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[BETA] New Vegas Script Extender (NVSE) v2


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#151
Frosty_theOzzie

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Are there any NVSE commands on the level of changing the hardcoded animations while ingame? Like, something on the level of running a script that redirects "pipboy.kf" to "Alternatepipboy.kf", and then lets you return it to default in a second script?

#152
Malonn

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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
UndyingZero

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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.

The question is, does it work with the Fake Fullscreen thingamajig?

#154
MadCat221

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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
cbankston

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Is there any estimate of a release date for a version of NVSE that will work with the latest Steam-updated version of Fallout NV?

#156
MadCat221

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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.

Edited by MadCat221, 03 October 2011 - 10:35 AM.


#157
cbankston

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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
Queue

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So, it's been sort've a long time since version 2 beta 9 came out, and sorting through this thread to note what will make it in for beta 10 is quite an undertaking; I don't suppose you have a running list of changes that'll make it in beta 10, do you? Hm, that question isn't quite right, as I'm not looking for guarantees... more like, I have had some ideas I've been sitting on for months, and have the free time to start hashing out some prototypes for some of those ideas depending on what's planned for beta 10, and am just curious what things might make it in.

Queue

#159
ianpatt

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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)

#160
WhiteZero

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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
Queue

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I think what I'm most interested in is any console-only commands that have been given con_* functions. Actually, on that note, what about a function that simply feeds the console a string as if the user had typed it? There are quite a few console commands where that would give the equivalent of a con_* function and where support for variables isn't needed, so it would open up at least some console-only commands to scripted use without having to hook up a con_* function directly to the function.

Queue

#162
ianpatt

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Many of the console commands are implemented in a non-standard way; please be specific about what you're interested in.

#163
Queue

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Sorry, my ambiguity was me inquiring which console commands you had under consideration to be added, less than an interest in specific ones.

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
Malonn

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Got an interior/exterior switch crash. nvse_1_1.dll is the faulting module. Here's the report:

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
Queue

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Here's a seemingly odd request:
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
ianpatt

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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"

Seems possible. I don't remember exactly how awkward the console interpreter is, but it should be hookable.

Exception Offset: 00039418

Crash in ListRemoveNthForm when getting the form ID of the removed object.

ExitVATSMode
or
EndVATSMode

Unlikely as the gameplay code controlling VATS is probably pretty well spread throughout the game.

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
Spikey

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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
ianpatt

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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.

edit: never mind

Edited by ianpatt, 22 October 2011 - 05:46 PM.


#169
Spikey

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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 :P. Also, if the issue is touchy or something, feel free to ignore my question or if you'd prefer... PM me.

Edited by Spikey, 23 October 2011 - 02:51 AM.


#170
ianpatt

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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 :P. Also, if the issue is touchy or something, feel free to ignore my question or if you'd prefer... PM me.

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.

#171
ianpatt

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I've uploaded NVSE v2b12. It adds support for the German "no gore" runtime, some new commands from schlangster, and some bugfixes.

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
Spikey

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Can I update the 4gb NVSE with this (copying the DLLs)? Or should I just wait until a proper update?

#173
ianpatt

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The 4GB loader and the NVSE core are separate and can be updated independently. I'm also not totally sure what you mean by a "proper update".

#174
Spikey

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By proper update it means I thought the nvse_loader.exe had to be encoded into the fnv4gb.exe or something to be compatible, as the original 4gb file isn't.
Thank you for clearing my doubts, once again :D.

#175
Lorem Ipsum

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Thank you very much for the weapon mod functions!

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
Earache42

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Thanks to schlangster and the NVSE team for giving us control over weapon mods.
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
ianpatt

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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.

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:

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.

Yes, just confirming that this is how it's done.

Cool, thanks, updating the docs (aka whatsnew).

Edited by ianpatt, 25 October 2011 - 06:51 PM.


#178
schlangster

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Yes, just confirming that this is how it's done.

Now if I could only get the SetWeaponReloadAnim function to work....

I don't know about that NVSE function, but you can also play custom reload animations by script, as described here:
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
Langy

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- 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
Earache42

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Thanks for the logic block ianpatt. My intuition (ie, lack of any coding education) tells me it wouldn't work with multiple mods, but it seems to do just that. You guys sure are clever.

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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