Awesome.

GetWeaponItemMod sounds intriguing...
Looking in the GECK this will return the items listed in the Item Mods area at the bottom of the Mod Info tab. Not sure exactly what folks will do with this currently, other than check to see which mods are on a weapon. The ItemMod returned has a Name, Weight, Value, Script which are all accessible using the appropriate functions. Like most other inventory objects it also has a texture swap, an icon, a description, a message icon, a destructible form and pickup and putdown sounds. But currently there is not much you can do with these items.
As always - lots of possible future functions to implement here.
Hm, something has changed with how the interface data is refreshed.
Sample code:
Spoiler XML snippet for HUDMainMenu
<_debugTextVisible> 0 <_debugTextNum> 0 <_nam_0> Hello World <_nam_1> Bye World <_name> 3
Test script
scn UITestScriptshort stateBegin GameModeif state == 0 set state to 1 PrintToConsole "Hello" setUIFloat "HUDMainMenu\_debugTextVisible" 1 setUIFloat "HUDMainMenu\_debugTextNum" 0elseif state == 1 set state to 2 PrintToConsole "Bye" setUIFloat "HUDMainMenu\_debugTextVisible" 1 setUIFloat "HUDMainMenu\_debugTextNum" 1else set state to 0 PrintToConsole "Hide" setUIFloat "HUDMainMenu\_debugTextVisible" 0 setUIFloat "HUDMainMenu\_debugTextNum" 0endifEnd
In Fallout 3, this would result in
Hidden -> Hello World -> Bye World -> Hidden -> ...
In New Vegas, its
Hidden -> Hello World -> Hello World -> Hidden -> ...
Just a little heads-up for anyone who runs into problems because of this. Hopefully there's some workaround to force a refresh...
Edit: Actually, forget what I wrote above

It seems rather that setUIFloat is broken:
Spoiler XML snippet for HUDMainMenu
<_debugTextValue> 0 3
Test script
scn UITestScriptshort statefloat fTempshort sTempBegin GameModeif state == 0 printToConsole "0: Float" set fTemp to 1 setUIFloat "HUDMainMenu\_debugTextValue" fTemp set state to 1elseif state == 1 printToConsole "1: Short" set sTemp to 1 setUIFloat "HUDMainMenu\_debugTextValue" sTemp set state to 2elseif state == 2 PrintToConsole "2: Direct " setUIFloat "HUDMainMenu\_debugTextValue" 1 set state to 3else PrintToConsole "3: Null" setUIFloat "HUDMainMenu\_debugTextValue" 0 set state to 0endifEnd
Fo3: 0 -> 1 -> 1 -> 1 -> 0 -> ...
FoNV: 0 -> X [large value] -> X -> X -> 0 -> ...
Hmm. Interesting. Ian implemented this function the same way we did in FOSE and OBSE and directly calls internal functions of the game. Perhaps he got the positioning of the function wrong, although he did test. Another possibility is that the Extraction code isn't working quite as expected.
One thing to try - this value is a float, not an integer. Can you try passing 1.0 rather than 1 and see what happens? The hex value for 1 in float is actually 0x3F800000 (or 1065353216). So a value of 1 (0x00000001) might end up looking like -1401298545 for example.
Any way you can implement a function to determine what kind of item you are crafting (even better: the exact references of the items that were svcked up/spit out by the crafting system)?
Probably. I would have to examine the worktable data (might be a container of some sort) and see. Alternately the interface class might have that list on it as well - not sure where NV would put it. I can look, but I wouldn't count on it being available for v1.
Input functions (http://fose.silverlock.org/fose_command_doc.html#IsKeyPressed via script and http://fose.silverlock.org/fose_command_doc.html#TapKey via console tested) are no longer working for me with the new beta.
Cipscis
EDIT:
This only seems to be a problem when using the new -skiplauncher parameter in both cases.
Cipscis
I haven't tested that at all. Do the other NVSE functions look like they are working?
Finally - we're expecting a patch to New Vegas sometime this week. With luck that will be the patch we release NVSE on. Unless we have serious bugs to fix we'll likely hold off on beta 3 until post-patch. Or perhaps not. In any case, v1 will not be released until post-patch.