prideslayer Posted October 18, 2013 Author Posted October 18, 2013 Ok, thanks for that. Got another report of it not working with that mod, so off to the workbench it goes.
Guest luthienanarion Posted October 19, 2013 Posted October 19, 2013 Does GetModIndex still return a value of 255 when the string passed doesn't match a loaded plugin? That's the only reason I can think of for Jazz's mods in particular to malfunction.
prideslayer Posted October 21, 2013 Author Posted October 21, 2013 Updated NVSEv4 (not extender) attached to OP Â - Jaam found and fixed the issue causing problems for the JIP (and possibly other) MCM menus. Â Problem was a change in the maximum allowable string length, something that likely only affected MCM since those strings can get quite long.
prideslayer Posted October 21, 2013 Author Posted October 21, 2013 Renamed the download from beta2 to alpha2, so there is no confusion when the official release happens (which will likely be called 'beta 1').
DoctaSax Posted November 3, 2013 Posted November 3, 2013 NVSE (non-extender) updated to v4 alpha 7, and uploaded to the OP. People who downloaded alpha 2 to test should upgrade, there were a couple of bugs in that one that jaam got rid of in the mean time. User defined functions, string vars, array vars, obse expressions & while/foreach loops are all working as far as I can tell from my tests (which admittedly are limited to what I want to use them for). Very exciting stuff
Gribbleshnibit8 Posted November 5, 2013 Posted November 5, 2013 I've been maintaining a NVSE functions doc updated from the existing FO3 doc to include as much as I know about NVSE. I'm still missing some functions from the last update 3.2 or whatever, because they were never explained. Â Would it be possible to get descriptions/usage of all the new functions that aren't in the OBSE docs? Desired fields are: Name: Alias: NumParameters: Parameters type: , optional: true/false ReturnType: type: Condition Function: Yes/No Version: 4.2 Convention: ByBaseForm/ByReference/ByEither Description:
DoctaSax Posted November 5, 2013 Posted November 5, 2013 I've been maintaining a NVSE functions doc updated from the existing FO3 doc to include as much as I know about NVSE. I'm still missing some functions from the last update 3.2 or whatever, because they were never explained. Â Would it be possible to get descriptions/usage of all the new functions that aren't in the OBSE docs? The V3 ones are - briefly - explained here: http://forums.bethsoft.com/topic/1406662-beta-new-vegas-script-extender-nvse-v2/?do=findComment&comment=21585430 It's not as detailed as you could wish for but it's what there is. You may be able to deduce a few more details from comparing the *.h files in the src/nvse/nvse folder. Nice doc, btw - bookmarking it now
jaam Posted November 5, 2013 Posted November 5, 2013 I think you can also output some documentation from the debug build. I'll try to remember next time I activate it.
bjornk Posted November 7, 2013 Posted November 7, 2013 I can see that the extender DLL creates co-saves like SKSE (csv files) inside Data\NVSE\Plugins\Extender\Saves directory. Is it (or would it be) possible to use the default save directory (\My Documents\My Games\FalloutNV\Saves) instead?  I wouldn't even have known of these saves if I didn't see them in MO's overwrite folder. If they are really required to properly load a save then I'd rather like have them alongside the saved games, for backup purposes. Also, if the default save directory is used instead, MO wouldn't need to add these to the overwrite folder, which is good thing for MO compatibility, I think.   PS. MO = Mod Organizer   Â
jaam Posted November 7, 2013 Posted November 7, 2013 Â I've been maintaining a NVSE functions doc updated from the existing FO3 doc to include as much as I know about NVSE. I'm still missing some functions from the last update 3.2 or whatever, because they were never explained. Â Would it be possible to get descriptions/usage of all the new functions that aren't in the OBSE docs? Desired fields are: Name: Alias: NumParameters: Parameters type: , optional: true/false ReturnType: type: Condition Function: Yes/No Version: 4.2 Convention: ByBaseForm/ByReference/ByEither Description: Â Here is the raw result of the DumpDocs from NVSE debug build. IÂ hope it helps. Â
Xilandro Posted November 13, 2013 Posted November 13, 2013 @ jaam All functions from this dumpdocs are working in 4b1? O_o
jaam Posted November 13, 2013 Posted November 13, 2013 While looking something to answer your question I just realised the list contained all the currently active plugins. Â Here is the list for NVSE only. Â Also the last 14 are "hidden" in the alpha posted above, just a mistake. They should be available in any subsequent release including the official one. They are now available as part of alpha 8. Â Â
Xilandro Posted November 13, 2013 Posted November 13, 2013 @jaam Thank you good sir. Seems like SetModelPathEX fucntion is one i've dream about for a long time =) Â
DoctaSax Posted November 13, 2013 Posted November 13, 2013 NVSE V4 (non-extender) updated to alpha 8. Scripters can now pass forms as parameters that didn't exist in Oblivion (eg formlists) in a script compiler override block.
Gribbleshnibit8 Posted November 13, 2013 Posted November 13, 2013 Here is the raw result of the DumpDocs from NVSE debug build. I hope it helps.[/size][/font][/code]  DumpDocs-v4b1-20131107.html  I noticed that the return types on everything aren't listed. Is that possible to get fixed, or will I just need to do them manually?
jaam Posted November 13, 2013 Posted November 13, 2013 Except when using an NVSE/OBSE type, the command definition doesn't know or care for the return type so it cannot be extracted from the command definition unfortunatly. Â
Gribbleshnibit8 Posted November 13, 2013 Posted November 13, 2013 Well dang, that just sucks now doesn't it. Oh well, still better than nothing. I'll post for any ones that I can't figure out myself.  I'm working on a little script to clean that up and parse it for me now. You wouldn't happen to know what opcode ranges were used in each version would you? I can figure it out but if you know that'll save me a bit of time.  Also, update on the resource, for those interested. http://gribbleshnibit8.beastnode.net/projects/NVSEDocs/index.htm
jaam Posted November 14, 2013 Posted November 14, 2013 Read CommandTable.cpp. from inside the src folders. The functions named AddCommandsVxx The comments indicate the version where each group of commands were introduced. Â
Gribbleshnibit8 Posted November 14, 2013 Posted November 14, 2013 That got it, thanks. Still gotta go through and clean up the return types (yay!) and add some extra tags to everything, but it's pretty much done now. Wrote a script to convert the raw doc into my json format (wish I'd done that a while ago >.>) Â I actually plan on supporting all NVSE plugins too, with optional checkboxes when I figure that bit out. So it'd actually be cool if you could do the dump with the Project Nevada plugin too, so I can get all the data on that one please?
maybenexttime Posted November 14, 2013 Posted November 14, 2013 Well dang, that just sucks now doesn't it. Oh well, still better than nothing. I'll post for any ones that I can't figure out myself.  I'm working on a little script to clean that up and parse it for me now. You wouldn't happen to know what opcode ranges were used in each version would you? I can figure it out but if you know that'll save me a bit of time.  Also, update on the resource, for those interested. http://gribbleshnibit8.beastnode.net/projects/NVSECommandDocs.htm  Nice resource guide  Now I still gotta figure how to make a hotkey for a weapon to bring down a nuclear strike
Gribbleshnibit8 Posted November 15, 2013 Posted November 15, 2013 To whom/what do the "ExtendedActorVariable" functions belong?
Guest luthienanarion Posted November 15, 2013 Posted November 15, 2013 @jaam Thank you good sir. Seems like SetModelPathEX fucntion is one i've dream about for a long time =) Â Oh, you have no idea! I love you guys for this.
jaam Posted November 15, 2013 Posted November 15, 2013 To whom/what do the "ExtendedActorVariable" functions belong? That's an unreleased plugin. It has mostly been rendered moot by NX and Functions.
Guest luthienanarion Posted November 15, 2013 Posted November 15, 2013 Is there any way that the IsBipedModelPathValid function can be included? I've been trying to write a function to determine whether a file exists or not in a plugin, but EXTRACT_ARGS keeps extracting the string I pass to the function as NULL.
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