[BETA] New Vegas Script Extender (NVSE) v2
#151
Posted 29 September 2011 - 11:42 PM
#152
Posted 30 September 2011 - 10:10 AM
I was wondering if it was possible to have NVSE run when you use the 4GB New Vegas executable.
Or you could try the 3GB FNV Enabler PLUS. It was just updated, and now supports NVSE 2Beta9. A neat feature I found is that you no longer are required to have Steam loaded to play. Just run the 3GB executable, then launch the game from nvse_loader.exe.
#153
Posted 30 September 2011 - 10:46 AM
The question is, does it work with the Fake Fullscreen thingamajig?Or you could try the 3GB FNV Enabler PLUS. It was just updated, and now supports NVSE 2Beta9. A neat feature I found is that you no longer are required to have Steam loaded to play. Just run the 3GB executable, then launch the game from nvse_loader.exe.
#154
Posted 01 October 2011 - 02:14 PM
The question is, does it work with the Fake Fullscreen thingamajig?
I don't think it will.
Try the FNV4GB enabler that the NVSE folks provided. It will work with the fake fullscreen "thingamajig".
http://nvse.silverlo...fnv4gb_nvse.zip
Also, the other one linked... Steam not required to load? Something seems suspicious about its methodology...
Edited by MadCat221, 01 October 2011 - 02:16 PM.
#155
Posted 03 October 2011 - 10:32 AM
#156
Posted 03 October 2011 - 10:35 AM
To find out, go to your FalloutNV.exe file, right-click, and select "properties". Go to the "details" tab, and tell us what value is in "product version".
If it's 1.4.0.525, then it is current. If it's below that, then you need to update. If it's above that... then we had a surprise new version sprung on us.
Edited by MadCat221, 03 October 2011 - 10:35 AM.
#157
Posted 03 October 2011 - 12:30 PM
What's your version number, cbanknston?
To find out, go to your FalloutNV.exe file, right-click, and select "properties". Go to the "details" tab, and tell us what value is in "product version".
If it's 1.4.0.525, then it is current. If it's below that, then you need to update. If it's above that... then we had a surprise new version sprung on us.
Please excuse my question. The error was mine. I do have the latest version of Fallout NV; but I discovered I didn't have the latest NVSE installed even though I apparently had downloaded it previously. Now it works as expected.
#158
Posted 13 October 2011 - 11:43 PM
Queue
#159
Posted 14 October 2011 - 05:36 AM
Also note that realistically once Skyrim hits I'm going to be spending all of my development time on that for a while, so there's about a month left until that happens. (and no, I'm not abandoning this, just there's too much stuff to go around)
#160
Posted 14 October 2011 - 08:00 AM
I'm not sure. I've been writing down the requests, but haven't had the time to work on any of it or there have been higher priority things to take care of. If you give me a prioritized list of what you're looking for I can be more specific.
Also note that realistically once Skyrim hits I'm going to be spending all of my development time on that for a while, so there's about a month left until that happens. (and no, I'm not abandoning this, just there's too much stuff to go around)
I don't think any of us will blame you for moving to Skyrim. I'm sure most of us will be as well.
#161
Posted 14 October 2011 - 09:56 AM
Queue
#162
Posted 14 October 2011 - 05:55 PM
#163
Posted 14 October 2011 - 06:28 PM
While I happen to still be hoping for the ''Reload'' console command (the one that reloads part of the game's UI), what I meant was something like the following:
Console "Reload ItemModMenu"
Where the Console function would simply feed the supplied string to the console as if it had been typed in manually while in-game. For any command where you know the command's arguments ahead of time (where what you'd type is set in stone), wouldn't this bypass having to hook up every console command to a script function? Assuming it's possible, wouldn't it make at least a dozen more console commands available via script (ignoring the console commands that are basically worthless when you can't supply variables) but without having to create the dozen+ functions that'd match up with each console-command-turned-function?
Queue
Edited by Queue, 14 October 2011 - 06:29 PM.
#164
Posted 19 October 2011 - 06:17 PM
Problem Event Name: APPCRASH
Application Name: FalloutNV.exe
Application Version: 1.4.0.525
Application Timestamp: 4e0d50ed
Fault Module Name: nvse_1_1.dll
Fault Module Version: 0.2.0.9
Fault Module Timestamp: 4e1a38ab
Exception Code: c0000005
Exception Offset: 00039418
#165
Posted 20 October 2011 - 01:39 AM
ExitVATSMode
or
EndVATSMode
something like that. A function, that when called, immediately ends the VATS camera mode. It's not only used for VATS, it's also used for the cinematic kill cam outside of VATS, and for the slow-motion death cam for when the player dies. In the case of the player dying, this VATS camera never ends, so a function to force it to end would be super.
There's already a GetVATSMode function that tells you if you're currently in a VATS camera mode. VATS mode 4 (VATS_PLAYBACK) is particularly the VATS mode I wish I could bail out of via script.
Queue
#166
Posted 20 October 2011 - 07:30 PM
Seems possible. I don't remember exactly how awkward the console interpreter is, but it should be hookable.While I happen to still be hoping for the ''Reload'' console command (the one that reloads part of the game's UI), what I meant was something like the following:
Console "Reload ItemModMenu"
Crash in ListRemoveNthForm when getting the form ID of the removed object.Exception Offset: 00039418
Unlikely as the gameplay code controlling VATS is probably pretty well spread throughout the game.ExitVATSMode
or
EndVATSMode
Also, assuming that something doesn't go horribly wrong with Steam there should be support for the nogore version possibly this weekend?
edit: OK, it's hooked up and being tested
Edited by ianpatt, 21 October 2011 - 01:23 AM.
#167
Posted 21 October 2011 - 10:14 PM
I don't think it will.
Try the FNV4GB enabler that the NVSE folks provided. It will work with the fake fullscreen "thingamajig".
http://nvse.silverlo...fnv4gb_nvse.zip
Also, the other one linked... Steam not required to load? Something seems suspicious about its methodology...
As far as I know, if you have somehow modified the game executable(aka, cracked or something like it) This 3GB patch will not recognize the exe, and will refuse to patch it. I guess there might be a workaround, true, but it does its best preventing any wrongdoings.
Edited by Spikey, 21 October 2011 - 11:33 PM.
#168
Posted 22 October 2011 - 12:54 AM
edit: never mindAs far as I know, if you have somehow modified the game executable(aka, cracked or something like it) This 3GB patch will not recognize the exe, and will refuse to patch it. I guess there might be a workaround, true, but it does its best preventing any wrongdoings.
Edited by ianpatt, 22 October 2011 - 05:46 PM.
#169
Posted 23 October 2011 - 02:46 AM
To be clear: I'm no expert in the matter and I have, for example, no idea wtf a delta patch is
Edited by Spikey, 23 October 2011 - 02:51 AM.
#170
Posted 23 October 2011 - 03:30 PM
Quick forum-safe explanation: "3GB FNV Enabler PLUS" is very not legal, and I don't know how it's been on the nexus for so long. The 4GB loader we're hosting (as well as the original code on which it's based) is legal.So... is it legit as well? Or was I wrong in believing that?. (this is regarding to your edited post, as you seem to have changed opinions?)
To be clear: I'm no expert in the matter and I have, for example, no idea wtf a delta patch is. Also, if the issue is touchy or something, feel free to ignore my question or if you'd prefer... PM me.
#171
Posted 24 October 2011 - 04:28 AM
Download: 7z zip
whatsnew:
2 beta 12:
- made weapon mod indexing the same across all functions (1-based instead of 0-based for backwards compatibility)
2 beta 11:
- fixed Get/SetWeaponItemModValue2
2 beta 10:
- optional (compile-time) SEH wrappers for formlist functions, useful for debugging
- add .ini file (\Data\NVSE\nvse_config.ini),
- optionally hook game error reporting function, to enable add this to your nvse_config.ini:
[Logging]
EnableGameErrorLog=1
- rename nvse_1_1.dll to nvse_1_4.dll (an old mistake that should have been fixed long ago)
- log start time of components
- fix crash in GetHotkeyItem (tList::Iterator now understands empty nodes)
- fix SetWeaponRequiredSkill
- nogore runtime support
- from schlangster: Get/SetEquippedWeaponModFlags
- GetWeaponItemModEffect/Value1/Value2
0: None
1: Increase Weapon Damage
2: Increase Clip Capacity
3: Decrease Spread
4: Decrease Weight
5: <Unused>
6: Regenerate Ammo
7: Decrease Equip Time
8: Increase Rate of Fire
9: Increase Projectile Speed
10: Increase Max. Condition
11: Silence
12: Split Beam
13: VATS Bonus
14: Increase Zoom
Edited by ianpatt, 24 October 2011 - 05:54 AM.
#172
Posted 24 October 2011 - 10:56 PM
#173
Posted 25 October 2011 - 12:09 AM
#174
Posted 25 October 2011 - 05:54 AM
Thank you for clearing my doubts, once again
#175
Posted 25 October 2011 - 03:13 PM
However, do the SetWeaponItemModEffect/Value1/Value2 functions work yet? I can't find them in the source.
Edited by Lorem Ipsum, 25 October 2011 - 03:14 PM.
#176
Posted 25 October 2011 - 05:04 PM
I am most interested in creating custom modkits that go beyond the predefined functions, but I am not clear on the return codes generated by the Get/SetEquippedWeaponModFlags function. My understanding so far is thus:
return code:
1: ModKit 1 installed
2: ModKit 2 installed
3: ModKits 1&2 installed
4: ModKit 3 installed
5: ModKits 1&3 installed
6: ModKit 2&3 installed
7: ModKit 1&2&3 installed
Thus, to test for what kits are installed, I use code like this:
Test for kit1
Set iModCount to Player.GetEquippedWeaponModFlags IF (iModCount == 1) || (iModCount == 3) || (iModCount == 5) || (iModCount == 7)
Test for kit 2
Set iModFlag to Player.GetEquippedWeaponModFlags IF (iModFlag == 2) || (iModFlag == 3) || (iModFlag == 6) || (iModFlag == 7)
Test for kit 3
Set iModFlag to Player.GetEquippedWeaponModFlags IF (iModFlag >= 4)
This appears to work and lets me do funky new kits like optional taclights and reflex sights that zoom without tilting. Now if I could only get the SetWeaponReloadAnim function to work....
Anyways, I like to confirm that I have the return codes correct and wonder is there is a less cumbersome way to identify active weapon modkits.
Thanks.
#177
Posted 25 October 2011 - 05:20 PM
schlangster actually didn't mention the meaning of the WeaponModFlags bits, but what you listed sounds reasonable. To do an easier check, write something like:Anyways, I like to confirm that I have the return codes correct and wonder is there is a less cumbersome way to identify active weapon modkits.
set iModFlags to player.GetEquippedWeaponModFlags
set hasMod1 to LogicalAnd iModFlags 1
set hasMod2 to LogicalAnd iModFlags 2
set hasMod3 to LogicalAnd iModFlags 4
if hasMod3 != 0
code
endif
Make sure that the comparison is != 0.
Cool, thanks, updating the docs (aka whatsnew).Yes, just confirming that this is how it's done.
Edited by ianpatt, 25 October 2011 - 06:51 PM.
#178
Posted 25 October 2011 - 05:42 PM
I don't know about that NVSE function, but you can also play custom reload animations by script, as described here:Now if I could only get the SetWeaponReloadAnim function to work....
http://www.svartberg...stomreload.html
I've used this method for a few weapons in PN to mix attack and reload animations of different anim types, so it's still working.
#179
Posted 26 October 2011 - 12:38 AM
- fix crash in GetHotkeyItem (tList::Iterator now understands empty nodes)
You are a king. I'll get to work updating my Expanded Hotkeys mod when I've got time, now that the damned thing won't be crashing the game all the time. Should be interesting getting it working with the Weapon Mod Menu and all. Only thing I could wish for now is a way to trigger OnEquip blocks via script:/ Oh well. Not crashing all the time is a great reason to update the mod.
Edited by Langy, 26 October 2011 - 12:42 AM.
#180
Posted 26 October 2011 - 07:40 AM
Thanks again schlangster for the GetEquippedWeaponModFlags function. Your suggestion regarding the animation workaround is great, but doesn't help my situation. I need to change the reload when applying a modkit, and I don't think there is any add\removeWeaponEffect functions. Oh well, just one of those nagging loose ends I hate to leave unfinished, but I'll let it go as NVSE provides so much else that is important.
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