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HugePinball

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HugePinball

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About this mod

Easily allow your scripts to detect if FOSE is present or not. Makes the \"global\" variable FOSE.isPresent available to all scripts. Use this file as a master, or merge with your mod.

Permissions and credits
Discussion Thread - http://www.fookunity.com/forum/showthread.php?t=623
Tutorial - http://www.fookunity.com/forum/showthread.php?t=622

====================
FOSE Detect
--------------------
http://www.fallout3nexus.com/downloads/file.php?id=7063
====================
FOSE Detection Mod Resource

Version: 1.0b2
Date: 06-17-2009
Author: HugePinball
E-mail: [email protected]
==================

== Changes ==
v1.0b2 - First beta implementation was flawed. Minor change corrects this - see link above for details. Minor changes to readme.

(A) Description
(B) Requirements
(C) Installation
(D) Usage
(E) Conflicts/Known Issues
(F) Credits
(G) Permissions/Modding Usage


====================
(A) Description
====================
This is a simple resource which will allow all scripts to easily detect if FOSE is present or not. Use it in your scripts to run one block of code if FOSE is present and another block if it is not. You can add extended FOSE features to your scripts, but they will still run properly for users without FOSE installed. Or you can simply show a message to the player that FOSE is required for your mod.

I didn't see anything like this out there, or even a clear tutorial on this method, so I thought it could be useful to the modding community. You may either use this as a master, or merge with your own mod. I tried to choose quest/variable names so that this might make sense as a modding standard, if it is useful enough to become one. If this master is loaded, or merged with an existing mod, scripters can simply use the new variable as if it was built-in.

Briefly, the variable "FOSE.isPresent" is made available to all scripts. As implied by its name, FOSE.isPresent can be used as a boolean in conditional statements to determine if FOSE is available at runtime. It is actually of type short, with a value = 0 if FOSE is not running, and the FOSE version if it is.

A full tutorial is here: http://www.fookunity.com/forum/showthread.php?t=622


====================
(B) Requirements
====================
- Fallout 3
- (Recommended) Fallout Mod Manager (FOMM) - http://www.fallout3nexus.com/downloads/file.php?id=640
- (Recommended) FO3Edit - http://www.fallout3nexus.com/downloads/file.php?id=637


====================
(C) Installation
====================
1) Place the file "FOSE Detect.esm" in your "Fallout 3\Data" folder.
2) Using FOMM, activate the plugin in your load order before any files which will make use of FOSE.isPresent.

:: Uninstall
1) Deactive and remove the ESM.

== OR ==

1) Follow steps 1 & 2 above, and close FOMM.
2) Open FO3Edit.
3) Fully expand "FOSE Detect.esm"
4) For both the Quest and Script, Right-click and 'Copy as new record into...' your mod file. DO NOT change the EditorID's!
5) In the File Header of your mod file, Right-click the cell ABOVE "FOSE Detect.esm" and select 'Remove'.
6) Close FO3Edit and save your mod file when prompted.
7) Deactivate and/or remove "FOSE Detect.esm"


====================
(D) Usage
====================
Use the variable FOSE.isPresent anywhere you would use any other short script variable. Obviously, it is most useful in conditional "if" statements to prevent FOSE-based code running (and killing your script) if FOSE is not present.

Unless you're merging the FOSE Detect quest and script, you *need* to add "FOSE Detect.esm" as a master to your mod file to prevent users from launching FO3 without it loaded, and to allow the scripts that reference FOSE.isPresent to compile. If it is not added as a master, any scripts that use it will not run.


====================
(E) Conflicts/Known Issues
====================
:: Conflicts
- If a mod already has a Quest with the EditorID "FOSE" or a Script with the name "FOSEDetectionScript", it will conflict with FOSE Detect (I hope this is unlikely).

:: Known Issues
- None known

* Please comment if you find any issues with this mod, readme, or any documentation *


====================
(F) Credits
====================
- Thanks to Antistar for helpful discussions.

- Thanks to Ian Patterson (ianpatt), Stephen Abel (behippo) and Paul Connelly (scruggsywuggsy the ferret)
for the Fallout Script Extender (FOSE)
- http://fose.silverlock.org/
- http://www.bethsoft.com/bgsforums/index.php?showtopic=984389

- Thanks to ElminsterAU for FO3Edit - http://www.fallout3nexus.com/downloads/file.php?id=637

- Thanks to Timeslip for the Fallout Mod Manager (FOMM) - http://www.fallout3nexus.com/downloads/file.php?id=640


====================
(G) Permissions/Modding Usage
====================
This is designed be a mod resource. You may package and re-distribute these files with your mod, if you INCLUDE THIS README. If you want to modify and redistribute these files, please obtain my permission first. You may also merge or copy the methods used in FOSE Detect into your own mod. If that is the case, you do not NEED to include this readme with your mod, but I suggest it as then users will know how to use FOSE.isPresent if they choose to mod your mod :)

In either case, if this helped you please credit me where appropriate, and if you think it would be helpful to others, include this link somewhere in your documentation:
http://www.fallout3nexus.com/downloads/file.php?id=7063

Please inform me if you wish to use or redistrubute FOSE Detect with your mod, as I am curious to know where and how it is used!

Thanks!
-HugePinball