Fallout 3

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JoshNZ

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JoshNZ

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About this mod

Show\'s you how to send data between mods with out FOSE

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Show's you how to send data between mods with out FOSE

Full Cliant/Server Cross-mod data inplimation.

If you came here for the face anims dont bother reading this just donwnload the first file in the optional section.

The Description is just me raving about moding and only ment to be read buy someone who give's a about codeing.

Face anims:

I have used the base code from V1 to up-date the Grooveatron and umpa's animations to be cross-mod-enabled.

Changes to the groovy.
The groovy will no longer have umpa's animations munu's unless you have umpa's anims installed and the .esp enabled.
The groovy will all so let other mods know it's installed and I have added a basic Apply Face Anims that any mod cross-mod enabled mod can use.

Changes to the Umpa's.
Umpa's anims can now let any Cross-Mod enabled mod to know it its installed.
Cross-mods can send umpa a NPC and have it dance in any of the 97 anims. Thay can all-so send a reset dance command.

Both mods have had there anims cleaned so thay dont conflict with other anims mods (Or less then thay did anyway)

DemoProject:

I Have allso included a small test app that will let you ask a NPC to dance umpa's Dance01/02 or pick a random dance from the 57 that are named that way.(Only if you have umpa's esp pluged in on course) It all so alow's for and senced the groovy and add's dialouge to apply face anims it you have it enabled.

V2.1 Next day.
Broke the package's up in to componits.
Gutted the groovy to make A Face anim's package.
I have a massive idear about how to go about a Unlisted mod index. I think I have cracked a way to make a Aray(Or somthing very simmler of a VB colection) in Pure fallout sript. I'll let you know.

V2.1
I could not get to sleep thinking about the way that v2 implments the cross mod detection.
Remade it so that the mod detection no longer stops data flow if the mod you are looking for is not there.
Looks Like i'll have to make a V3 becouse while this one works MUCH better then V2 it lack's the ablity to be extended to include a infinty number of mods.
I'll have to use the V2 ping code to make a sub-data channal for Unlisted mods to use.

Other wise V2.1 add's the exact same funality as V2

I have left V2 still up becouse it is a good desplay of a ping-pong cliant server and this hole page is decated to being a code tutoral. The project get's more complex and more power full as it go's along.

If you came here to get the answer to "how to send data between mods with out FOSE" I still recomend you take a look at V1 before you try V2.1. Then try V2. I cut out the unlisted mod fuctionalty for V2.1 for speed and simplisty. V2 is prity darng complex.

V2

This is posted as a code demo mostly. I have contacting both makers of the orginal content and asking what thay think about making there main project's Cross-Mod-Enabled.

I made this one so I could ask a NPC to dance in my other project, but I dont wish to rip off umpa and becouse we both have anims mods I thought I'd make a way to tell if it was installed and use it if it was rather then including it in my project and people geting the wrong idear.

I up-dated the groovy becouse it got me lost thinking my load-order was on the blink when I just had not install umpa's anims. And becouse I wish to use face anims through it for prity much the same resion.

I would like to see a few more mod's become cross-mod-compatible . I think it would be grate to be able to say if thay that x mod installed then I can use X function...

This Cross-Mod Project can become a code snipet data base if enough moders get on bord. Any mod can become Cross-Enabled and give it's functions to all other mods while not giving away the Basic right of who made it. After all it works IF thay have X mod then I can use X function. So you can make a dance house where the girls dance IF you have umpa's and do something else intiarly IF you have my mod and just stand around IF you havent downloaded anything.

All-so I think that this inplimtations is good becouse it alows any-one wishing to use umpa's anims not have to include/merge .esp's

Hope this one helps you all to make somthing cool.

V1
This file includs a Cross-Mod-Data ESM and a quick demo of it being implemted (Daialouge to remove cloths in one ESP and put cloths back on in another ESP. Both ESP's where made with out the other loaded in the geck and are not dependent on each-outher.).

With this trick you can send data( Int Float and Ref) from one mod to another. This means that you can control another mod with out having it loaded in the geck.

If you dont inderstand the above then you have wasted your time even looking at this page. Sorry. This mod is amed at mid level script moders or people who are good at land/bullding making but not so good at scripting.

I am going to be making a Mod Awearness mod useing a code similer to this. And to do that I had to make this first as it include's the very basic "How to send data" code.

I am uploading this in the hope it will help another moder do somthing cool.

This will be the only file in JoshNZ history that dous not get updated. I was wrong about that...

I also don't mind about endorsments (Kudos is alwase nice, Im shame-less sometimes) but if you make somthing cool with it post a link on the comments page please. That's all I ask if you use this code or consept... A link to Your mod in my comments page.

Lol all my other mod's (And most other mods I have seen) ask for a link to mine/there's.

Enjoy
JoshNZ