[BETA] New Vegas Script Extender (NVSE) v2

Post » Wed May 18, 2011 10:36 pm

Previous thread: http://www.gamesas.com/index.php?/topic/1168320-beta-new-vegas-script-extender-nvse-v1/

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 (stable version 1b10): http://nvse.silverlock.org/download/nvse_1_beta10.zip
Download (latest version 2b1): http://nvse.silverlock.org/beta/nvse_2_beta1.zip

The previous version of NVSE (1 beta 10) seems stable, so with these new additions I'm incrementing the version number and promoting 1b10 to the "non-beta" version. Along with that, here's 2 beta 1.

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

As usual, I've only been able to do basic tests on the new commands, so let me know if something goes wrong.

edit: forgot to add GetLocalRefIndex/BuildRef to whatsnew
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Tiffany Castillo
 
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Post » Wed May 18, 2011 10:26 pm

Haven't been able to look at the MenuTapKey stuff yet. Ideally I would like to avoid needing to fake key input, instead just tell the game that UI object X has been hit.
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yessenia hermosillo
 
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Post » Thu May 19, 2011 4:29 am

Hope you can get it working :) Thanks for updates
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Lizs
 
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Post » Thu May 19, 2011 7:54 am

There is no project file in the archive (nvse.sln or nvse.vcproj). Is it voluntary ?

Thanks for the update.
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Jennifer Rose
 
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Post » Thu May 19, 2011 8:09 am

There is no project file in the archive (nvse.sln or nvse.vcproj). Is it voluntary ?

It was a mistake. I do the source code packaging by hand and forgot to copy the .sln over. A new zip file has been uploaded with the missing file. Alternatively, use the version from 1 beta 9 (apparently I originally forgot when packaging 1b10, then used that as a template for 2b1).
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Unstoppable Judge
 
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Post » Wed May 18, 2011 8:24 pm

Does this still work with the 4 gig loader?
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Maria Leon
 
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Post » Thu May 19, 2011 5:27 am

Does this still work with the 4 gig loader?

It should, yes.
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Anne marie
 
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Post » Thu May 19, 2011 9:47 am

- MessageEx/MessageBoxEx
- IsClonedForm/TempCloneForm

Oh wow, those are pretty powerful!

Amazing update :)

Edit:

Just tried the following, which causes a CTD:
short keyCodeset keyCode to 15messageEx "Selected key: %k" keyCode

Bug, or did I do something wrong?
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Causon-Chambers
 
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Post » Thu May 19, 2011 8:52 am

It was a mistake. I do the source code packaging by hand and forgot to copy the .sln over. A new zip file has been uploaded with the missing file. Alternatively, use the version from 1 beta 9 (apparently I originally forgot when packaging 1b10, then used that as a template for 2b1).


I noticed it for beta 10, but did not hesitate to use the version from beta 9. This time around, I preferred to ask in case I would missed new files in version 2..
Thank you for updating, but nvse.vcproj is still missing :wink_smile:
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Sandeep Khatkar
 
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Post » Wed May 18, 2011 5:52 pm

BuildRef works as expected. I haven't tried feeding it bad values, except ones that caused it to fail to compile (double-checking if I could give it a local ref as some form of hex, namely 0x0 or 0h, but not surprisingly, neither worked).

It's great, thank you. =)

Queue
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Heather Stewart
 
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Post » Wed May 18, 2011 9:34 pm

Just tried the following, which causes a CTD:
short keyCodeset keyCode to 15messageEx "Selected key: %k" keyCode

Bug, or did I do something wrong?

Bug, the code for handling %k is missing. Testing a fix now (had to find the key name table).

I noticed it for beta 10, but did not hesitate to use the version from beta 9. This time around, I preferred to ask in case I would missed new files in version 2..
Thank you for updating, but nvse.vcproj is still missing :wink_smile:

Heh, oops. Re-uploaded zip file.

edit: %k fix confirmed but need to head out, will package/upload when I get back
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Tyler F
 
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Post » Wed May 18, 2011 6:28 pm

Alright, cool.

I've been testing TempCloneForm to create unique empty repair lists for all items in the game, which then are filled by script based on the current repair skill, with lots of list clearing and copying etc, and it all worked without issues so far.
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Amanda savory
 
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Post » Thu May 19, 2011 12:43 am

Woop, good to see things still ticking along. If I could make a request, would it be possible to port across IsPersistent from OBSE, for the purpose of checking NPCs to see if they're liable to vanish on me?

E: Hmm, I've found an odd bug. If you call ListGetFormIndex trying to find the position of a nested list, it CTDs. That's odd, as the list functions definitely support putting lists into lists/reading lists out of them through AddFormToFormList/ListGetNthForm.
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Bonnie Clyde
 
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Post » Thu May 19, 2011 7:28 am

- MessageEx/MessageBoxEx
- SetNameEx


Thanks for that, it's insanely useful for my purposes and can be pretty useful for lots of other people I'm sure.
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Tyrone Haywood
 
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