1223,
  • ForceWeather,fw,112D,Forces the active weather to the specified type, without transition.
  • FriendDispositionBoost,,1195,
  • FunctionUnused16,,1145,
  • FunctionUnused19,unused,117B,
  • FunctionUnused20,,1194,
  • GetActionRef,getAR,10CD,
  • GetActorAggroRadiusViolated,,1076,
  • GetActorCrimePlayerEnemy,,11CB,
  • GetActorFactionPlayerEnemy,,11CC,
  • GetActorValue,GetAV,100E,Get an actor value. [player.getav luck]
  • GetActorsInHigh,,122D,
  • GetAlarmed,,103D,
  • GetAmountSoldStolen,,10BE,
  • GetAngle,,1008,
  • GetAnimAction,,10DB,Return the actors current anim action.
  • GetArmorRating,,1051,
  • GetArmorRatingUpperBody,,1112,
  • GetAttacked,,103F,
  • GetBarterGold,,1108,
  • GetBaseActorValue,GetBaseAV,1115,Get a base actor value. [player.getbaseav luck]
  • GetBroadcastState,,11D4,
  • GetButtonPressed,,101F,
  • GetCannibal,,10E3,
  • GetCasinoWinningStage,,1262,
  • GetCasinoWinningsLevel,,125C,
  • GetCauseofDeath,,118D,What killed the actor
  • GetChallengeCompleted,,1266,
  • GetClassDefaultMatch,,10E5,
  • GetClothingValue,,1029,
  • GetCombatTarget,,10E8,
  • GetConcussed,,11E9,
  • GetContainer,,10CF,
  • GetCrime,,107A,
  • GetCrimeKnown,,1077,
  • GetCurrentAIPackage,,106E,
  • GetCurrentAIProcedure,,108F,
  • GetCurrentTime,,1012,
  • GetCurrentWeatherPercent,getweatherpct,1094,
  • GetDLCCount,dlccount,126E,Returns how many DLC packages are installed.
  • GetDayOfWeek,,10AA,
  • GetDead,,102E,
  • GetDeadCount,,1054,
  • GetDefaultOpen,,10D7,Returns 1 if this object is open by default.
  • GetDestroyed,,10CB,
  • GetDestructionStage,,11D7,
  • GetDetected,,102D,
  • GetDetectionLevel,,10B4,
  • GetDialogueEmotion,,11B3,
  • GetDialogueEmotionValue,,11B4,
  • GetDisabled,,1023,
  • GetDisease,,1027,
  • GetDisposition,,104C,
  • GetDistance,,1001,
  • GetEquipped,,10B6,
  • GetFactionCombatReaction,,119B,
  • GetFactionRank,,1049,
  • GetFactionRankDifference,,103C,
  • GetFactionReaction,,10A7,
  • GetFactionRelation,,11C2,
  • GetFatiguePercentage,GetFatigue,1080,
  • GetForceHitReaction,,1259,
  • GetForceRun,,10D0,
  • GetForceSneak,,10D2,
  • GetFriendHit,,1120,
  • GetFurnitureMarkerID,,10A0,
  • GetGameSetting,GetGS,1100,
  • GetGlobalValue,,104A,
  • GetGold,,1030,
  • GetGroupMemberCount,,11A0,
  • GetGroupTargetCount,,11A1,
  • GetHasNote,GetN,117E,
  • GetHeadingAngle,,1063,
  • GetHealthPercentage,,11AF,
  • GetHitLocation,,1187,What BGSBodyPart::LIMB_ENUM was hit. -1 = none, 0 = torso, ...
  • GetIdleDoneOnce,,113E,
  • GetIgnoreCrime,,1#0C0,
  • GetIgnoreFriendlyHits,gifh,1152,See if an actor is ignoring friendly hits
  • GetInCell,,1043,
  • GetInCellParam,,10E6,
  • GetInFaction,,1047,
  • GetInSameCell,,1020,
  • GetInWorldspace,,1136,
  • GetInZone,,11BE,
  • GetIsAlerted,,105B,
  • GetIsAlignment,,11DA,
  • GetIsClass,,1044,
  • GetIsClassDefault,,10E4,
  • GetIsCreature,,1040,
  • GetIsCreatureType,,11B6,
  • GetIsCurrentPackage,,10A1,
  • GetIsCurrentWeather,getweather,1095,
  • GetIsFormType,,11AA,
  • GetIsGhost,,10ED,Returns 1 if the actor is acting as a 'ghost'.
  • GetIsID,,1048,
  • GetIsLockBroken,,120A,
  • GetIsObjectType,,11B1,
  • GetIsPlayableRace,,10FE,
  • GetIsRace,,1045,
  • GetIsReference,,1088,
  • GetIssix,,1046,
  • GetIsUsedItem,,10F6,
  • GetIsUsedItemEquipType,,11E0,
  • GetIsUsedItemType,,10F7,
  • GetIsVoiceType,,11AB,
  • GetItemCount,,102F,
  • GetKillingBlowLimb,,11F0,Which BGSBodyPart::LIMB_ENUM received the killing blow
  • GetKnockedState,,106B,
  • GetLastHitCritical,,11FE,
  • GetLastPlayerAction,,116F,
  • GetLevel,,1050,
  • GetLineOfSight,GetLOS,101B,
  • GetLinkedRef,,116B,
  • GetLockLevel,,1041,
  • GetLocked,,1005,
  • GetMajorCrimeCount,,1075,
  • GetMapMarkerVisible,,11EC,
  • GetMinorCrimeCount,,1074,
  • GetNoRumors,,1140,
  • GetObjectiveCompleted,,11A4,Get objective completion status: 0-Off, 1-On
  • GetObjectiveDisplayed,,11A5,Get objective displayed status: 0-Off, 1-On
  • GetOffersServicesNow,,10FF,
  • GetOpenState,,109D,
  • GetOwnerLastTarget,golt,124E,
  • GetPCEnemyofFaction,,10C5,
  • GetPCExpelled,,10C1,
  • GetPCFactionAttack,,10C7,
  • GetPCFactionMurder,,10C3,
  • GetPCInFaction,,1084,
  • GetPCIsClass,,1081,
  • GetPCIsRace,,1082,
  • GetPCIssix,,1083,
  • GetPCMiscStat,GetPCMS,1138,
  • GetPCSleepHours,,10BC,
  • GetPackageTarget,,10E9,
  • GetParentRef,,1113,
  • GetPermanentActorValue,GetPermAV,11EF,Get an actor value ignoring temporary modifiers. [player.getav luck]
  • GetPersuasionNumber,,10E1,
  • GetPlantedExplosive,,11AC,
  • GetPlayerControlsDisabled,,1062,7 optional (0/1) values. movement|pipboy|fighting|pov|looking|rollover|sneaking ex: 1 0 0 1 0 0 0
  • GetPlayerGrabbedRef,,11CF,
  • GetPlayerHasLastRiddenHorse,,116A,
  • GetPlayerName,,11E1,
  • GetPlayerTeammate,,11C6,
  • GetPlayerTeammateCount,,11C7,
  • GetPos,,1006,
  • GetQuestCompleted,GetQC,1222,
  • GetQuestRunning,GetQR,1038,
  • GetQuestVariable,,104F,
  • GetRadiationLevel,,11F7,
  • GetRandomPercent,,104D,
  • GetReputation,,123D,
  • GetReputationPct,,123E,
  • GetReputationThreshold,,123F,
  • GetRestrained,,10F4,Returns 1 if is restrained.
  • GetSandman,,10E2,
  • GetScale,,1018,
  • GetScriptVariable,,1035,
  • GetSecondsPassed,,100C,
  • GetSelf,this,10CE,
  • GetShouldAttack,,1042,
  • GetSitting,,109F,
  • GetSleeping,,1031,
  • GetSpellUsageNum,,122B,
  • GetStage,,103A,
  • GetStageDone,,103B,
  • GetStartingAngle,,100B,
  • GetStartingPos,,100A,
  • GetTalkedToPC,,1032,
  • GetTalkedToPCParam,,10AC,
  • GetThreatRatio,,11DE,
  • GetTimeDead,,1169,
  • GetTotalPersuasionNumber,,113B,
  • GetTrespassWarningLevel,,1090,
  • GetUnconscious,,10F2,Returns 1 if is unconscious.
  • GetUsedItemActivate,,1103,
  • GetUsedItemLevel,,1102,
  • GetVATSBackAreaFree,,1208,
  • GetVATSBackTargetVisible,,120F,
  • GetVATSFrontAreaFree,,1209,
  • GetVATSFrontTargetVisible,,1210,
  • GetVATSLeftAreaFree,,1207,
  • GetVATSLeftTargetVisible,,120E,
  • GetVATSMode,,10E0,
  • GetVATSRightAreaFree,,1206,
  • GetVATSRightTargetVisible,,120D,
  • GetVATSValue,,1198,
  • GetVampire,,1028,
  • GetVatsTargetHeight,,10EB,
  • GetWalkSpeed,GetWalk,108E,
  • GetWeaponAnimType,,106C,
  • GetWeaponHealthPerc,,11F4,
  • GetWindSpeed,,1093,
  • GetXPForNextLevel,,1215,
  • HasBeenEaten,,107F,
  • HasFlames,,109A,
  • HasFriendDisposition,,1193,
  • HasLoaded3D,,122E,
  • HasMagicEffect,,10D6,
  • HasPerk,,11C1,
  • IgnoreCrime,,10AB,
  • IsActionRef,,1069,
  • IsActor,,1161,
  • IsActorAVictim,,113A,
  • IsActorDetected,,10B5,
  • IsActorEvil,,1139,
  • IsActorTalkingThroughActivator,,11AE,
  • IsActorUsingATorch,,1132,
  • IsActorsAIOff,,112F,
  • IsAlwayshardcoe,behemoth,126B,
  • IsAnimPlaying,,1128,
  • IsCellOwner,,1118,get the ownership of the ref
  • IsChild,,116D,
  • IsCloudy,,110B,
  • IsCodeRedeemed,,1257,
  • IsCombatTarget,,1203,
  • IsContinuingPackagePCNear,,1096,
  • IsCurrentFurnitureObj,,10A3,
  • IsCurrentFurnitureRef,,10A2,
  • IsDLCInstalled,hasdlc,126F,Query if a particular DLC package is installed by file name or friendly display name. Takes one string as a parameter.
  • IsEssential,,1162,
  • IsFacingUp,,106A,
  • IsGoreDisabled,,1226,
  • IsGreetingPlayer,,107B,
  • IsGuard,,107D,
  • Ishardcoe,,124A,
  • IsHorseStolen,,111A,
  • IsIdlePlaying,,1070,
  • IsImageSpaceActive,,1232,
  • IsInCombat,,1121,
  • IsInCriticalStage,,1213,
  • IsInDangerousWater,,114C,
  • IsInInterior,,112C,
  • IsInList,,1174,
  • IsInMyOwnedCell,,1092,
  • IsKiller,,1199,
  • IsKillerObject,,119A,
  • IsLastIdlePlayed,,11C3,
  • IsLeftUp,,111D,
  • IsLimbGone,,118E,Is BGSBodyPart::LIMB_ENUM been dismembered
  • IsLoadingMenuEnabled,LoadMenuCheck,1271,Checks if the loading menu is open
  • IsMoving,,1019,Is the actor moving?
  • IsOwner,,1116,get the ownership of the ref
  • IsPC1stPerson,pc1st,1188,Is the player playing in 1st person mode?
  • IsPCAMurderer,,10B0,
  • IsPCSleeping,,10AF,
  • IsPS3,,120B,
  • IsPlayerActionActive,,1170,
  • IsPlayerGrabbedRef,,11D0,
  • IsPlayerInRegion,,1260,
  • IsPlayerMovingIntoNewSpace,,1166,
  • IsPlayerTagSkill,,11CE,
  • IsPlayersLastRiddenHorse,,1153,
  • IsPleasant,,110A,
  • IsRaining,,103E,
  • IsRidingHorse,,1147,
  • IsRunning,,111F,
  • IsShieldOut,,1067,
  • IsSneaking,,111E,
  • IsSnowing,,104B,
  • IsSpellTarget,,10DF,
  • IsSwimming,,10B9,
  • IsTalking,,108D,
  • IsTalkingActivatorActor,,1172,
  • IsTimePassing,,1109,
  • IsTorchOut,,1066,
  • IsTrespassing,,1091,
  • IsTurning,,101A,Is the actor turning?
  • IsWaiting,,106F,
  • IsWaterObject,,1130,Water condition used for drinking animation.
  • IsWeaponInList,,118F,Is the current weapon in the form list
  • IsWeaponOut,,1065,
  • IsWeaponSkillType,,106D,
  • IsWin32,,120C,
  • IsXBox,,1135,
  • KillActor,kill,108B,
  • KillAllActors,killall,113F,
  • KillQuestUpdates,KQU,1231,
  • Lock,,1072,
  • Log,,1220,
  • Look,,105C,
  • LoopGroup,,1014,
  • MarkForDelete,,11BB,
  • MatchFaceGeometry,,11DF,
  • MatchRace,,11E5,
  • MenuMode,,1024,
  • ModActorValue,ModAV,1010,Modify an actor value. [player.modav luck, -10]
  • ModAmountSoldStolen,,10BF,
  • ModBarterGold,,1106,
  • ModDisposition,,1053,
  • ModFactionRank,,108A,
  • ModFactionReaction,,10A9,
  • ModPCAttribute,ModPCA,1110,Modify an actor value. [modpca luck, 10]
  • ModPCMiscStat,ModPCMS,1137,
  • ModPCSkill,ModPCS,110F,Modify the Players Skill. [modpcs Blunt, 10]
  • ModScale,,113D,Modify the scale of an object
  • ModWeaponHealthPerc,,11F6,
  • MoveToMarker,MoveTo,109E,
  • MoveToMarkerWithFade,MoveToFade,124F,
  • ObjectUnderReticle,,1265,return the object under the reticle
  • OpenTeammateContainer,,11C8,
  • PickIdle,,1064,
  • PipBoyRadioOff,,1224,
  • PipboyRadio,prad,11A7,Control the Pipboy radio. Enable, Disable, Tune
  • PlaceAtMe,,1025,
  • PlaceAtMeHealthPercent,,11BD,
  • PlaceAtReticle,,1263,Put an object at the reticle location
  • PlaceLeveledActorAtMe,,11D1,
  • PlayBink,,1114,
  • PlayGroup,,1013,IE: PlayGroup SEQNAME 1
  • PlayIdle,,1190,Play this idle on the current actor.
  • PlayMagicEffectVisuals,PME,1124,
  • PlayMagicShaderVisuals,PMS,1123,
  • PlayMusic,,11FF,
  • PlaySound,,1026,Play a 2D sound. (Optional: 1 to indicate a system sound, 0 otherwise.
  • PlaySound3D,,10B2,
  • PlayerInRegion,,1264,
  • PreloadMagicEffect,,1163,
  • PurgeCellBuffers,pcb,1189,Forcibly unloads all unattached cells in cell buffers.
  • PushActorAway,,118A,
  • RedeemCode,,1258,
  • ReleaseWeatherOverride,rwo,1158,
  • RemapWaterType,,1237,
  • RemoveAllItems,,10AD,
  • RemoveAllTypedItems,,1249,
  • RemoveFlames,,109C,
  • RemoveFromAllFactions,,1214,
  • RemoveFromFaction,Removefac,1180,
  • RemoveImageSpaceModifier,rimod,1192,Removes an imagespace modifier from the active list
  • RemoveItem,,1052,
  • RemoveMe,,10A5,
  • RemoveMerchantContainer,,11B8,
  • RemoveNote,RN,117D,
  • RemovePerk,,11A8,
  • RemoveRecurringFromChallenge,rrfc,126C,
  • RemoveReputation,,123A,
  • RemoveReputationExact,,123C,
  • RemoveScriptPackage,,1098,
  • RemoveSpell,,101D,
  • Reset3DState,,1146,
  • ResetAI,,11FA,
  • ResetFallDamageTimer,,1134,
  • ResetHealth,,1150,
  • ResetInterior,,1127,
  • ResetInventory,,11ED,
  • ResetPipboyManager,,1201,
  • ResetQuest,,11DB,
  • ResetXP,resetxp,126D,
  • RestoreActorValue,RestoreAV,1182,Restore an actor value.
  • ResurrectActor,resurrect,108C,
  • RevokeCode,,1267,
  • RewardKarma,,1204,
  • RewardXP,,1177,
  • Rotate,,1004,
  • SameFaction,,102A,
  • SameFactionAsPC,,1085,
  • SameRace,,102B,
  • SameRaceAsPC,,1086,
  • Samesix,,102C,
  • SamesixAsPC,,1087,
  • Say,,1033,
  • SayTo,,1034,
  • ScriptEffectElapsedSeconds,,10BA,
  • SelectPlayerSpell,spspell,10B3,
  • SendAssaultAlarm,,105F,
  • SendTrespassAlarm,,115C,
  • SetActorAlpha,SAA,1129,
  • SetActorFullName,,111C,
  • SetActorRefraction,sar,1154,
  • SetActorValue,SetAV,100F,Set an actor value. [player.setav luck, 75]
  • SetActorsAI,,118B,
  • SetAlert,,105A,
  • SetAllReachable,,1159,
  • SetAllVisible,,115A,
  • SetAlly,,1079,
  • SetAngle,,1009,
  • SetAtStart,,1011,
  • SetAudioMultithreading,SAM,11B0,
  • SetBarterGold,,1107,
  • SetBroadcastState,,11D5,
  • SetCameraFOV,FOV,1246,Change the camera's field of view (in deg): default 75
  • SetCasinoCheatLevel,casinocheat,1261,SetCasinoWinningsLevel,,125D,
  • SetCellFullName,,111B,
  • SetCellImageSpace,,1196,
  • SetCellOwnership,,1119,
  • SetCellPublicFlag,setpublic,10BB,Set public flag on cell. [setpublic MyCell 1]
  • SetClass,,10F0,
  • SetCombatStyle,setcs,10B1,
  • SetCriticalStage,,1212,
  • SetDefaultOpen,,10D8,A value of 1 will make the object open by default.
  • SetDestroyed,,10CC,
  • SetDisposition,SetDisp,1184,Sets the dispostion with modifiers
  • SetEnemy,,1078,
  • SetEssential,,1003,
  • SetFactionRank,,1089,
  • SetFactionReaction,,10A8,
  • SetForceRun,,10D1,
  • SetForceSneak,,10D3,
  • SetGhost,,10EC,A value of 1 will make the NPC act as a 'ghost'.
  • SetGlobalTimeMultiplier,sgtm,1186,
  • Sethardcoe,,124B,
  • SetIgnoreFriendlyHits,sifh,1151,Set whether an actor should ignore friendly hits (0-no, 1-yes)
  • SetImageSpace,,11A6,
  • SetInChargen,,10E7,A value of 1 will be in chargen.
  • SetItemValue,,1155,
  • SetLastExtDoorActivated,,1230,
  • SetLevel,,1133,
  • SetLocationSpecificLoadScreensOnly,,1200,
  • SetMerchantContainer,,11B7,
  • SetMinimalUse,,1228,
  • SetNPCRadio,snr,11C4,Enable/Disable NPC radio playback: 0-Off, 1-On
  • SetNoActivationSound,,11FC,Set the sound to play when activation fails (Sound)
  • SetNoAvoidance,,115B,
  • SetNoRumors,,1141,
  • SetObjectiveCompleted,,11A2,Set objective completion status: 0-Off, 1-On
  • SetObjectiveDisplayed,,11A3,Set objective displayed status: 0-Off, 1-On
  • SetOpenState,,10DD,A value of 1 will make the object open.
  • SetOwnership,,1117,
  • SetPCCanUsePowerArmor,,1229,
  • SetPCEnemyofFaction,,10C6,
  • SetPCExpelled,,10C2,
  • SetPCFactionAttack,,10C8,
  • SetPCFactionMurder,,10C4,
  • SetPCSleepHours,,10BD,
  • SetPCToddler,,1202,
  • SetPCYoung,,11E6,
  • SetPackDuration,SPDur,1122,
  • SetPlayerTagSkill,,11CD,
  • SetPlayerTeammate,,11C5,
  • SetPos,,1007,
  • SetQuestDelay,,11DC,
  • SetQuestObject,,110D,
  • SetReputation,,1238,
  • SetRestrained,,10F3,A value of 1 will be restrained.
  • SetRigidBodyMass,,1156,
  • SetRumble,,11FB,Creates rumble in the controller (left motor) (right motor) (duration)
  • SetSPECIALPoints,,1218,
  • SetScale,,113C,Set the scale of an object
  • SetSceneIsComplex,,115D,
  • SetScreenSplatterFade,sspf,1243,Set screen splatter fade time
  • SetScreenSplatterTexture,sspt,1242,Set screen splatter texture
  • SetSecuritronExpression,setsecexp,1248,
  • SetShowQuestItems,,114E,
  • SetSize,CSize,10A4,Shrink/Grow an actor. [player.shrink 0.0 or radius]
  • SetStage,,1039,
  • SetTagSkills,,121A,
  • SetTalkingActivatorActor,,1171,
  • SetUnconscious,,10F1,A value of 1 will be unconscious.
  • SetVATSTarget,,11EB,
  • SetWeaponHealthPerc,,11F5,
  • SetWeather,sw,1104,Sets the active weather to the specified type
  • SetZoneRespawns,,11EA,
  • sixChange,,11E7,
  • ShowAllMapMarkers,tmm,11F8,Shows/hides map markers (1 shows, 0 hides)(1 travel(default), 0 no travel)(1 all, 0 all but hidden(default)).
  • ShowBarberMenu,,11F1,
  • ShowBarterMenu,sbm,1173,
  • ShowBlackJackMenu,sbjm,1253,
  • ShowBlackJackMenuParams,sbjmp,1254,
  • ShowCaravanMenu,crvn,125A,
  • ShowChargenMenu,scgm,1197,
  • ShowChargenMenuModValues,scgmod,11F9,
  • ShowChargenMenuParams,scgmp,11B2,
  • ShowClassMenu,,10D9,
  • ShowComputersInterface,sci,1185,
  • ShowDialogSubtitles,,1164,
  • ShowHackingMiniGame,shmg,1178,
  • ShowLockpickMenu,slpm,11D3,
  • ShowLockpickMenvdebug,slpmd,1216,
  • ShowLoveTesterMenu,sltm,1244,
  • ShowLoveTesterMenuParams,sltmp,1245,
  • ShowMap,,1055,
  • ShowMessage,,1059,
  • ShowNameMenu,,10DC,
  • ShowPlasticSurgeonMenu,,11F2,
  • ShowQuestStages,SQS,122A,
  • ShowRaceMenu,,10DA,
  • ShowRecipeMenu,craft,1250,
  • ShowRepairMenu,srm,117A,
  • ShowRouletteMenu,srm,1255,
  • ShowRouletteMenuParams,srmp,1256,
  • ShowSPECIALBookMenu,ssbm,11E8,
  • ShowSPECIALBookMenuParams,ssbmp,11EE,
  • ShowSlotMachineMenu,sslm,1251,
  • ShowSlotMachineMenuParams,sslmp,1252,
  • ShowSpellMaking,,10EA,
  • ShowSurgeryMenu,ssmg,1179,
  • ShowTraitMenu,traitmenu,1268,
  • ShowTraitSelectMenu,stsm,1247,
  • ShowTutorialMenu,,11E3,
  • ShowViewerStrings,svs,1157,
  • ShowWarning,,11B9,
  • Sin,,121C,
  • SkipAnim,,1015,
  • Sqrt,,121F,
  • StartCannibal,,107E,
  • StartCombat,,1016,
  • StartConversation,,1056,Start a conversation [Bob.StartConversation Joe, SecretTopic]
  • StartMasterFileSeekData,,115F,
  • StartMisterSandMan,,107C,
  • StartQuest,,1036,
  • StartRadioConversation,,11D6,
  • StopCombat,,1017,
  • StopCombatAlarmOnActor,SCAOnActor,1101,
  • StopLook,,105D,
  • StopMagicEffectVisuals,SME,1126,
  • StopMagicShaderVisuals,SMS,1125,
  • StopQuest,,1037,
  • StopWaiting,,10B8,
  • StreamMusic,,104E,
  • SwapTextureOnRef,SwapTexture,1269,
  • Tan,,121E,
  • ToggleActorsAI,,112E,
  • ToggleDemigodMode,TDM,124C,
  • ToggleMotionblur,tmb,119E,Toggle Motion Blur for the selected reference
  • TrapUpdate,,110C,
  • TriggerHUDShudder,hudsh,1183,Trigger shudder effect on HUD. Params=Intensity/Duration.
  • TriggerHitShader,ths,1144,
  • TriggerLODApocalypse,,11F3,
  • TriggerScreenBlood,tsb,1205,Trigger screen blood
  • TriggerScreenSplatter,tssp,1240,Trigger screen splatter
  • UnLock,,1073,
  • UnequipItem,UnEquipObject,10EF,
  • UnlockChallenge,,125E,
  • UnusedFunction,,11D2,
  • UnusedFunction0,,1000,
  • UnusedFunction1,,116E,
  • UnusedFunction9,,10F8,
  • UnusedFunction10,,10F9,
  • UnusedFunction11,,10FA,
  • UnusedFunction12,,10FB,
  • UnusedFunction13,,10FC,
  • UnusedFunction14,,10FD,
  • UnusedFunction15,,1131,
  • UnusedFunction17,,1149,
  • UnusedFunction18,,1175,
  • UnusedFunction21,,10C9,
  • UnusedFunction22,,10CA,
  • UnusedFunction26,,10DE,
  • UnusedFunction27,,1165,
  • UnusedFunction28,,1167,
  • UnusedFunction29,,1168,
  • UseWeapon,,119C,
  • Wait,,10B7,
  • WakeUpPC,,10AE,
  • WhichServiceMenu,,1143,


Might be a handy reference until there's a GECK Wiki.


Thanks. I hadn't dumped that out to be sure yet. There does seem to be some useful functions. I'll have to look, but I am wondering whether GetRecticuleObject returns the base object type, or an actual ref to that object. If it is the latter, then GetCrosshairRef won't be needed this time. If not, I will just work off of their implementation to get the ref (which they have to have for part of their function.) I'll get a command doc list up on the NVSE site as soon as I've gotten some more things live.
User avatar
Barbequtie
 
Posts: 3410
Joined: Mon Jun 19, 2006 11:34 pm

Post » Tue May 04, 2010 5:44 pm

Some nice menu shortcuts there. Thanks. :)
Seemed to fit here. It's a chunk of a http://www.gamesas.com/index.php?/topic/1122265-initial-technical-details/page__view__findpost__p__16508545, just alphebetized and color coded. I almost asked for Con_SetCameraFOV, but there's already a SetCameraFOV (finally). Might help reduce requests for already covered functions here.
User avatar
Helen Quill
 
Posts: 3334
Joined: Fri Oct 13, 2006 1:12 pm

Post » Wed May 05, 2010 1:35 am

I created http://www.gamesas.com/index.php?/topic/1127542-new-script-functions/ to keep track of new/changed script functions, though I've only tested one of the new ones so far, so only that one has any detail written about it.
User avatar
Charlotte Henderson
 
Posts: 3337
Joined: Wed Oct 11, 2006 12:37 pm

Post » Tue May 04, 2010 1:44 pm

I'd hope that all of the 'key' commands make it in the first cut:

GetControl
TapKey
IsKeyPressed
HoldKey
ReleaseKey
GetNumKetsPressed
GetKeyPress

Nice to have, but not vital:
SetIsControl*
IsControl*
User avatar
hannah sillery
 
Posts: 3354
Joined: Sun Nov 26, 2006 3:13 pm

Post » Wed May 05, 2010 1:24 am

I'd hope that all of the 'key' commands make it in the first cut:

GetControl
TapKey
IsKeyPressed
HoldKey
ReleaseKey
GetNumKetsPressed
GetKeyPress

Nice to have, but not vital:
SetIsControl*
IsControl*

The key and control commands will all be there for the first release.
User avatar
Channing
 
Posts: 3393
Joined: Thu Nov 30, 2006 4:05 pm

Post » Tue May 04, 2010 12:06 pm

all i really want is this:

con_closeallmenus

so that i can get my "activate key closes containers when they are open" back.

tnx for all your work btw :)
User avatar
Toby Green
 
Posts: 3365
Joined: Sun May 27, 2007 5:27 pm

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