[BETA] New Vegas Script Extender (NVSE) v1

Post » Mon Sep 27, 2010 2:10 am

IsPowerArmor is part of beta 1. Sorry if I didn't have that listed in the available functionality.

Edit: listed now


Sweet. I'll have at it then.
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jessica Villacis
 
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Post » Mon Sep 27, 2010 7:08 am

out of curiosity was anything implemented to get mod info from a gun in the beta, or is this still a work in progress?

EDIT: Noticed you said its not implemented yet. Thanks for working on it though.
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dav
 
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Post » Mon Sep 27, 2010 8:16 am

Great to see a beta release out! Any chance of porting across FOSE's http://fose.silverlock.org/fose_command_doc.html#IsModLoaded?

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Heather Kush
 
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Post » Mon Sep 27, 2010 2:59 am

This won't work with decrypted .EXE's?

New Vegas Stutter Remover only works with decrypted .EXE's.
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Elisabete Gaspar
 
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Post » Sun Sep 26, 2010 9:01 pm

I'd like to request two script functions which are currently only available as console commands:
HighlightBodyPartDeactivateAllHighlights


Thanks :)
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Amy Masters
 
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Post » Mon Sep 27, 2010 4:26 am

This won't work with decrypted .EXE's?New Vegas Stutter Remover only works with decrypted .EXE's.


I too would like to know this because without the Stutterer Remover OR the 4GB Enabler. I'm in micro-stuttering hell!
With either of them enabled, I run smooth as a baby's butt with everything maxed out and at 60fps most of the time.
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Ashley Tamen
 
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Post » Sun Sep 26, 2010 9:36 pm

New Vegas Stutter Remover

The plugin manager made it in to the first release of NVSE, so Stutter Remover will probably be available in plugin form soon.

I too would like to know this because without the Stutterer Remover OR the 4GB Enabler. I'm in micro-stuttering hell!
With either of them enabled, I run smooth as a baby's butt with everything maxed out and at 60fps most of the time.

http://newvegasnexus.com/downloads/file.php?id=35262 works with us. Due to the way it's implemented, we can't integrate it in to our code, but it should work without problems.

edit: working on compatibility with the 4GB enabler, contacting the author to ask about some changes
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Crystal Clarke
 
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Post » Mon Sep 27, 2010 7:15 am

Great to see a beta release out! Any chance of porting across FOSE's http://fose.silverlock.org/fose_command_doc.html#IsModLoaded?

This is possible. We've uncovered at least parts of the structure needed for this. Probably we just need to bring the code over for all of the Mod functions to work. I'll add it to the list and see if I can find the time to get it done.
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Britta Gronkowski
 
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Post » Mon Sep 27, 2010 5:49 am

http://newvegasnexus.com/downloads/file.php?id=35262 works with us. Due to the way it's implemented, we can't integrate it in to our code, but it should work without problems.


Great news!

This is the 4GB Enabler I use and it is good to know I can continue to do so with all the NVSE mods we will see released soon.

Thank you.
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des lynam
 
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Post » Mon Sep 27, 2010 7:21 am

http://newvegasnexus.com/downloads/file.php?id=35262 works with us. Due to the way it's implemented, we can't integrate it in to our code, but it should work without problems.


Great news!

This is the 4GB Enabler I use and it is good to know I can continue to do so with all the NVSE mods we will see released soon.

Thank you.
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Kelli Wolfe
 
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Post » Mon Sep 27, 2010 12:55 am

I think there may be a problem with either GetHealth or GetEquippedCurrentHealth. In Fallout 3, the snippet below worked perfectly to get a 0-1 ratio of an object's current health versus it's base max:

set rEquippedItem to player.getEquippedObject 2set fEquippedCondition to (player.getEquippedCurrentHealth 2 / getHealth rEquippedItem)

In New Vegas, it's not. GetHealth, when called from the console, is returning 0 for every object I try. I'm not sure if it has the same behavior in the script or not.
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Myles
 
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Post » Mon Sep 27, 2010 12:31 am

I think there may be a problem with either GetHealth or GetEquippedCurrentHealth. In Fallout 3, the snippet below worked perfectly to get a 0-1 ratio of an object's current health versus it's base max:

set rEquippedItem to player.getEquippedObject 2set fEquippedCondition to (player.getEquippedCurrentHealth 2 / getHealth rEquippedItem)

In New Vegas, it's not. GetHealth, when called from the console, is returning 0 for every object I try. I'm not sure if it has the same behavior in the script or not.

I've got other things to debug this evening - I will add this to the list as well. Thanks for reporting it.
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Tamara Dost
 
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Post » Mon Sep 27, 2010 11:57 am

I've got other things to debug this evening - I will add this to the list as well. Thanks for reporting it.

Thanks for the prompt attention.
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marina
 
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Post » Sun Sep 26, 2010 11:15 pm

how do you make this run with the 4gbenabler and FVMM???
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Janette Segura
 
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Post » Mon Sep 27, 2010 1:30 am

how do you make this run with the 4gbenabler and FVMM???

Install NVSE normally. Both the 4GB enabler (assuming it's the one I linked earlier in the thread) and Any mod management programs for New Vegas should work with no modifications.

edit: It appears that the 4GB enabler, along with other tools that try to manually set the Steam app ID cause a conflict with the hook we use to load. I'm investigating how to fix this, but for now these cannot be used together.
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Marcia Renton
 
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Post » Sun Sep 26, 2010 11:26 pm

Should I be able to use the reference returned by GetFirstRefInCell and GetNextRef as a parameter to a function that takes a specific kind of reference? I have a cell with one of each player race in it and I want to MatchRace (and other functions) to a reference returned by the reference-walking functions, but the GECK won't let me save it because it doesn't know that the reference returned will be an actor (Even though I did call GetFirstRefInCell MyCell 200 1 0). I was able to turn up one or two tutorials with the returned ref used as parameter, but I believe they were only functions that would take any kind of reference, not specifically actors. Is there any way to do this?

I hate to bump this only a page later in the same thread, but it seems my post was missed. A simple "no that's not how it works" will be sufficient, if I could just get that confirmation?

Also I've been looking at the scripts for FEM (Cannot link it here) and it seems they had to write a custom FOSE plugin to change hair and eyes with a script, is there any chance of that functionality getting into NVSE core?
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Pants
 
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Post » Sun Sep 26, 2010 10:44 pm

Should I be able to use the reference returned by GetFirstRefInCell and GetNextRef as a parameter to a function that takes a specific kind of reference? I have a cell with one of each player race in it and I want to MatchRace (and other functions) to a reference returned by the reference-walking functions, but the GECK won't let me save it because it doesn't know that the reference returned will be an actor (Even though I did call GetFirstRefInCell MyCell 200 1 0). I was able to turn up one or two tutorials with the returned ref used as parameter, but I believe they were only functions that would take any kind of reference, not specifically actors. Is there any way to do this?

Yes, the compiler doesn't know what type is stored in a ref, so as long as you end up with the right type by the time you call the function at runtime it'll work. For example, this compiles (but doesn't do anything useful):

ref aref bbegin GameMode  set a to getfirstref 200 1 0  a.matchrace bend


Also I've been looking at the scripts for FEM (Cannot link it here) and it seems they had to write a custom FOSE plugin to change hair and eyes with a script, is there any chance of that functionality getting into NVSE core?

The implementation of Get/SetHair/Eyes in that plugin is functionally equivalent to the existing code and IIRC the only reason things worked in the mod is that the author was using MatchRace to force a model refresh. I left on vacation before determining how to replicate MatchRace's functionality without the obvious downside.
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tiffany Royal
 
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Post » Mon Sep 27, 2010 1:33 pm

Bug report:
When loading the GECK via the NVSE loader, NVSE condition functions appear in drop-down lists for condition items, but cannot be selected.

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louise fortin
 
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Post » Sun Sep 26, 2010 11:31 pm

Install NVSE normally. Both the 4GB enabler (assuming it's the one I linked earlier in the thread) and Any mod management programs for New Vegas should work with no modifications.

edit: It appears that the 4GB enabler, along with other tools that try to manually set the Steam app ID cause a conflict with the hook we use to load. I'm investigating how to fix this, but for now these cannot be used together.

Update on the 4GB enabler - it looks like it can work, but will need two modifications. Contacting the author.
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Kellymarie Heppell
 
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Post » Mon Sep 27, 2010 4:05 am

http://newvegasnexus.com/downloads/file.php?id=35262 works with us. Due to the way it's implemented, we can't integrate it in to our code, but it should work without problems.


Unfortunately NVSE does not work with the the 4GB enabler - typing GetNVSEVersion into the console returns an error. Adding -nvse_loader.exe to the f4gb.exe command line enables NVSE but circumvents the 4GB enabler.
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Sakura Haruno
 
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Post » Sun Sep 26, 2010 11:38 pm

Bug report:
When loading the GECK via the NVSE loader, NVSE condition functions appear in drop-down lists for condition items, but cannot be selected.

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Thanks - this was reported a page or two ago as well. Will look into it.
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SamanthaLove
 
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Post » Mon Sep 27, 2010 12:14 am

The menuTapKey function is not working as expected. I wanted to use it for automatically closing a text box, yet no key presses seem to happen. Either I'm just using keycodes that aren't working, or the whole function does nothing.

Here's a simple script to reproduce the problem:

scn MenuTestScriptshort stateBegin GameModeif state == 0	printToConsole "State 0"	set state to 1	showMessage TestMessageBoxendifEndBegin MenuModeif state == 1	printToConsole "State 1"	set state to 2	menuTapKey 205elseif state == 2	printToConsole "State 2"	set state to 1	menuTapKey 28endifEnd

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e.Double
 
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Post » Mon Sep 27, 2010 11:36 am

The menuTapKey function is not working as expected. I wanted to use it for automatically closing a text box, yet no key presses seem to happen. Either I'm just using keycodes that aren't working, or the whole function does nothing.

Here's a simple script to reproduce the problem:
Spoiler

scn MenuTestScriptshort stateBegin GameModeif state == 0	printToConsole "State 0"	set state to 1	showMessage TestMessageBoxendifEndBegin MenuModeif state == 1	printToConsole "State 1"	set state to 2	menuTapKey 205elseif state == 2	printToConsole "State 2"	set state to 1	menuTapKey 28endifEnd



Thanks for the snippet. I will give this a try.
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Kelvin
 
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Post » Mon Sep 27, 2010 2:30 pm


ref aref bbegin GameMode  set a to getfirstref 200 1 0  a.matchrace bend


Well I feel pretty silly... I completely missed in my initial research there was a 'ref' type (I figured it was just returning the id number, so had tried short). Sorry! :banghead:

The implementation of Get/SetHair/Eyes in that plugin is functionally equivalent to the existing code and IIRC the only reason things worked in the mod is that the author was using MatchRace to force a model refresh. I left on vacation before determining how to replicate MatchRace's functionality without the obvious downside.


If it's not too much trouble, what is the existing code their plugin is equivalent to? I haven't found any way to properly change hair or eyes and have been told there is none. I can probably fudge hair, (though not dynamically) but I have no ideas for doing so with eyes. What I'm trying to do is replace the character generation stage with something in-game. I'll still be offering ShowRaceMenu (Or maybe ShowPlasticSurgeonMenu/ShowBarberMenu) for people who want more control, but I'd like that to be only for facegen tweaking.
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JLG
 
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Post » Mon Sep 27, 2010 2:37 pm

Minor bug report: DisableKey apparently doesn't work with the mouse wheel (and perhaps the other mouse buttons, though I didn't test that). It does work fine with regular keyboard keys as far as I can tell (specifically, I tested it with 'W' and it worked fine).

Minor request: A script function to detect when a disabled key is pressed.
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OnlyDumazzapplyhere
 
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