FOSE v1.3 beta 2 is REQUIRED. Triple-check your installed version before reporting issues.
Feel free to request functions/fixes in the comments and i'll have a look if i have time.
Note that FOSE was left in a very poor state before the xSE team moved on, which means the following features are not available, and script functions related to them are currently NOT possible:
**FOLLOW UP: Applied the script to load order (sans masters). Everything works. Game runs w/o anomalous behavior. Good stuff not having to worry so much about save bloat on my very modded game.
With the scriptwait and stopscriptwaiting functions, couldn't we have a way of making pseudo udfs? This could help port many nv mods and improve the readability and functionality of fo3 scripting. We'd have to use quest vars, auxvars or globals to compensate for arguments, but it seems like it could work at least with some limitations
Also I have no idea if fose is capable of catering script waiting. Just a thought
I've run into an issue though with ButcherpeteFOSE compatilibity with lstewiel fixed FOSE dll/xFOSE dll, which fixes a tlist memory leak and other things, but whenever I use it with ButcherPete, my game won't launch, I use a bunch of other FOSE plugins, but its seems only ButcherPete makes my game not launch. Do you know if this crash is because you already implement those fixes in ButcherPeter?
EDIT: I double check ButcherPete FOSE 2.4 and before work fine, but with 2.5 it breaks.
I understand, its just weird that it would suddenly break for unknown reasons. The point of the the dll is to just to fix memory leak and bugs, I don't remember it changing anything, and all other extension work fine.
Hi C6, good to see you're still supporting ol' Pete, especially since I recently started working on my own mod again.
Would GetActiveMenuMode be easy enough to port, if even possible? Like GECKWiki says on its page, MenuMode (function) seems to be inconsistent on returning correct menu codes, so I was thinking maybe that other function was written as a more bullet-proof alternative. I could try to assist with testing, if that would help.
Regardless, thanks again for your work; StopSound has already improved my script so freaking much.
Edit: So far, seems to work exactly the same as MenuMode--ergo, makes no discernable difference. According to JIP's changelog, the function was supposed to always report the correct menu code, so maybe the problem is deeper in the engine with how it reports menu codes in the first place, or maybe I'm somehow using it wrong. Oh well, thanks anyway!
I'm trying to detect when the inventory menu is open, in which case an item in the player's inventory is not set as a quest item, whereas if the container or barter menus are open, the item is set as a quest item (basically, I'm trying to make the item weighted and droppable, but not transferable to any other inventories).
However, when you open one of the forbidden menus, while the item doesn't show up (meaning it was successfully changed to a quest item), it'll then stay stuck as a non-droppable quest item once you switch back to your inventory. It does seems that saving -> quitting -> reloading seems to be resetting the item back as a non-quest item, so I'm either misunderstanding/misusing when/how menu codes work, or there's some kind of inconsistency with when/how the game reports them.
I don't want to clog up the board here, so I'm just going to keep testing different things but worst case scenario, if saving -> loading fixes the issue consistently, then that'll be good enough for me.
Edit for posterity: An easy fix was just sticking "self.SetQuestItem 0" inside a GameMode block that runs once. Not sure why I didn't think of trying that before posting, urgh....
This sounds like there are issues with changing the quest item flag in time before the menu loads, not anything to do with reporting the current menumode. Either way, debug with prints to verify that things are happening the way you think they do
Howdy, another request: according to GECKWiki, vanilla IsSpellTarget is broken; it suggests IsSpellTargetAlt and GetActiveEffects as alternatives, but the latter is an array function. Think IsSpellTargetAlt can be ported?
Can you please port GetPosEx and SetPosEx from JIP? They're would be very useful for easier port of the TTW - Mothership Zeta Crash Site Tweaks mod I'm doing for Piber.
127 comments
Feel free to request functions/fixes in the comments and i'll have a look if i have time.
Note that FOSE was left in a very poor state before the xSE team moved on, which means the following features are not available, and script functions related to them are currently NOT possible:
script https://www.nexusmods.com/newvegas/mods/72872
**FOLLOW UP: Applied the script to load order (sans masters). Everything works. Game runs w/o anomalous behavior. Good stuff not having to worry so much about save bloat on my very modded game.
Also I have no idea if fose is capable of catering script waiting. Just a thought
I've run into an issue though with ButcherpeteFOSE compatilibity with lstewiel fixed FOSE dll/xFOSE dll, which fixes a tlist memory leak and other things, but whenever I use it with ButcherPete, my game won't launch, I use a bunch of other FOSE plugins, but its seems only ButcherPete makes my game not launch.
Do you know if this crash is because you already implement those fixes in ButcherPeter?
EDIT: I double check ButcherPete FOSE 2.4 and before work fine, but with 2.5 it breaks.
All I'm saying is its odd.
Would GetActiveMenuMode be easy enough to port, if even possible? Like GECKWiki says on its page, MenuMode (function) seems to be inconsistent on returning correct menu codes, so I was thinking maybe that other function was written as a more bullet-proof alternative. I could try to assist with testing, if that would help.
Regardless, thanks again for your work; StopSound has already improved my script so freaking much.
Edit: So far, seems to work exactly the same as MenuMode--ergo, makes no discernable difference. According to JIP's changelog, the function was supposed to always report the correct menu code, so maybe the problem is deeper in the engine with how it reports menu codes in the first place, or maybe I'm somehow using it wrong. Oh well, thanks anyway!
However, when you open one of the forbidden menus, while the item doesn't show up (meaning it was successfully changed to a quest item), it'll then stay stuck as a non-droppable quest item once you switch back to your inventory. It does seems that saving -> quitting -> reloading seems to be resetting the item back as a non-quest item, so I'm either misunderstanding/misusing when/how menu codes work, or there's some kind of inconsistency with when/how the game reports them.
I don't want to clog up the board here, so I'm just going to keep testing different things but worst case scenario, if saving -> loading fixes the issue consistently, then that'll be good enough for me.
Edit for posterity: An easy fix was just sticking "self.SetQuestItem 0" inside a GameMode block that runs once. Not sure why I didn't think of trying that before posting, urgh....
Edit: And my mod's update is live! Thanks a lot C6, it couldn't have been done without your work.