[RELz] Fallout Script Extender (FOSE) v1.1

Post » Thu Feb 11, 2010 4:03 am

The game must maintain which items are in a container and their condition, so the data is there somewhere. Also note, that it is possible - in the ui - to move a particular item. Thus, it is possible. The problem here is how difficult it is, particularly compared to the gain from having such a function.

Agreed. "Possible" was the wrong word to use - "practical" would probably have been a better choice. :twirl:
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Etta Hargrave
 
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Post » Thu Feb 11, 2010 7:59 am

The best way to do this would be to use a script to individually set each of the game's base weapon objects to "NPCs Use Ammo". Because if you open up a gun or grenade weapon in the GECK you'll see on the upper left area of the window that there is a flag for "NPCs Use Ammo" instead of trying to apply that to individual NPCs, which would be a lot more cumbersome, methinks.



Sorry, geuss I was a bit vague. I meant a function to set and unset the flag :) This would allow me to make a mod that makes all NPCs use ammo, without conflincting with everything. Shouldn't be too hard. :D

Harmy52
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Emily Graham
 
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Post » Thu Feb 11, 2010 6:19 am

Last I checked, FOSE does not support key-pressed detection of disabled keys or controls. So, disabling the quickload key would not be the correct approach.
I would think it'd easier to hook to and patch the game code and call the load menu routine than to accomplish it scriptwise.
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Chloe Botham
 
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Post » Thu Feb 11, 2010 12:35 am

I would think it'd easier to hook to and patch the game code and call the load menu routine than to accomplish it script-wise.


If you mean through FOSE, I heartily agree and if it's not capable of this yet, I'd love to see it.

If you mean by tampering with the .exe...I don't think so. I'm not in the mood to be sued out of existence.
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Music Show
 
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Post » Thu Feb 11, 2010 12:38 am

If you mean through FOSE, I heartily agree and if it's not capable of this yet, I'd love to see it.

If you mean by tampering with the .exe...I don't think so. I'm not in the mood to be sued out of existence.
I'm offended. What do you think ? :P
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Lewis Morel
 
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Post » Thu Feb 11, 2010 8:06 am

I'm offended. What do you think ? :P


Dammit Jim, I'm the Savior of the Wastelands, not a mind reader, how should I know what this man's thinking? :D

I try not to second guess people on forums heh.
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josie treuberg
 
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Post » Wed Feb 10, 2010 11:31 pm

@shadeMe:
I just found this, which I'm sure you'll be interested in - http://geck.gamesas.com/index.php/SetConsoleOuputFile (note that it is misspelled)

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Curveballs On Phoenix
 
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Post » Thu Feb 11, 2010 9:46 am

SetArmorAR please.

You know, if there was some kind of way to define your own animation sets through FOSE..... I mean, so you could say player/npc X does not have the same animations as actor Y even if they use the same weapons.. hmm. Would be nice, at least.
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Matt Fletcher
 
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Post » Wed Feb 10, 2010 10:46 pm

Is there a way to get the level of light you're in? I figured it might be possible to use the data that the engine uses during sneak calculations when seeing how dark or bright the ground is as a workaround instead of trying to actually see how much light is really on the player...
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Anthony Santillan
 
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Post » Thu Feb 11, 2010 1:24 am

You know, if there was some kind of way to define your own animation sets through FOSE..... I mean, so you could say player/npc X does not have the same animations as actor Y even if they use the same weapons.. hmm. Would be nice, at least.
Fallout looks like it uses the same SpecialAnims as Oblivion, so there should be. You can check extra idles in the idle tab that're in the SpecialAnims folder, movement animations will replace the NPCs existing ones, new attack animations will stack. If you can strip off the default attack anims from everyone and add them back as specialanims as appropriate then you can separate everyone's animations totally. You can do the former with Trickery[tm], and Scruggs says you can do the latter with an OBSE plugin, or you could use something like Wrye Bash or a FO3Edit Merged Patch to batch add the missing ones.

Edit, Oh, to add to the requestpocalypse: Could we get an IsPlayable function for weapons/armour (and an IsEmbedded) please? Currently the inventory object functions aren't hugely useful for inventory manipulation as you have no idea if any of the items are disallowed.
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Hilm Music
 
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Post » Thu Feb 11, 2010 10:54 am

Well, I would like to officialy request something.

StopQuest (With Formlists as parameter)
StartQuest (With Formlists as parameter)
Drop (With Formlists as parameter)

I don't know if they're possible, but they would make my life a lot easier. Esppecialy the Drop command.

Harmy52
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dell
 
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Post » Thu Feb 11, 2010 12:10 pm

You don't need them as they can be coded with current scripts. Use http://geck.gamesas.com/index.php/Category:List_Functions and a goto-label loop similar to the code below
set count to ListGetCount myFormListset i to 0label 1if i < count   set item to ListGetNthForm myFormList i   set i to i + 1; do something using item, such as StopQuest, StartQuest or Drop; you should probably add some validation to ensure StopQuest is not called on an inventory item   goto 1endif

If you are using such code often, you can make a http://cs.elderscrolls.com/constwiki/index.php/User:Haama/FAR.
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Alycia Leann grace
 
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Post » Wed Feb 10, 2010 10:26 pm

@shadeMe:
I just found this, which I'm sure you'll be interested in - http://geck.gamesas.com/index.php/SetConsoleOuputFile (note that it is misspelled)

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Nice ! Could you confirm if it works ( prints input and output ) ? I haven't got FO3 installed yet.
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Kim Bradley
 
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Post » Thu Feb 11, 2010 4:36 am

Yes, it definitely works. I've been using it over the weekend for some function efficiency tests and it's been very helpful in collecting data. It seems to print extra newlines in most cases, but aside from that it's identical to the console input/output.

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Melung Chan
 
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Post » Thu Feb 11, 2010 7:11 am

I see. Looks like I'll stop with the log functions then. Thanks for bringing it up.
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Ross Zombie
 
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Post » Thu Feb 11, 2010 7:49 am

Has anyone been able to get sethair to successfully work? Thanks btw guys!
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Dona BlackHeart
 
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Post » Wed Feb 10, 2010 11:40 pm

Odds are it'll require the actor to be reloaded, and it's not going to be saved on most actors so for people other than the player you'll need to disable/enable, and for the player you'll need to save, quit and load.
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biiibi
 
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Post » Thu Feb 11, 2010 1:00 am

Yes. I've tried it on other NPCs. I've tried it via script. I've tried it via console. I've kept NPCs disabled for several frames and then reenabled them. No dice. Also, when I try it in the console, I get back an error stating the body part data is incorrect. I've tried using the form id and I've tried using the editor ids.
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Chloé
 
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Post » Thu Feb 11, 2010 5:02 am

I recently began to use FOSE for the very first time, I'm currently using the latest beta (V!.2) because a mod I have requires it instead of the lastest stable version. However ever since adding FOSE I've encountered random freezing in the game; there's no pattern to it nor specific location, it's totally random and can happen after hours of play or not at all.

I have been adding many mods recently, but the problems seem to have started after adding FOSE. The mods I have that use FOSE are:
CS_Lightsaber Quest
Enclave Commander
Skree's BF2142 Mod
CRAFT?

Naturally it could be anything from load order to conflicts completely unrelated to FOSE but I was curious if the last beta 1.2 (Not the stable version) had any history of freezing which might be the culprit.

Thanks
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Yvonne
 
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Post » Thu Feb 11, 2010 1:20 pm

Is there a function that detects whether a weapon is drawn/holstered (FOSE or otherwise?)
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Shelby Huffman
 
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Post » Thu Feb 11, 2010 2:28 am

http://geck.gamesas.com/index.php/IsWeaponOut sounds like what you're looking for. It's not a FOSE function.

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rebecca moody
 
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Post » Thu Feb 11, 2010 7:19 am

I would like to use GetUIFloat with a pretty long string parameter, and when I save the script GECK crashes. In oblivion you could circumvent this construction set limitation with OBSE by successively constructing the string from smaller ones, at least thats what i remember. Is there any way for FOSE to work around this yet?
What i would like to call is
set c to (getUIFloat "RepairMenu\GLOW_BRANCH\RM_MainRect\RM_CompareRect\RM_BrokenItemHealth\user0")

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Emma Pennington
 
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Post » Thu Feb 11, 2010 4:27 am

Has anyone been able to get sethair to successfully work? Thanks btw guys!

Right now those functions are /extremely/ WIP; I need to figure out how to make the runtime rebuild the model.

I was curious if the last beta 1.2 (Not the stable version) had any history of freezing which might be the culprit.

1.2b2 fixed a crash on save, but other than that AFAIK it's stable.

I would like to use GetUIFloat with a pretty long string parameter, and when I save the script GECK crashes. In oblivion you could circumvent this construction set limitation with OBSE by successively constructing the string from smaller ones, at least thats what i remember. Is there any way for FOSE to work around this yet?

Not yet, short of manually compiling the script. OBSE v0018 is almost done, so string support is approaching.

Also, we're about to cap the thread, so http://www.gamesas.com/bgsforums/index.php?showtopic=1073734.
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Tiffany Carter
 
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