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[BETA] New Vegas Script Extender (NVSE) v2

NVSE Script Extender New Vegas GECK

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#1
shadeMe

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Previous Thread: http://forums.bethso...tender-nvse-v2/

The New Vegas Script Extender, or NVSE for short, is a modder's resource that expands the scripting capabilities of Fallout: NV. It does so without modifying the executable files on disk, so there are no permanent side effects.

Website: http://nvse.silverlock.org
Download (latest version 2b12): http://nvse.silverlo...vse_2_beta12.7z zip- compatible with runtime 1.4.0.525 and editor 1.4.0.518, plus the German "no gore" version.

This patch was released at a slightly awkward time, so some mods relying on the very strange behavior of the mouse functions may need to be updated.

2b1 whatsnew:
- MessageEx/MessageBoxEx
- SetNameEx
- IsClonedForm/TempCloneForm
- GetParentCellOwner/GetOwningFactionRequiredRank/GetParentCellOwningFactionRequiredRank
- fix loader misreporting when it can't find the editor
- GetLocalRefIndex/BuildRef

2b2 whatsnew:
- Menu*Key functions use buffered input like they should
- log printc to IDebugLog in _DEBUG builds
- SetUIStringEx
- fix %k format specifier
- fix DataHandler::DoAddForm (updated address then reverted it then fixed it again)
- enable kWeapType_OneHandThrown type

2b3 whatsnew:
- fix formlist params so they accept any form type
- fix SetUIStringEx
- document new vegas parameter types
- %c format type can print the different sub-names of ammo (0 = full name, 1 = short name, 2 = abbreviation)

2b4 whatsnew:
- full pass on all parameter types, fix lots of mistakes
- fixes ListAddForm and other formlist things that were using ExtractArgsEx

2b5 whatsnew:
- Get/SetWeaponLongBursts
- SetWeaponFireRate
- long strings should not crash the compiler any more
- overhaul dinput code
- added an optional integer parameter to IsKeyPressed (default behavior unchanged, see whatsnew.txt for details)

2b6 whatsnew:
- access to weapon flags: Get/SetWeaponFlags1/2
- math functions for setting individual bits (ClearBit/SetBit)
- Get/SetActorBaseFlagsLow/High
- improve IsControlDisabled, cache now keeps track of partially disabled keys
- ExtractArgsRaw, new internal function for getting detailed information about passed-in arguments (not a scripting command, only useful for C++ API stuff)

2b7 whatsnew:
- fix GetCrosshairRef, other things relying on InterfaceManager
- more helpful error message when using the updated CS

2b8 whatsnew:
- fix crash when iterating over invalid form lists (generally a sign that a mod needs to be updated, but crashing is bad)
- support for editor 1.4.0.518

2b9 whatsnew:
- document new method of getting to NiNode
- fix IsControlDisabled, tilde/escape

2b10 whatsnew:
- support for German "no gore" runtime
- optionally hook internal game error log
- fix crash in GetHotkeyItem, SetWeaponRequiredSkill
- Get/SetEquippedWeaponModFlags
- Get/SetWeaponItemModEffect/Value1/Value2

2b11 whatsnew:
- fixed Get/SetWeaponItemModValue2

2b12 whatsnew:
- made weapon mod indexing the same across all functions (1-based instead of 0-based for backwards compatibility)

#2
shadeMe

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Thread created on behalf of IanPat, who is currently very busy with RL priorities and SKSE.

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)

Original Post.

Edited by shadeMe, 27 August 2012 - 04:32 AM.


#3
hlp

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Thank you for reopening a new topic.

If I may, do you have access to the NVSE mail support at team [at] nvse [dot] silverlock [dot] org ? I sent mails without any acknoledment since January.
.

thank you again.

#4
shadeMe

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I'm afraid I do not. I'd suggest that you post your queries in this thread instead. Personally, I don't own New Vegas/Fallout 3 so I'm unlikely to be able to answer your questions but other NVSE users/modders might be able to help out.

#5
hlp

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I'm afraid I do not. I'd suggest that you post your queries in this thread instead. Personally, I don't own New Vegas/Fallout 3 so I'm unlikely to be able to answer your questions but other NVSE users/modders might be able to help out.

It is not a query, It is a proposal for submission to NVSE. I sent the mail again this morning.

Edited by hlp, 27 August 2012 - 07:20 AM.


#6
ianpatt

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It's been a very, very long time, but here's a new beta version of NVSE. The improvements in this release are all thanks to hlp, who has been awesomely patient with my bad email management skills.

Anyway, link: http://nvse.silverlo...nvse_3_beta2.7z.

Release notes:
3 beta 02:
	Added isNogore to NVSEinterface
	Fixed GetFactionRank (Report the exact rank and not 1 after SetFactionRank)

3 alpha 01:
New functions:
	HasOwnership
		checks wether an NPC owns a reference or has the required faction rank to own said reference
	IsOwned
		checks wether a reference is owned by an NPC or that said NPC as the required faction rank to own the reference
	SetOwningFactionRequiredRank
		set the owning faction required reference
		
	GetDialogueSubject
		Get the subject reference in a converation. That is the reference who STARTED the conversation, (subject of Hello/Greatings topic)
	GetDialogueTarget
		Get the target reference in a conversation.  That is the reference who ANSWERS the conversation, (target of Hello/Greatings topic)
	GetDialogueSpeaker
		Get the current speaker in a conversation. That is the current subject in a topic.
		
	note: GetCurentPackageTarget does not provide the other member of a conversation reliably.
	
	SetPackageLocationReference
		Change the target reference of a package.
		
	GetAgeClass
		Classify the age of the standard races:	-1 undefined. 0 is Child, 1 is default, 2 is Old, 3 is OldAged.

	RemoveMeIR, 
		removes an inventory reference from its container, optionally transferring it to a different container, in much the same way as the vanilla RemoveMe command. The inventory reference becomes invalid once this command is called and should no longer be used.

	CopyIR
		copies an inventory reference to the specified container. The calling object needn't be in a container and remains valid after the command is called. If the calling object is equipped, the copy will not be equipped.
		
	CreateTempRef
		creates a temporary reference to the specified form. This reference does not exist in the gameworld or in a container, and remains valid for only one frame. It is mostly useful for creating a stack of one or more items to be added to a container with CopyIR

	GetFirstRefForItem, 
		returns the first entry in an array of temp refs to objects of the specified type in the calling container

	GetNextRefForItem
		returns the next entry in the array of temp refs to objects of the specified type in the calling container

	AddItemOwnership
		Specifies the ownership info while adding an item
		
	AddItemHealthPercentOwner
		Specifies both the ownership info and the health while adding an item
		
	"Token" functions: A token is an Item that can only be present once in inventory, and must allow Health and Ownership. Most likely created from an Armor with no biped slot so it can't be equipped.
	GetTokenValue, GetTV
		Get the value of a token
		
	SetTokenValue, SetTV
		Add or modify the value of a token
		
	GetTokenRef, GetTR
		Get the referenece of a token
		
	SetTokenRef, SetTR
		Add or modify the reference of a token
		
	SetTokenValueAndRef, SetTVR
		Add or modify both the value and the reference of a token
		
	GetPaired
		Detects if ref and actor cross references each other (through item ownership). Usage for thinks like is familly member, is partner of where there maybe multiple instances (n n links)
		
	GetRespawn
		Checks the respawn flag on Actor
	SetRespawn
		Sets the respawn flag on actor. Effective on standard NPC, unreliable on LevelledCharacters
	GetPermanent
		Checks the permanent flag on Reference
	SetPermanet
		Sets the permanent flag on Reference. Effective on standard NPC, unreliable on LevelledCharacters

	GetBaseForm
		Find the actual baseForm of a Levelled form

	IsRefInList
		Checks whether a ref, its baseform or its leveled baseForm is in a FormList

Changed functions
	TempCloneForm
	IsClonedForm
		Both accept any Form as the source, rather than just 3D object to allow for cloning of packages for example.
	ListGetFormIndex
		Eval version of the function created

2 beta 14
- PluginApi extended to support:
	* condition functions in plugins.
	* function alternate name in plugins using DEFINE_COMMAND_ALT_PLUGIN.
	* NVSECommandTableInterface (like OBSE).

2 beta 13
- PluginApi extended to support Messaging Interface (like OBSE). Implemented messages are GameLoad and GameSave.


#7
Lorca

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It's been a very, very long time, but here's a new beta version of NVSE. The improvements in this release are all thanks to hlp, who has been awesomely patient with my bad email management skills.


Is this new version compatible with the 4GB patch? I know the previous NVSE had an alternate 4GB loader.

#8
ianpatt

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Is this new version compatible with the 4GB patch? I know the previous NVSE had an alternate 4GB loader.

You'll need to use the alternate 4GB loader unless they've added support for chainloading NVSE (they probably have at this point, I'd need to see a link to check for sure).

edit: in other words, it is as compatible as the previously released version of NVSE

Edited by ianpatt, 26 September 2012 - 12:35 AM.


#9
Lorca

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You'll need to use the alternate 4GB loader unless they've added support for chainloading NVSE (they probably have at this point, I'd need to see a link to check for sure).

edit: in other words, it is as compatible as the previously released version of NVSE


Ok, thanks. I'm new to the Fallout series and coming to this forum seems like I'm the only one here. I'm one of those dissatisfied Skyrim players looking for a new free roam game. This game is way better in terms of gameplay than Skyrim. In fact, the mood and the landscape reminds me a lot of Morrowind(without the modern props)

#10
hlp

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Thanks ianpatt

#11
Zanderat

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Didn't think that this was still being worked on. Thanks for the update!

#12
RickerHK

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Yes! Thank you!

#13
pippinstrano

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I've been slacking on some New Vegas modding projects that I have intended to contribute to.....and seeing the NVSE is still being developed....looks like I better get it in gear! I'm so pleased to see updates being released on so many great mods, and new stuff coming out as well. Thank you to everyone who has contributed to NVSE!

#14
War Machine

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On the comments of the 4GB loader, the author said:


Incidently this new version being based on Skyrim4GB will automatically load nvse. Pass the -nonvse commend line parameter to stop NVSE from being loaded.



If nothing has changed with NVSE compatibility, then it should work fine with the 4GB loader posted at the nexus.

Edited by War Machine, 28 November 2012 - 11:34 PM.


#15
trilioth

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I would like to say that I really appreciate the work being done on NVSE. Thanks to all those responsible.

Does any one have any up-to-date documentation?

#16
Luthien Anarion

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One odd thing I've noticed is that SetOpenKey is defined as a function in Commands_MiscRef.cpp but is not added to the list of available functions in CommandTable.cpp.


Edited by Luthien Anarion, 29 June 2013 - 01:18 PM.


#17
hlp

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Oh! An actual bug report! As for the issue, it might have been forgotten or not working :) I'll check in a few days.



#18
hlp

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Ok SetOpenKey seemed to be working, I also added a ClearOpenKey to remove the key. The visible issue is that setting the lock level to require a key has the lock displaying as broken.


Edited by hlp, 17 July 2013 - 04:55 AM.


#19
hlp

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I posted a newer version here : [BETA] New Vegas Script Extender (NVSE) v4 - started Today, 02-36 PM on behalf of ianpatt unavailable due to real life issues.




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