[WIPz] New Vegas Script Extender (NVSE)

Post » Wed May 05, 2010 1:03 am

GetHitLocation works just fine from a Magic Effect, I attach this script to every Creature I create as an Ability to make sure everything is registering correct.


That sounds like something that might help me, though I'm not sure I understand the code. Doesn't the scripteffectstart block only run once? Part of one of my FO3 mods causes power armor to explode if the wearer is shot in the torso, from behind, with high enough damage. At the moment I just keep track of torso condition to determine hit location, which of course only works up to the point where their chest is crippled.

Also, great news about the ref walking. How about the IsPowerArmor function?
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BaNK.RoLL
 
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Post » Wed May 05, 2010 4:44 am

Easier to just use AddSpell with an ability, unless of course your purpose if for the OnActivate Block but every other block can be faked with a magic effect.

Maybe a better function in either case would be Get/SetScript and maybe a MergeInToScript.

For the most part altering Creature Scripts off of Creatures from mods Like SSP-Creature Compendium and MMM would be disastrous to how they function and most likely especially in the case of many of mine cause all kinds of very bad havok as alot of my creatures run OnDeath, OnLoad Blocks in a manner that without them they would no longer function correctly in-game, basically wholesale altering and or replacing the scripts would break the mod.


I was specifically thinking of using it for OnActivate blocks, actually.

And yes, while replacing the script of some things (possibly even most things) could be very dangerous/break things, that just means the user would need to be very careful how he uses it and shouldn't just have it run on every single thing out there.
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Cccurly
 
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Post » Wed May 05, 2010 2:15 pm

A script function to export messages to a log file would be useful for certain types of debugging.
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Smokey
 
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Post » Wed May 05, 2010 2:29 pm

That sounds like something that might help me, though I'm not sure I understand the code. Doesn't the scripteffectstart block only run once? Part of one of my FO3 mods causes power armor to explode if the wearer is shot in the torso, from behind, with high enough damage. At the moment I just keep track of torso condition to determine hit location, which of course only works up to the point where their chest is crippled.

Also, great news about the ref walking. How about the IsPowerArmor function?


I copy/pasted the Weapon Effect Script, the ability no longer exists in my master. Must have deleted it in favor of the weapon.
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Rhysa Hughes
 
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Post » Wed May 05, 2010 3:19 pm

Thanks for all your hard work on this, behippo. :)

I'm just wondering: will GetEquippedCurrentHealth and SetEquippedCurrentHealth (as in FOSE) be implemented in NVSE v1? I couldn't see it mentioned in the OP, and a search of this thread didn't turn them up either.

A couple of my mods require those functions...
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Adam Baumgartner
 
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Post » Wed May 05, 2010 1:40 am

That sounds like something that might help me, though I'm not sure I understand the code. Doesn't the scripteffectstart block only run once? Part of one of my FO3 mods causes power armor to explode if the wearer is shot in the torso, from behind, with high enough damage. At the moment I just keep track of torso condition to determine hit location, which of course only works up to the point where their chest is crippled.

Also, great news about the ref walking. How about the IsPowerArmor function?
Hm, perhaps it runs when the script effect stops/starts including when the conditions on it switch from not being met to being met? That'd be worth noting on the Wiki if it is.

Good to hear the cell-specific refwalking functions are in, they're incredibly useful for weird things. Since you can drop refs in a cell without causing incompatibility, you can use them as a sort of data storage for items/npcs that doesn't need a list merger or AddForm to avoid incompatibilities, and use GetFirstRefInCell to access it. It's one of the few ways you can really compare creature forms not 'in the wild' too, as we can't check the base forms for spells/items.
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KIng James
 
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Post » Wed May 05, 2010 12:04 am

Also, great news about the ref walking. How about the IsPowerArmor function?

IsPowerArmor and GetArmorAR are implemented now.

I'm just wondering: will GetEquippedCurrentHealth and SetEquippedCurrentHealth (as in FOSE) be implemented in NVSE v1? I couldn't see it mentioned in the OP, and a search of this thread didn't turn them up either.

These are implemented and listed in the OP under the implemented functions spoiler button.

Good to hear the cell-specific refwalking functions are in, they're incredibly useful for weird things. Since you can drop refs in a cell without causing incompatibility, you can use them as a sort of data storage for items/npcs that doesn't need a list merger or AddForm to avoid incompatibilities, and use GetFirstRefInCell to access it. It's one of the few ways you can really compare creature forms not 'in the wild' too, as we can't check the base forms for spells/items.

Yeah - these are pretty useful functions.

Update: more good progress made last night - but no new functionality to show for it. Ian is making great strides with the looping functionality. I've been finding the various global managers we need to do the UI functions and the setting and ini functions. Both of these types of functions require more behind the scenes addresses and understanding of the code than the basic form-type functions (Get/Set on basic forms.) Still looking forward to a beta late this week or early next.
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Skrapp Stephens
 
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Post » Wed May 05, 2010 12:07 pm

Do you have a GetArmorDT function yet? Would probably be more useful than GetArmorAR for New Vegas, since only one vanilla object has DR instead of DT.
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AnDres MeZa
 
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Post » Wed May 05, 2010 2:21 pm

Do you have a GetArmorDT function yet? Would probably be more useful than GetArmorAR for New Vegas, since only one vanilla object has DR instead of DT.

Nope. This was a straight port over from FOSE/OBSE. It actually hasn't been tested yet. It ought to be pretty easy to find the DT for the armor - I just need to go look.
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Joe Bonney
 
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Post » Wed May 05, 2010 8:22 am

These are implemented and listed in the OP under the implemented functions spoiler button.


Thanks - and also :facepalm: at myself for skimming/searching for 'GetEquippedCurrentHealth' specifically rather than 'Get/SetEquippedCurrentHealth'.

Great news about the potential beta so soon. :) Much sooner than I was expecting, though I don't really know what I was basing that on.
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Rude_Bitch_420
 
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Post » Wed May 05, 2010 4:02 am

I assume that you are going to request that we not release any mods while it is still in beta? I seem to recall that you asked that when it was first released for FO3.
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Flash
 
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Post » Wed May 05, 2010 2:55 am

I assume that you are going to request that we not release any mods while it is still in beta? I seem to recall that you asked that when it was first released for FO3.

And with OBSE before that. What we'll want is that any mod based on the NVSE beta be marked as a beta. For this very first beta release, we'll probably ask that you focus more on testing functionality you need, rather than releasing mods. I expect we'll likely have a couple of beta builds of NVSE v1.

There are two reasons we ask that mods are not released based on beta versions of the script extender. First, we don't guarantee that all functions provided in the beta will be supported in the released versions. Some functions don't get stable enough, and we don't want mods pulled which are dependent on functions which disappear. Second with new functions we can have a fairly high rate of problems (crashes, poor behavior with certain forms, just plain don't work). We think it is appropriate for modders wanting to use the functionality to deal with these issues. Mod users shouldn't be put through that sort of wringer. It gives a bad name to the script extender and the mods.
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Rinceoir
 
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Post » Wed May 05, 2010 2:56 pm

I was just wondering if a "bind/unbind" function is possible? Like:

Obj01Ref.Bind Obj02Ref
and
Obj01Ref.Unbind

Or even:
Obj01Ref.Bind Obj02Ref Angle Location Rotation

And/Or with armatures:
Obj01Ref.Bind Obj02Ref.Head Angle Location Rotation

Not a big deal, I just remember having lots of fun with Doom's bind function. Making stuff like http://www.doom3world.org/phpbb2/viewtopic.php?t=3145 bound to the arm. Then it can reach out and "grab" (bound once in position) something and move it.

You could:

Bind a Light to the http://media.z3.zoopy.com/media/2008/09/25/3799/13299/original.jpg: LightRef.Bind PackBrahminRef.Lamp 0 1 1

Have a basic Movable Static that just rotates 360 and bind an object to it that will also rotate: FanRef.Bind FuncRotRef.Node

PS:
String vars would be great, especially if you could rename stuff and what not.

Thanks for your work.
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Abi Emily
 
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Post » Wed May 05, 2010 8:18 am

I was just wondering if a "bind/unbind" function is possible? Like:

Obj01Ref.Bind Obj02Ref
and
Obj01Ref.Unbind

Or even:
Obj01Ref.Bind Obj02Ref Angle Location Rotation

And/Or with armatures:
Obj01Ref.Bind Obj02Ref.Head Angle Location Rotation

Not a big deal, I just remember having lots of fun with Doom's bind function. Making stuff like http://www.doom3world.org/phpbb2/viewtopic.php?t=3145 bound to the arm. Then it can reach out and "grab" (bound once in position) something and move it.

You could:

Bind a Light to the http://media.z3.zoopy.com/media/2008/09/25/3799/13299/original.jpg: LightRef.Bind PackBrahminRef.Lamp 0 1 1

Have a basic Movable Static that just rotates 360 and bind an object to it that will also rotate: FanRef.Bind FuncRotRef.Node

PS:
String vars would be great, especially if you could rename stuff and what not.

Thanks for your work.

The Bind/Unbind options are not currently possible. That is effectively live editing/merging of NIF files. Some work has occurred with the extended OBSE team to support NIF modification (I'm looking at you DragoonWraith) but none of that work has been ported to Fallout, much less New Vegas. Certainly this is a possibility for the future, but not the near future.

String vars will come, although they definitely won't be ready for the first beta. However, SetName and CompareNames which work with hard strings in mods will be available.
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BRAD MONTGOMERY
 
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Post » Wed May 05, 2010 9:34 am

Oh, I see. I thought it might be possible to get away with just getting and setting positions and angles.

Like:
If Bound
GetPOS Parent
SetPOS Child to Parent
EndIf

I remember binding an dead NPC's ankle to a live NPC's hand and in game, the live NPC would drag the dead NPC around by the ankle. Hope something like that makes it in there one day. You can do a lot of weird and creepy stuff.

Looking forward to string vars ;)

Thanks
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Emma Parkinson
 
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Post » Wed May 05, 2010 3:39 am

Beta Release of NVSE is out!
Please continue discussion in the http://www.gamesas.com/index.php?/topic/1137220-beta-new-vegas-script-extender-nvse-v1/.
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JD FROM HELL
 
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