[RELz] Fallout Script Extender (FOSE) v1

Post » Mon Aug 17, 2009 4:02 am

FOSE mods when run without fose should "run", tho the scripts will likely do a silent-sepuku and stop working.
There are probably other problems causing the crashes.
User avatar
Jodie Bardgett
 
Posts: 3491
Joined: Sat Jul 29, 2006 9:38 pm

Post » Mon Aug 17, 2009 12:33 am

Any word on a function or other method to return an inventory object's display name?
User avatar
Del Arte
 
Posts: 3543
Joined: Tue Aug 01, 2006 8:40 pm

Post » Mon Aug 17, 2009 4:04 am

Any word on a function or other method to return an inventory object's display name?

Since there is no "String" variable type yet, any name-retrieving function is rather pointless. However, if i'm not mistaken, both printc and showmessage can extract the name out of an object for display purposes. More likely than not, there are ways on the menu UI to do the same.
User avatar
DAVId MArtInez
 
Posts: 3410
Joined: Fri Aug 10, 2007 1:16 am

Post » Mon Aug 17, 2009 1:33 am

Hmm, i'd like to request some sort of ishostile function (as in, gives red crosshairs). I've been tinkering around with several of the existing enemy/aggression/disposition check functions to no avail (http://www.gamesas.com/bgsforums/index.php?showtopic=981597). And such function would be mightily useful to have i believe.
User avatar
Nicole Coucopoulos
 
Posts: 3484
Joined: Fri Feb 23, 2007 4:09 am

Post » Mon Aug 17, 2009 5:00 am

Since there is no "String" variable type yet, any name-retrieving function is rather pointless. However, if i'm not mistaken, both printc and showmessage can extract the name out of an object for display purposes. More likely than not, there are ways on the menu UI to do the same.

Yes, it would be useless except for the SetUIString function which takes a string as a parameter, and is exactly what I want to do with it.
User avatar
Soph
 
Posts: 3499
Joined: Fri Oct 13, 2006 8:24 am

Post » Mon Aug 17, 2009 1:22 am

You'll have to wait for the next version of FOSE.
Basically, just look up the list of OBSE commands; they'll probably make it into FOSE eventually.
User avatar
Enie van Bied
 
Posts: 3350
Joined: Sun Apr 22, 2007 11:47 pm

Post » Mon Aug 17, 2009 2:40 am

Yes, it would be useless except for the SetUIString function which takes a string as a parameter, and is exactly what I want to do with it.
Functions cannot be used directly as parameters for other functions, so string variables will be required before functions that return a string variable will be of any use.

Cipscis
User avatar
YO MAma
 
Posts: 3321
Joined: Thu Dec 21, 2006 8:24 am

Post » Sun Aug 16, 2009 7:51 pm

Hey guys, thought you may want to take a look at this: http://www.gamesas.com/bgsforums/index.php?showtopic=982308&st=0#entry14200342

It's concerning the broken VATS issue, namely the VATS calculation pause. Someone noticed that it's absent while recording videos with FRAPS with a 30fps clamp (Well, I did before, but I dismissed it as an aberration...)
User avatar
Genevieve
 
Posts: 3424
Joined: Sun Aug 13, 2006 4:22 pm

Post » Mon Aug 17, 2009 9:35 am

Hello.

I hate to bother you guys, and I'm not sure if this is where to do this, but I'm having a problem with GetBaseObject. My script exits at that point in both beta 4 and 5. My script is as follows:

ref upgradeItemWeap
ref baseItemWeap
set upgradeItemWeap to Player.GetEquippedObject 5
set baseItemWeap to GetBaseObject upgradeItemWeap

It's as if it doesn't recognize the function at all.
User avatar
Luis Reyma
 
Posts: 3361
Joined: Fri Nov 02, 2007 11:10 am

Post » Sun Aug 16, 2009 9:30 pm

GetBaseObject returns the base object of a reference.
GetEquippedObject returns the base object equipped in the specified slot, so you don't need to call GetBaseObject.
Inventory items don't have references that you can manipulate (not real references) so you can't call GetBaseObject on them from another script.
User avatar
Haley Cooper
 
Posts: 3490
Joined: Wed Jun 14, 2006 11:30 am

Post » Mon Aug 17, 2009 4:54 am

OK. Thanks alot! That'll save me a lot of headache.
User avatar
Tanya
 
Posts: 3358
Joined: Fri Feb 16, 2007 6:01 am

Post » Mon Aug 17, 2009 2:08 am

I know you're probably going to be busy as heck as soon as the new patch comes up but i'd like to request the following:

- Have GetWeaponAmmo not to CTD the game when called on a weapon that doesn't use ammo.
- SetHotkeyItem, since we already have GetHotkeyItem.
- IsHostiletoPC (or similar), if the UI can know when a foe is hostile (red crosshairs), so should we, and current functions don't work for some cases (http://www.gamesas.com/bgsforums/index.php?showtopic=981597)
- GetInventoryWeight, or something similar, that could be called on containers / actors; because getav inventoryweight returns 0 when called on non-PCs (http://www.gamesas.com/bgsforums/index.php?showtopic=983503)
User avatar
MR.BIGG
 
Posts: 3373
Joined: Sat Sep 08, 2007 7:51 am

Post » Mon Aug 17, 2009 1:09 am

Hey. Sorry to be a bother.

Is there a way to make the new values from the setter functions permanent across save games?
User avatar
SEXY QUEEN
 
Posts: 3417
Joined: Mon Aug 13, 2007 7:54 pm

Post » Mon Aug 17, 2009 5:36 am

Hey. Sorry to be a bother.

Is there a way to make the new values from the setter functions permanent across save games?

Set it on the ini.
User avatar
Emma louise Wendelk
 
Posts: 3385
Joined: Sat Dec 09, 2006 9:31 pm

Post » Mon Aug 17, 2009 10:48 am

Cool. Never messed with the ini before. Should be fun. Better make a backup...
User avatar
kelly thomson
 
Posts: 3380
Joined: Thu Jun 22, 2006 12:18 pm

Post » Mon Aug 17, 2009 3:43 am

An update on the GetInventoryWeight petition:
If getavinfo is called on an npc, the correct inventory weight will be listed under "derived value". However, there is no function to retrieve this value. It would be VERY helpful to have a function able to do so (perhaps getderivedav).
User avatar
Kay O'Hara
 
Posts: 3366
Joined: Sun Jan 14, 2007 8:04 pm

Post » Sun Aug 16, 2009 8:22 pm

Sorry to be so dense, but I can't seem to find the settings in the ini (I doubt they exist for my purposes). I'm looking to store values from the SetWeap... functions for individual guns.
User avatar
teeny
 
Posts: 3423
Joined: Sun Feb 25, 2007 1:51 am

Post » Mon Aug 17, 2009 9:01 am

con_SetINISetting, fose function.
User avatar
Bereket Fekadu
 
Posts: 3421
Joined: Thu Jul 12, 2007 10:41 pm

Post » Mon Aug 17, 2009 3:40 am

Ah, I see. Thanks so much! That's a bit what I was afraid of, though. One unique entry for each attribute for each weapon...
User avatar
Phoenix Draven
 
Posts: 3443
Joined: Thu Jun 29, 2006 3:50 am

Post » Mon Aug 17, 2009 12:38 am

I know you're probably going to be busy as heck as soon as the new patch comes up but i'd like to request the following:

- Have GetWeaponAmmo not to CTD the game when called on a weapon that doesn't use ammo.
- SetHotkeyItem, since we already have GetHotkeyItem.
- IsHostiletoPC (or similar), if the UI can know when a foe is hostile (red crosshairs), so should we, and current functions don't work for some cases (http://www.gamesas.com/bgsforums/index.php?showtopic=981597)
- GetInventoryWeight, or something similar, that could be called on containers / actors; because getav inventoryweight returns 0 when called on non-PCs (http://www.gamesas.com/bgsforums/index.php?showtopic=983503)

Added to the list.
Sorry to be so dense, but I can't seem to find the settings in the ini (I doubt they exist for my purposes). I'm looking to store values from the SetWeap... functions for individual guns.

There are no ini settings for controlling attributes of individual weapons.

FOSE has the capability to save data with the user's savegame, so theoretically we could save changes made to individual weapons using FOSE functions. However we would need to establish a system of clear rules about how, when, and in what order changes get saved and how long those changes persist. No such system will be perfect because up to 255 mods may all be trying to modify the same object simultaneously (worst case, but even 2 would present a conflict) and mods may be removed from or moved up or down in the load order at any time.

It is something we would like to support but can't promise will happen soon. Assuming we are able to get CloneForm working as it did in Oblivion (a much higher priority at this time), that function may provide an alternative for saving modified objects.
User avatar
NAkeshIa BENNETT
 
Posts: 3519
Joined: Fri Jun 16, 2006 12:23 pm

Post » Mon Aug 17, 2009 11:54 am

CloneForm sounds like a better idea. I'll put in my vote for that. That's basically what I'm going to do, anyway (something similar, at least). TGBlank recommended creating new INI settings per weapon (at least I think he did), so that's what I'm going to try for now. That's only about 500 settings to keep track of (for now).
User avatar
Eliza Potter
 
Posts: 3481
Joined: Mon Mar 05, 2007 3:20 am

Post » Mon Aug 17, 2009 7:45 am

CloneForm sounds like a better idea. I'll put in my vote for that. That's basically what I'm going to do, anyway (something similar, at least). TGBlank recommended creating new INI settings per weapon (at least I think he did), so that's what I'm going to try for now. That's only about 500 settings to keep track of (for now).

Not one per weapon. With some minimal binary knowledge you could turn a single numeric setting into 32 true-false flags i believe, or several concatenated floats/integers.
User avatar
Elina
 
Posts: 3411
Joined: Wed Jun 21, 2006 10:09 pm

Post » Mon Aug 17, 2009 12:11 am

The problem is that it's not necessarily binary the way I'm trying to make it. There are possibly an unlimited number of changes to the same attribute on the same weapon. That's at least the way I intended it. The more of these I make, the more I might think binary's the way to go. I haven't given up yet, though.

Edit: I didn't see the concatenation suggestion. That might be a good idea.
User avatar
biiibi
 
Posts: 3384
Joined: Sun Apr 08, 2007 4:39 am

Post » Mon Aug 17, 2009 9:31 am

As some of you way know, if you log into GFWL in Fallout 3, you're prompted for the new 1.5.0.22 patch. Will compatibility be added for it soon? (it actually does more than set up the achievements... for example, the vats bug is finally fixed :D)
User avatar
Loane
 
Posts: 3411
Joined: Wed Apr 04, 2007 6:35 am

Post » Sun Aug 16, 2009 9:44 pm

Could I put in a request to make lists modified by ListAddForm and ListRemoveForm and the like persist across save games (i.e. modify the actual list)? Not a big priority (for you or me, I assume), but it would be nice.

Edit: Found permanent functions of these two in the GECK sans FOSE

Thanks for the great work on FOSE! I just started using this, and so far, it's been great.
User avatar
Mariana
 
Posts: 3426
Joined: Mon Jun 12, 2006 9:39 pm

PreviousNext

Return to Fallout 3