Nessa Posted July 19, 2014 Posted July 19, 2014 Don't understand pother about that mod - nothing special I think. It is if you hate every last pixel related to one of the worst designed game interfaces ever invented in all of history!! Ahem. That is... the pipboy. I may not be terribly fond of it. :lol: It's my primary gripe with the fallouts. The vanilla interface in Oblivion was pretty bad even that was better. Although I only played Oblivion with the modded interface so the Fallouts always feel like I'm taking several steps down in quality. I've found if you install that mod that speeds up the pipboy animation that helps somewhat but since TTW I've had to ditch the Readius (or pipboy 2500 or something, can't remember) so I'm really annoyed at the pipboy again. And that's just the interface part. Let's not get into how ugly it is.
nyaalich Posted July 20, 2014 Posted July 20, 2014 Never used "A Familiar Friend," but it's supposed to be the next closest thing to the Readius for TTW. But...but...it's the pip-boy. It's not as fallout-y without it. (Even though the mod does look like the improved inventory Skyrim mod [whatever it's called]). poof, a pop up appears with the list of contraceptives you have in your pockets and you just need to click on the desired one OR...if you don't have one...you determine how lucky you feel to stave off potential consequences of getting lucky.
Nessa Posted July 20, 2014 Posted July 20, 2014 The Familiar Friend thingy works in TTW? *looks it up and grabs* If so, at least I can get rid of that hideous giant thing on my character's arm. No such luck for the stupid interface though.
Guest Posted July 20, 2014 Posted July 20, 2014 But...but...it's the pip-boy. It's not as fallout-y without it. (Even though the mod does look like the improved inventory Skyrim mod [whatever it's called]). Oh, perfectly agree, but you got the point. Just like Skyrim UI, you can handle your datas in the way you want, like sorting them, filtering them, etc. think for example when you get lost (at least, I always get lost) inside the Aid menu, because there are too many items and you can't find what you need... so, want a buff? just use the filter!
Xilandro Posted July 20, 2014 Posted July 20, 2014 Don't understand pother about that mod - nothing special I think. From mod user point of view - it's a piece of crappy font strings on the display, and I agree with such point xD From scripting point of view - it's a little bit different. Like DoctaSax said a month ago in array tutorial: this stuff's just begging to be used. And what's the best use of arrays, strings and UDFs all together? Managing extreme amounts of information, refs, vals, vars, hex, blabla, and output it all in a nice, little (but unlimited) grid, if you want. That's what this inventory menu is made of (+ some magic from Jaam) =) So, what's so special? Possibilities. This menu is just one way to use all the functionality we have now in NVSE4+. What's next? How about interactive map (like those made in flash, available for download from the internet)? Clothing eval menu out of the MCM? Nice little contraceptive menu pop-up? Or complete rework of whole RPG system, dynamic, easy to tweak and kicking vanilla in the face? Who knows) Easy? No. Possible? Yes. How? NVSE4+.
Guest tomm434 Posted July 20, 2014 Posted July 20, 2014 What's next? How about interactive map (like those made in flash, available for download from the internet)? Clothing eval menu out of the MCM? Nice little contraceptive menu pop-up? Or complete rework of whole RPG system, dynamic, easy to tweak and kicking vanilla in the face? Who knows) Easy? No. Possible? Yes. How? NVSE4+. Тогда чего ты здесь сидишь? Иди и претворяй всё это в жизнь!!
Xilandro Posted July 20, 2014 Posted July 20, 2014 Тогда чего ты здесь сидишь? Иди и претворяй всё это в жизнь!! In English please)
Guest tomm434 Posted July 20, 2014 Posted July 20, 2014 sorry I was confused. I said that you should do less talking and more action. I just expresed my opinion that UI is not "WOW! OMG I've been waiting for this since 2009" mod. And you started saying that it's just a beginning. So I say that if you can do something that is not "piece of crappy font strings on the display" before telling us about possibilities.
Guest Posted July 20, 2014 Posted July 20, 2014 What's next? How about interactive map (like those made in flash, available for download from the internet) do you mean something like JIP's fast travel, or to PN when you install implants, or XCars when you decide where to put your hud? interactive in the way that it tracks down where you are clicking with your mouse? I would appreciate using a bit more ingame UI instead of going through menus (MCM is GREAT, but more gamemode and less menumode would be amazing), but my xml knowledge is pretty limited, you know there's not a lot of specific documentation for NV
Xilandro Posted July 20, 2014 Posted July 20, 2014 Nope. Something like this http://www.gamemapscout.com/falloutnewvegas_interactive.html but with more options. User markers, quest tracking (just like in vanilla Pipboy, but it's definitely out of the current NVSE functionality, so it will probably require some more coding =\), wiki info, maybe something else what we can add on map or what we can do with map. sorry I was confused. I said that you should do less talking and more action. I just expresed my opinion that UI is not "WOW! OMG I've been waiting for this since 2009" mod. And you started saying that it's just a beginning. So I say that if you can do something that is not "piece of crappy font strings on the display" before telling us about possibilities. Harsh..) No, my friend. I already did some action to show possibilities. Now I'm doing talking for those who like to see things from mod user point of view to show them what exactly is WOW OMG (not UI mod) =D
nyaalich Posted July 20, 2014 Posted July 20, 2014 Aww snap! Tomm went all Russian on your ass! Take that Cyrillic script, bitch! Google translate said that the second sentence was "Go and pretend it all to life!" So, he kind of was doing exactly what you said...daydreaming and pretending.
Odessa Posted July 20, 2014 Posted July 20, 2014 Perhaps someone will find this interesting- theres a few new NVSE4 functions you might of missed, which I discovered when adding them to the wiki that are really great for creating debug dumps: Con_SCOF and Ar_Dump I'm guessing are pretty well known already. GetUserTime = returns a stringmap with the date and time on the user's system (good for file naming, or April 1st surprises ) Con_SQV QuestID = Readably prints all the variable names and their values for a quest (except strings/arrays are converted single int/float), plus running state/stage/priority Print = its a much foxier version of PrintC, that lets you skip all the formatting bull shit and do more stuff. So, for example, I just wrote a debug dump function which writes all the installed versions of nvse / mod masters etc, and the status of all the quests to a datetime-named file scn tsolCreateDebugDump int LastEcho array_var UT array_var aQuests array_var entry string_var file_name string_var svkey string_var SCRVersion ref rQuest Begin Function { } let file_name := "Sol-Debug-Dump-" let UT := GetUserTime foreach entry <- (Ar_List "Year", "Month", "Day", "Hour", "Minute", "Second") let svkey := entry["value"] if eval svkey == "Hour" let file_name += "-" endif let file_name += "-" + $UT[svkey] loop let file_name += ".txt" con_SCOF $file_name Print "Dumping to file: " + file_name Print "Sol version: " + SexoutSolicitingQuest.sol_version Print "Sexout Version: " + $SexoutNG.nVerRelN + " Beta: " + $SexoutNG.iBetaN let SCRVersion := Sv_Construct "%.1f" SexoutSQMainFast.fCurrVer ; * otherwise defaults to scientific notation for large floats Print "SCR Version: " + SCRVersion Print "NVSE Version: " + $(GetNVSEVersion) + "." + $(GetNVSERevision) + "." + $(GetNVSEBeta) Print "NX Version: " + $(NX_GetVersion) Print "Number of loaded mods: " + $(GetNumLoadedMods) Print "GameDaysPassed: " + $GameDaysPassed let aQuests := Ar_List SexoutSolicitingQuest, sol, SexoutSolicitingTrickQuest, SexoutSolSexAtLocQuest, SexoutSolNovacQuest, SexoutSolNovacBathhouseQuest, SexoutSolNovacBedroomTrickQuest, SexoutSolHeliosOneQuest, SexoutSolDuntonBrothersSexQuest, SexoutSolGoodSpringsQuest, SexoutSolGSEasyPeteQuest, SexoutSolPrimmQuest, SexoutSolicitingSloanQuest let LastEcho := SetConsoleEcho 1 foreach entry <- aQuests let rQuest := entry["value"] Print "Quest: " + $rQuest ; * name of quest con_SQV rQuest Print " * * * * * " loop SetConsoleEcho LastEcho Print "*** All done! ***" MessageBoxEx "Soliciting completed a debug dump, please upload this file '%z' in your FNV main directory to Odessa" file_name Sv_Destruct file_name, svkey, SCRVersion End
nyaalich Posted July 20, 2014 Posted July 20, 2014 Is it okay if I found them sexy, cause that was the word that I was going to use. Beautiful, beautiful debug files with the information that is actually (dear god, hopefully) useful to me.
Guest tomm434 Posted July 20, 2014 Posted July 20, 2014 Oh Odessa you're brilliant! Thanks. I tried to do debug file export feature but I coudn't get getUserTime to work. Aww snap! Tomm went all Russian on your ass! Take that Cyrillic script, bitch! Отойду тихо в никуда наверное скрипит
Guest tomm434 Posted July 20, 2014 Posted July 20, 2014 Odessa, you found any way to crypt the information? In story quest variables can contain crucial spoilers. I can come up with only hex-dec conversion method. Any other ideas? ps. On the second thought I don't think game engine can convert variable names into something. ALso I don't think it's worth trying since someone can open file in GECK and see everything for himself.
nyaalich Posted July 20, 2014 Posted July 20, 2014 According to various translator sites, you are writing poetry. "Moving away quietly nowhere probably creaks"
prideslayer Posted July 20, 2014 Posted July 20, 2014 I (and doctasax) both ended up making our own versions of ar_dump as UDFs that are a bit better. Mine is in sexout (of course) and can be used by any mods that want to do so. If you want it in your own mod instead of relying on the sexout one, here's the src. Just make sure you change the name! fnSexoutReDump(ar:array, sPrefix:string, iDebugMode:int) code: scn fnSexoutReDump ; recursive array dump ; params array_var ar string_var sPrefix int iDebugMode ; internal string_var sType string_var sRetval array_var element string_var sKey ref rVal float fVal Begin Function{ar sPrefix iDebugMode} let sRetval := "" foreach element <- ar let sKey := $element["key"] let sType := TypeOf element["value"] let sRetval += "[" + sKey + "]" if eval "Form" == sType let rVal := element["value"] let sRetval := sPrefix + "[" + sKey + "] = " + (sv_construct "%i (%n)" rVal rVal) if ((0 == iDebugMode) || (GetDebugMode)) printC $sRetval endif endif if eval "Number" == sType let fVal := element["value"] let sRetval := sPrefix + "[" + sKey + "] = " + (sv_construct "%f" fVal) if ((0 == iDebugMode) || (GetDebugMode)) printC $sRetval endif endif if eval "String" == sType let sRetval := sPrefix + "[" + sKey + "] = " + element["value"] if ((0 == iDebugMode) || (GetDebugMode)) printC $sRetval endif endif if eval (("Array" == sType) || ("Map" == sType) || ("StringMap" == sType)) call fnSexoutReDump element["value"] sPrefix+"["+sKey+"]" iDebugMode endif loop sv_destruct sKey sv_destruct sRetval sv_destruct sType End ar : the array to dump. sPrefix: Pass an empty string, this is used internally for recursion. iDebugMode : Must be set to 1 (or the mod must be in DebugMode) for the UDF to print anything. This will loop recursively through any given array dumping the keys and values in the format: [key0][key1]...[keyn] = val Strings and Numbers values are printed as is; Forms are printed as "%i (%n)".
nyaalich Posted July 20, 2014 Posted July 20, 2014 Passing the empty string as just "", or would a variable need to be set to "" and then passed to the UDF that way?
DoctaSax Posted July 20, 2014 Posted July 20, 2014 Nope. Something like this http://www.gamemapscout.com/falloutnewvegas_interactive.html but with more options. User markers, quest tracking (just like in vanilla Pipboy, but it's definitely out of the current NVSE functionality, so it will probably require some more coding =\), wiki info, maybe something else what we can add on map or what we can do with map. sorry I was confused. I said that you should do less talking and more action. I just expresed my opinion that UI is not "WOW! OMG I've been waiting for this since 2009" mod. And you started saying that it's just a beginning. So I say that if you can do something that is not "piece of crappy font strings on the display" before telling us about possibilities. Harsh..) No, my friend. I already did some action to show possibilities. Now I'm doing talking for those who like to see things from mod user point of view to show them what exactly is WOW OMG (not UI mod) =D That is harsh, tomm. I wouldn't mind seeing some of xilandro's code there, interface/ui stuff is yet another place where all the string & array bits can really expand the possibilities. A finished product that makes you go wow OMG takes time, as any modder worth his salt knows.
Guest tomm434 Posted July 20, 2014 Posted July 20, 2014 On the previous page I stated that Real time UI is not "WOW" for me Then xilandro answered me that this is just the beginning but I didn't ask him to. And then I said that he should show something before telling me about it because I am as an user is intersted in result. And that's not harsh in my opinion because all of this started with me expressing my opinion thus not hurting anyone's feelings and not asking for responses. I say sorry in advance for everything everyone accuses me off, I don't argue that arrays\strings\UDFs open up new possibilities - just let's finish this issue as quick as possible.
DoctaSax Posted July 20, 2014 Posted July 20, 2014 Con_SQV QuestID = Readably prints all the variable names and their values for a quest (except strings/arrays are converted single int/float), plus running state/stage/priority People shouldn't forget the SetConsoleEcho thing there. From what I can tell, array vars aren't 'converted', the numbers displayed seem to be their array IDs. SQV doing that is probably good for ar_dumpID'ing during testing. Print = its a much foxier version of PrintC, that lets you skip all the formatting bull shit and do more stuff. You wouldn't know if PrintD made it over too? I'd like that one better
Odessa Posted July 20, 2014 Posted July 20, 2014 A debugmode only version of 'Print'- Unfortunately not (or at least, I can't see it in any documentation, or the Commands_Scripting.cpp source, where 'Print' seems to be). I think we need to bug jaam for that one . Other commands that would be useful for debug dumps, and I'm not aware of existing, would be a reverse of GetModIndex (given the index, returns the string of the loaded mod), which would let you get load-orders, and a way to get the localization of the game (eg: French, English). You can do "ActorValueToString" to get the localized string for an actor value though, and could maybe figure out the language from that, if I understand that function right.
DoctaSax Posted July 20, 2014 Posted July 20, 2014 a reverse of GetModIndex (given the index, returns the string of the loaded mod), which would let you get load-orders GetNthModName returns the mod name as a string, takes the index as parameter (converted to decimal)
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