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Found 8 results

  1. asdasfa

    NX Insight (MCM NX Data Viewer)

    Version 03032016

    334 downloads

    NX Insight Description: An MCM mod that allows the user to view associated NX data of the target reference (Player if no reference under crosshair). NX variables to be displayed are defined inside the INI files located in "Data/Config/NXInsight/SubMenuFolder/INIFile.ini". Requires Lutana NVSE plugin to work. Directory Structure: GameDirectory/Data/Config/NXInsight/SubMenuFolder/INIFile.ini - SubMenuFolder (SubMenu, MCM has a 10 submenu limit, so 10 folders are possible) - INI file (contains section names and NX variables to be displayed) Folders inside directory "Data/Config/NXInsight" will act as MCM submenus. There are no hard rules on organizing keys inside the INIs, just make sure you got the NX key of the NX variable you want to display right. See attachments in the first post for sample INIs. INI Format: SectionName = Section name NXKey = NX key of variable to display Enabled = Determines if this variable will be displayed in the MCM, set it to 1. Requirements: Mod Configuration Menu NVSE NX (NVSE Extender) Lutana NVSE Note: Having an ini file with the name "System.ini" apparently crashes the game when initialized, probably some engine level stuff conflicting, so avoid the name "System.ini". Changelog: Attached are some INI files for BodyMorph, SOIntimacy and Spunk: NXInsight-BodyMorph.7z NXInsight-SOIntimacy.7z NXInsight-Spunk.7z
  2. View File NX Insight Description: An MCM mod that allows the user to view associated NX data of the target reference (Player if no reference under crosshair). NX variables to be displayed are defined inside the INI files located in "Data/Config/NXInsight/SubMenuFolder/INIFile.ini". Requires Lutana NVSE plugin to work. Directory Structure: GameDirectory/Data/Config/NXInsight/SubMenuFolder/INIFile.ini - SubMenuFolder (SubMenu, MCM has a 10 submenu limit, so 10 folders are possible) - INI file (contains section names and NX variables to be displayed) Folders inside directory "Data/Config/NXInsight" will act as MCM submenus. There are no hard rules on organizing keys inside the INIs, just make sure you got the NX key of the NX variable you want to display right. See attachments in the first post for sample INIs. INI Format: SectionName = Section name NXKey = NX key of variable to display Enabled = Determines if this variable will be displayed in the MCM, set it to 1. Requirements: Mod Configuration Menu NVSE NX (NVSE Extender) Lutana NVSE Note: Having an ini file with the name "System.ini" apparently crashes the game when initialized, probably some engine level stuff conflicting, so avoid the name "System.ini". Changelog: Attached are some INI files for BodyMorph, SOIntimacy and Spunk: NXInsight-BodyMorph.7z NXInsight-SOIntimacy.7z NXInsight-Spunk.7z Submitter asdasfa Submitted 03/01/2016 Category Other Requires MCM NVSE NX Lutana
  3. prideslayer

    NVSE Extender (aka NX)

    Version 16

    187,506 downloads

    This is a plugin for NVSE, providing new script functions for modders. !!! FOMM REQUIREMENT !!! This FOMOD install requires my custom FOMM build from right here @ loverslab. The original/vanilla FOMM will not install executable files like dll's. At least, if I remember correctly, it won't. I don't know if NMM will install them either. !!! NOTICE !!! NVSE 4.5b7 or newer. The latest NVSE is available from this bethesda forum thread -- the version on silverlock is usually a few releases behind, and other mods may require a newer version. Extender Version: 16 Released: 21-Mar-2015 Project source code: nvse extender. Send myself or jaam a message here or there if you'd like to contribute to the project. We are both admins. What does it do? NVSE Extender provides additional functions available to modders. Some will provide information via the console as well. It uses the save/load notifications to save (and load!) its data whenever the game is saved. How do I install it? Download the FOMOD for the version you want and install it with FOMM. You do not need the other files, and you only need ONE fomod. Advanced users: What functions are available? There are many functions available. I need to redo this documention to list and explain them all. Current implemented function list: Can I include this with my mod, upload it elsewhere, etc? Sure. You can do whatever you want with it. If you screw up your players by installing an older version than they already have, you deserve a slap. If you upload it somewhere else and claim to be the author, you can field the bug reports and write the fixes, while rotting in hell. I'm all about letting people do whatever they want with stuff I create, but be responsible about it and don't be a dick. What does the future hold? Many other functions are planned, they are discussed in the support thread.
  4. View File This is a plugin for NVSE, providing new script functions for modders. !!! FOMM REQUIREMENT !!! This FOMOD install requires my custom FOMM build from right here @ loverslab. The original/vanilla FOMM will not install executable files like dll's. At least, if I remember correctly, it won't. I don't know if NMM will install them either. !!! NOTICE !!! NVSE 4.5b7 or newer. The latest NVSE is available from this bethesda forum thread -- the version on silverlock is usually a few releases behind, and other mods may require a newer version. Extender Version: 16 Released: 21-Mar-2015 Project source code: nvse extender. Send myself or jaam a message here or there if you'd like to contribute to the project. We are both admins. What does it do? NVSE Extender provides additional functions available to modders. Some will provide information via the console as well. It uses the save/load notifications to save (and load!) its data whenever the game is saved. How do I install it? Download the FOMOD for the version you want and install it with FOMM. You do not need the other files, and you only need ONE fomod. Advanced users: What functions are available? There are many functions available. I need to redo this documention to list and explain them all. Current implemented function list: Can I include this with my mod, upload it elsewhere, etc? Sure. You can do whatever you want with it. If you screw up your players by installing an older version than they already have, you deserve a slap. If you upload it somewhere else and claim to be the author, you can field the bug reports and write the fixes, while rotting in hell. I'm all about letting people do whatever they want with stuff I create, but be responsible about it and don't be a dick. What does the future hold? Many other functions are planned, they are discussed in the support thread. Submitter prideslayer Submitted 12/30/2013 Category Other Requires fallout new vegas, NVSE, FOMM
  5. Hi, every time I save the game in FONV, NX16 writes NX variables in "overwrite" folder (csv-file). Then I manually move this file into the NVSE\Plugins\Extender\Saves (NX16). Whether it is possible to make so, that MO or NX16 themselves wrote down NX variables in the necessary folder?
  6. NVSE Extender (NX) =/= NVSE I repeat: NVSE is not the NVSE Extender, or vice versa. You need both. Pick NVSE 4+ from here, and NVSE Extender (NX) 12+ from here. Don't pick older versions. NVSE goes in your root folder, where your game exe is. The dll files from the NX download should find their way under data/nvse/plugins. That is all. Get it right.
  7. NVSE Extender (NX) =/= NVSE I repeat: NVSE is not the NVSE Extender, or vice versa. You need both. Pick NVSE 4+ from here, and NVSE Extender (NX) 12+ from here. Don't pick older versions. NVSE goes in your root folder, where your game exe is. The dll files from the NX download should find their way under data/nvse/plugins. That is all. Get it right.
  8. FNV Scripting: NX Variables Required knowledge: references v. base forms; script variables (floats/integers/ref vars); get & set Req knowledge for advanced use: strings, string variables, array variables, referring to a quest variable in dialog etc conditions So… if you spend any time around the sexout sections on LL you’ll have seen the word ‘nx’ pop up. It’s an extra set of functions that comes with the NVSE Extender by prideslayer. The most common NX functions that we use are the NX variable functions. An nx variable function… lets you store game information on a reference as an nx variable – EVFl (for floats and integers), or EVFo (for forms – refs, base forms, dynamic refs) with NX_Get or NX_Set without needing to declare it in your script: as soon as you set it, it exists on the reference: someRef.NX_SetEVFl “thenameyougiveit” someNumericValue/someFloat/someInteger someRef.NX_SetEVFo “thenameyougiveit” someForm/someRef “the name you give it” = the key and being reference functions, NX_Set/GetEVF* functions can use implied reference syntax too knowing that it will stay on that reference in your save game, and only on that reference; it does not need anything in your mod once it exists, so you could uninstall the mod that set it and it’ll still be there and if any mod wants to read that information, it just can, from the ref, as long it knows what the key is: set somefloat/integer to someRef.NX_GetEVFl “whateverkeyithas” set somescriptRef to someRef.NX_GetEVFo “whateverkeyithas” A different mod that wants to read that information, does not need yours as a master to do it. And you can do all this tracking on as many NPCs as you'd want. you can have as many nx vars on any ref as you want and if you don’t need them anymore, you get rid of them like this: someRef.NX_ClrEFVl “key” someRef.NX_ClrEVFo “key” or, getting rid of a bunch of them, you can do: someRef.NX_ClrEVFl “partthatallkeysshare” 2 someRef.NX_ClrEVFo “partthatallkeysshare” 2 This means that you can have a whole bunch of custom variables sticking to whatever actor or thing you want in your game. No effect, no token, no quest script needed, just to store that information, and that reduces mod conflicts and makes mods able to communicate with each other without mastering & load order crap. If you want to store any kind of information about an actor, for instance – their sexual orientation, love interest, how pregnant they look, favorite pizza parlor – you just stick it on that actor, where you'll find it when you need it. Good practice tip: You never know, someone may think of using the exact same key for an nx variable as you without using it for the same thing. So most of us using it just have a bit at the front of the string that tells us what mod it’s from: “MyCleverModAcronym:restofthekey” etc. Another good practice tip: Because this really allows other mods to consult and do things with information that you store in an nx var, it's a good idea to clearly state which nx vars you use, especially if you use a lot. You can store them all in a dummy script in your mod, stick it in a spoiler to your op, add a text file to your download, whatever. (If you plan to use it for sexout, have a look at this thread.) Update: with NX12 comes the ability to store and retrieve strings as an EVST variable: NX_SetEVST, NX_GetEVST, and NX_ClrEVST. You can do this with both actual strings and string variables. With NVSE4+ come a whole slew of string var functions that allow you store, modify and retrieve strings on the fly. In combination with the ToString function (short: $), which allows you to pass string vars to functions that would otherwise expect an actual string, this means you can create nx keys dynamically, and in the case of EVST, values too. This means you can do something like: Also new to NX12 are functions that return the nx information on an actor in a stringmap, with the nx keys in the stringmap's keys and the values in the stringmap values: NX_GetEVFlAr, NX_GetEVFoAr, and NX_GetEVStAr You'll need to know a few things about arrays and foreach loops to do something with that data; hopefully I can write a couple of things about that later. Update: It's been talked about a lot and now it's here: nx EVFL vars can now be consulted in dialog/quest/anim conditions. (Only EVFLs because such conditions only have numbers for values.) You start out by sticking a string var in a quest script, and setting that to the nx key you want it to represent. In line with the previous examples I chose "DM:DrinksDrunk": Attach that to a quest, obviously. Note that a quest doesn't need to be enabled to just hold a variable, but in this case I'm setting the var in the same script, so I enable it to make that work. (I could've added let DSTestQst.sv_drinksdrunk := "DM:DrinksDrunk" to some other script and done the same thing.) Since we have a quest going already, let's continue to test it with dialog conditions. As you can see I made a topic, and a line that I want to depend on a EVFL having a value of 1. I add a condition, and pick NX_GetQVEVFL for the condition function. A window pops up that looks a lot like the one you'll see if you check a regular quest variable. Pick the quest that has the quest script with the string variable in it in the dropdown menu. To actually pick the variable, you need the enter the index number for it. If it's the first variable in the script, it'll be 1. Whenever you're not sure what index number your string variable has, you can look that up in FNVEdit: Note - and this is true for all quest variables - that you shouldn't go around rearranging quest variables after you've already made saves with it active; you can append new ones to the end of the variables list of a script, but not shuffle them around. (Well, you can, if you don't care about fielding bug reports.) And as you can see in the next screenies, you can easily change the nx var on the actor in the result script, and the next line will detect the change. (Kudos to jaam for creating that one, as well as the EVST and array vars, and explaining the process.)
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