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jazzisparis and LuthienAnarionUploaded by
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About this mod
This plugin is an extension of the New Vegas Script Extender (NVSE). It adds 1000+ new functions, which can be used in GECK scripting and (in some cases) as conditions.
Additionally, this mod includes numerous engine bug fixes/tweaks, and restores several broken game features.
- Requirements
-
Nexus requirements
Mod name Notes New Vegas Script Extender (NVSE xNVSE) Mods requiring this file
- Permissions and credits
-
Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You must get permission to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
- Changelogs
-
-
Version 57.30
- New functions:
- -----------------------------
- HasKeywordCond
- GetStringHash
- GetReticleTargetLimb (thanks and credits to Demorome & lStewieAl)
- _____________________________
- Other changes/fixes:
- -----------------------------
- Fixed a bunch of crashes (or so I've been told)
- As for other changes: FIIK, TBH (understandable after an 8 months break)
-
Version 57.21
- Function changes/fixes:
- -----------------------------
- * AuxVar functions - Fixed a bug that was most likely causing the strange MCM issues with JAM, and potentially crashes.
- * GetActiveEffects - Fixed a bug where the function ignored actor effects with no magnitude.
- * GetChildBlocks - Added a 3rd optional flag argument to enable returning only the immediate children, instead of all descendants.
- * SetGameMainLoopCallback - New alias: SGMLC
- _____________________________
- JIP optional features/fixes:
- -----------------------------
- * Ignore DT/DR Fix (bIgnoreDTDRFix) - Armor condition damage calculation reverted (again) back to vanilla, albeit with a few minor tweaks.
- _____________________________
- Vanilla code fixes:
- -----------------------------
- When a Projectile hits an actor - all applicable data for creating the impact/hit event, including the source Weapon (for applying Object Effect and Impact Data Set), and the source Ammo type (for Ammo Effects and Impact Script) will be derived from the data saved on the projectile ref, instead of from the source actor it originated from.
-
Version 57.15
- New functions:
- -----------------------------
- RegisterSRScript
- SetAmmoCasing
- _____________________________
- Function changes/fixes:
- -----------------------------
- * SetCollisionObjProperty/SetCollisionObjLayerType - Using an asterisk in place of a name of a specific node will now apply the changes on any child node of the object that has collision.
- * Get/SetLockedOut - Both functions will now work correctly with teleport doors; changes made by the latter will be save-baked as was intended. Thanks and credits go to shad0wshayd3, who both pointed out the issue and fixed it.
- * ProjectExtraCamera - Improved overall texture quality and fixed minor visual glitches. I thank WallSoGB for the helpful input.
- * RemoveItemTarget/GetItemCount - Fixed a possible crash at certain conditions.
- * ShowTextInputMenu - Fixed a bug where the menu would not initialize in the foreground and was unresponsive to input.
- _____________________________
- JIP optional features/fixes:
- -----------------------------
- * Ignore DT/DR Fix (bIgnoreDTDRFix) - Fixed a major bug where armor condition degraded at an extreme rate when taking hit damage.
- * NPC Perks (uNPCPerks) - The 'Modify Light Items' perk entry-type will now also affect NPCs.
- _____________________________
- Game code fixes:
- -----------------------------
- * As in Fallout 3 - negative Fatigue is now capped and may not drop lower than -30 (according to the code - this is clearly an oversight of Obsidian).
-
Version 57.10
- New functions:
- -----------------------------
- AttachLine
- SetDamageToArmorMaxPercent
- _____________________________
- Function changes/fixes:
- -----------------------------
- * SetAngleEx - Added new optional transform methods.
- * SetNifBlockRotation - Added new optional transform methods.
- * GetMenuTargetRef - Added support for LevelUpMenu - return selected perk.
- * ProjectExtraCamera - Fixed water rendering and actor culling.
- * IsSpellTargetList - Fixed a rare crash when using the condition version of the function.
- * Added aliases to many functions.
- _____________________________
- Miscellaneous:
- -----------------------------
- * 'bIgnoreDTDRFix' - Armor condition damage calculation reverted to vanilla due to balancing issues.
- * 'bLocalizedDTDR' - Significantly improved, and also fixed localized DR, which was completely broken.
- _____________________________
- Game code fixes:
- -----------------------------
- * Fixed Battle MediaSets in Region sound data - which was completely broken when used with non-vanilla sets. Also greatly improved music randomization.
- * The game will now fall back to the vanilla CharGenQuest if the one read from the INI file is invalid.
-
Version 57.01
- Function changes/fixes:
- -----------------------------
- * ReadStringFromFile - Fixed a bug where the function returned an empty string if both optional arguments were omitted.
- * RewardXPExact - Fixed an issue where XP awarded via this function was not save-baked.
- _____________________________
- Miscellaneous:
- -----------------------------
- * Script Runner - Compile errors will now be logged in 'jip_ln_nvse.log' ONLY; In the console, a single line will be alerting if errors were found.
- * Possible fix for various issues related to weapon/armor model/name/whatnot swaps (none of which I've been able to reproduce).
- * Fixed an obscure glitch that was affecting 'Take a Picture' mod, by Fallout2AM.
- * Fixed a code conflict with lStewieAl's Tweaks' 'bFixEnhancedCameraGroundSinkBug'.
- * Fixed a few rare crashes that were recently reported.
- * Lastly, fixed a major immersion-breaking bug, where an empty line was printed in the console when launching the game.
-
Version 56.95
- New functions:
- -----------------------------
- GetSelfAsInventoryRef
- _____________________________
- Function changes/fixes:
- -----------------------------
- * InsertNode - Fixed a crash when inserting a node to the player's skeleton, as a parent to a bone with a ragdoll controller.
- * GetModelPath (NVSE) - The returned model path will now take into account changes made via SetRefrModelPath.
- _____________________________
- Miscellaneous:
- -----------------------------
- * Script Runner - Made compile-failure messages more verbose, detailing the precise error and script line.
- * Script Runner - Added "ln_" as a new handled file prefix for running scripts on both game load and new game.
- * JIP MiniMap - Fixed local-map textures becoming black following alt-tab (only when running the game in full screen).
-
Version 56.90
- New functions:
- -----------------------------
- GetProjectileLight
- SetProjectileLight
- IsItemUnique
- GetMenuItemListRefs
- _____________________________
- Function changes/fixes:
- -----------------------------
- * SetWeaponModel - Resolve issues related to this function, which affected WAP Year One and possibly other mods.
- _____________________________
- Miscellaneous:
- -----------------------------
- * Ref ExtraData - Resolved a few item-stacking issues when used with inventory references.
- * JIP Script Runner - Script compile-failures will now be logged in 'jip_ln_nvse.log', as well as in the console.
- _____________________________
- Game code fixes:
- -----------------------------
- * Fixed a bug in the inventory, container and barter menus, where on certain conditions stacks of items would become invisible and "hidden" behind other stacks of the same item type.
- * (From v56.76) Code-level fix for the 'Modify Positive Chem Duration' perk entry point to only effect 'Chems' (instead of all ingestibles) as was intended --- improved this fix such that the correct duration is shown in the item effects info.
-
Version 56.85
- New functions:
- -----------------------------
- RefHasExtraData
- GetRefExtraData
- SetRefExtraData
- TogglePurgeOnUnload
- GetCellNorthRotation
- _____________________________
- Miscellaneous:
- -----------------------------
- * JIP Script Runner now supports scripts containing lambda expressions + fixed a few bugs.
- * Fixed a few reported crashes.
-
Version 56.81
- Fixed crashes associated with the function 'GetItemRefCurrentHealth' (this was the culprit for the bulk of reported crashes).
- Fixed verified/potential crashes when using JIP MiniMap, that were occurring since update 56.80.
-
Version 56.80
- New functions:
- -----------------------------
- GetEditorPosition
- GetWorldspacePersistentCell
- _____________________________
- Function changes/fixes:
- -----------------------------
- * Search - This console-only function was partially broken and is now fixed.
- * sv_RegexSearch - This function was broken and is now fixed.
- * Get/SetImageSpaceModTrait - Expanded the functions to return/set additional trait types.
- * GetAllPerks - Added an optional argument for including hidden perks.
- * Get/SetItemRefCurrentHealth - Added an optional argument for returning/setting health percent.
- _____________________________
- Special thanks to Demorome for his contributions to this update.
-
Version 56.78
- Dealt with several recurring CTD issues some people reported having.
- _____________________________
- New functions:
- -----------------------------
- GetAllPerks
- ToggleNodeCollision
- _____________________________
- Function changes/fixes:
- -----------------------------
- * ScriptVariable functions (Add/Remove/etc.) as well as AuxVarGetFltCond, all of which turned out to be broken since a few updates ago, are now fixed.
- * Auxiliary Variables (AuxVars) will now also work properly and consistently with non-persistent references, unlike before where a variable was discarded when its owning reference was unloaded (but not deleted) by the game. Note, however, that accessing AuxVar stored values (via the various 'Get' functions) still requires the reference to be loaded.
-
Version 56.76
- Fixed crashes associated with the 'ToggleCreatureModel' function (several mods were affected by this issue).
- Fixed a few, mostly minor issues reported on the comment section and on Discord.
- Optimized game code that should improve cell loading times and game launch speed.
- Code-level fix for the 'Modify Positive Chem Duration' perk entry point to only effect 'Chems' (instead of all ingestibles) as was intended and as it did in Fallout 3.
-
Version 56.75
- >>> Frequent crash issues present in previous release should now be resolved.
- New functions:
- -----------------------------
- RotateAroundPoint
- GetStringUIDimensions
- ProjectUITile
- _____________________________
- Function changes/fixes:
- -----------------------------
- * ToggleObjectCollision - The function will now also work on actors.
- * ProjectExtraCamera - Camera images may now also be projected onto blocks with BSShaderPPLightingProperty.
- * CopyFaceGenFrom - Fixed an issue where the function would not work consistently with leveled NPCs.
- _____________________________
- Game code fixes:
- -----------------------------
- * Fixed a bug where weapons/armour items, added via script with 100% health, would form invisible stacks in the inventory/container/barter menus.
-
Version 56.72
- AuxVars will now be automatically and immediately cleared if/when the owning reference no longer exists (deleted/unloaded). It should therefore be reliable and safe from now on to use AuxVars with temp/dynamic objects.
- Fixed potential crashes that were reported when using JIP MiniMap.
-
Version 56.70
- Function changes/fixes:
- -----------------------------
- * SetBaseForm - The function will no longer restrict using the same form type as the original.
- * GetHasContact/GetHasContactBase/GetHasContactType/GetContactRefs - The functions will now also work when the calling reference is a trigger box.
- _____________________________
- Miscellaneous:
- -----------------------------
- Fixed serious glitches in JIP MiniMap that mostly happened on heavy load orders.
-
Version 56.68
- New functions:
- -----------------------------
- WeaponHasModType
- _____________________________
- Function changes/fixes:
- -----------------------------
- * SetGameHour - Fixed an issue when calling this function on hardcore mode, where hardcore needs would be incremented even if hardcore tracking was temporarily disabled.
- * ProjectExtraCamera - Added a 5th, optional argument for generating images in greyscale (instead of full colour).
- * AddItemAlt - When using with a leveled list, and omitting the 3rd argument (condition), the condition of the added item(s) will be set according to the leveled list.
- _____________________________
- Miscellaneous:
- -----------------------------
- Resolved a conflict with lStewieAl's Tweaks, which broke the tweak for essential companions outside of hardcore.
-
Version 56.65
- New functions:
- -----------------------------
- PlaySound3DNode
- GetReticlePosAlt
- GetLightAmountAtPoint
- GetAnglesBetweenPoints
- _____________________________
- Function changes/fixes:
- -----------------------------
- * LNSetName - The function was fixed and works on references again.
- * ClearMessageQueue - Fixed a bug where, on certain instances, calling this function would cause current displayed corner message to remain visible and not fade until another message is shown.
- * SetBaseForm - The function may now be used with actors (with caution).
- _____________________________
- Misc. fixes:
- -----------------------------
- 'bIgnoreDTDRFix' - Fixed a possible crash; fixed a bug when turning this feature off, where all hits would consistently deal the minimum damage of the weapon used.
- 'bGameDaysPassedFix' - Fixed a bug where finishing the intro part and leaving Doc Mitchel's house before midnight would not set the time to 8AM, as was intended.
-
Version 56.62
- Miscellaneous:
- -----------------------------
- * Removed the fix for Explosion forms' Light setting, which was found to be too taxing on performance.
- * Un-deprecated an undocumented function which, as it turned out, was being used by B42 Melee Bash (because of course).
- * Tweaked internal hit-damage-to-armor calculations when using bIgnoreDTDRFix/bLocalizedDTDR, such that higher-tier armors/PA degrade more rapidly (instead of hardly at all).
-
Version 56.61
- IMPORTANT: This update (and any that will follow) now requires xNVSE v6.2.7 (or newer) to run.
- _____________________________
- New functions:
- -----------------------------
- IsSpellTargetList (credits to Demorome)
- SetArmorConditionPenalty
- SetExcludedCombatActions
- GetExcludedCombatActions
- _____________________________
- Function changes/fixes:
- -----------------------------
- * AddItemAlt - Added an optional argument for showing/hiding corner messages.
- * MessageExAlt - Added an option to play a sound.
- * GetKiller - The function will now correctly return the player's killer upon death.
- * SetOnFireWeaponEventHandler - Fixed an issue where the event would fire for NPCs when equipping their weapon.
- * HasPerk - Fixed a bug where the function would return 1 when called on NPCs if the player had the perk.
- * GetTeleportDoor - Fixed potential CTD.
- * GetZoneFlag - Fixed an oversight which was causing incorrect return values.
- * OnButtonDown/Up event handlers can now be registered regardless of whether a controller is enabled.
- _____________________________
- Misc. fixes:
- -----------------------------
- Fixed an issue causing the player's ragdoll to glitch upon death, when using the 360 Movement mod.
-
Version 56.56
- A confirmed fix for random crashes issues some people were having when using recent versions.
-
Version 56.55
- A complete fix for the invisible modded weapons bug.
- A possible fix for a nondescript, random crashes issue that may be related to this plugin.
-
Version 56.54
- IMPORTANT: This update (and any that will follow) now requires xNVSE v6.2.6 (or newer) to run.
- _____________________________
- Function changes/fixes:
- -----------------------------
- * ShowQuantityMenu - Callback script will now be passed -1 quantity if `Cancel` was pressed in the menu.
- * CloseActiveMenu - Fixed a bug where calling this function would semi-break the message menu, if open.
- * RemoveObjectiveTarget - Fixed a possible crash when removing targets from current active quest.
- * SetGameHour - The function will NOT increment hardcore needs if hardcore tracking is turned off.
- _____________________________
- Misc. fixes:
- -----------------------------
- * Fixed an issue where certain weapons would become invisible when modded.
- * Fixed an issue where the player character and other actors would fall through terrain, sometimes resulting in a CTD.
-
Version 56.52
- Function changes/fixes:
- -----------------------------
- * ReloadEquippedModels - Added an optional argument enabling to specify a single Biped slot to reload (instead of ALL slots).
- * GetBlockTextureSet - The function will now also work with NIF blocks that are using BSShaderNoLightingProperty.
- * SetGameHour - The function will now increment hardcore needs.
- * GetFactions/GetBaseFactionRank - Fixed an issue where incorrect values were returned for leveled actors.
- _____________________________
- Game code fixes:
- -----------------------------
- * Fixed a bug where moving/rotating (via MoveTo/SetPos/SetAngle/etc.) static objects, with fixed-type collision, would fail to properly move the object's collision geometry.
- * Fixed a bug where unlocked, owned teleport doors appeared red on the HUD even when the linked cell was set to public.
- _____________________________
- Miscellaneous:
- -----------------------------
- * Fixed an issue causing the game to crash upon exit when not using NVTF (or the fast-exit option).
- * JIP MiniMap - Fixed an issue where fog of war would sometimes stop updating in interior cells, resulting in black maps.
-
Version 56.50
- New functions:
- -----------------------------
- SetRefrModelPath
- _____________________________
- Function changes/fixes:
- -----------------------------
- * AttachModel - Fixed a code error which may and probably has caused crashes.
- * SetRefName - The function will now work with non-persistent references and items.
- * Get/SetCollisionObjProperty - The function(s) can now get/set Body Mass.
- * SetPersistent - Fixed a bug when setting persistence on non-dynamic, editor-placed references.
-
Version 56.47
- New functions:
- -----------------------------
- GetCollisionObjProperty
- SetCollisionObjProperty
- GetCollisionObjLayerType
- SetCollisionObjLayerType
- _____________________________
- Function changes/fixes:
- -----------------------------
- * GetContactRefs - Fixed actor-to-actor contact detection.
- * GetMenuTargetRef - Added support for MenuMode 1058 (Repair Services). Credits to Demorome.
-
Version 56.44
- IMPORTANT: This update (and any that will follow) now requires xNVSE v6.2.5 (or newer) to run.
- _____________________________
- New functions:
- -----------------------------
- GetNifBlockTranslationAlt
- GetNifBlockRotationAlt
- GetLinearVelocityAlt
- GetAngularVelocityAlt
- SetAngularVelocityEx
- GetActorVelocityAlt
- _____________________________
- Function changes/fixes:
- -----------------------------
- * IsIdlePlayingEx - The function can now be used as a condition, where applicable, in the GECK.
- * SetLinearVelocity - Added an optional flag argument for setting velocity relative to local axes.
- * GetSelectedItemRef - Fixed an issue where continuously calling this function every frame could cause crashes.
- * ReloadEquippedModels - Fixed a bug when calling this function on an actor equipped with a backpack weapon.
- * SetNifBlockRotation - Fixed a minor precision issue.
- _____________________________
- Miscellaneous:
- -----------------------------
- 'bEnableFO3Repair' (optional patch) - Fixed crash issues and buggy behavior.
-
Version 56.42
- Function changes/fixes:
- -----------------------------
- * WriteArrayToFile - Added an optional flag argument for transposing the array/matrix when writing it into a file.
- * ShowQuantityMenu - Added an optional argument for setting initial, default quantity.
- * Get/SetQuestFlag - Added several missing/recently decoded flags.
- * fATan2 - Fixed a crash when calling the functions with both arguments equaling 0.
- * PlayAnimSequence - Fixed an obscure issue causing references to be ignored by cell-scan functions.
- * CloseActiveMenu - Fixed an issue where, when called in the computer/hacking menus, the function would fail to unload the terminal model.
- _____________________________
- Game code fixes:
- -----------------------------
- Both Projectile Muzzle-Flash lights and Explosion lights will now use the Fade property value as defined in the Light form, instead of always falling back to 1.0.
- _____________________________
- Miscellaneous:
- -----------------------------
- * Refactored the vanilla algorithm for animating lights (flicker/pulse). Flicker effects are now much more smooth and realistic.
- * Implemented a new light animation effect: Random Colour Shift (fast/slow). This effect can be toggled for a Light form, either via xEdit (set flag bits 11 or 12), or on runtime, using the SetLightFlag script command.
-
Version 56.40
- Fixed NPC-to-NPC dialogue, after it got partially broken in the last update.
- IsIdlePlayingEx - The function did not work properly following the last update and should now be fixed.
- MoveToEditorPosition - The function can now optionally restore the object reference's original rotation (credits to Demorome).
-
Version 56.38
- New functions:
- -----------------------------
- TogglePlayerSneaking
- GetActorMovementFlags
- GetTranslatedPos
- GetHitBaseWeaponDamage (credits to Demorome)
- GetHitFatigueDamage (credits to Demorome)
- _____________________________
- Function changes/fixes:
- -----------------------------
- * CastImmediate - Fixed a bug where the effect would sometimes end up being applied on the wrong actor.
- * MoveToContainer - Fixed a crash when calling the function on an actor's dropped weapon.
- * PlayIdleEx - The function will now work on the player when called from quest/object scripts.
- * GetPCDetectionState - Fixed incorrect values sometimes being returned.
- * SetOnHitEventHandler - Actor/object effect hits will no longer trigger the event.
- * SetAngularVelocity - The function will now correctly use the object's local rotation.
- * SetPosEx - Added an option for translating object position (see wiki page).
- * GetAngleEx - The function can now optionally return either global or local rotation.
- * SetAngleEx - Added 3 optional methods for setting object rotation (see wiki page).
- _____________________________
- Game code fixes:
- -----------------------------
- The game will now "remember" hotkey-ed items, even when dropped or removed from the player's inventory. When the item is picked up again, its hotkey bind is restored, unless another item in the player's inventory is already bound to the same hotkey. The use of scripted workarounds, as well as of the dedicated script commands, is no longer needed, but will not conflict.
-
Version 56.34
- IMPORTANT: This update (and any that will follow) now requires xNVSE v6.2.3 (or newer) to run.
- _____________________________
- Function changes/fixes:
- -----------------------------
- * SetOnFireWeaponEventHandler - The actor/list filter argument is now optional.
- * GetLeft(Right)StickX(Y) - Fixed return values range to be [-1.0, 1.0].
- * ar_Cat - The function will now work correctly with map-type arrays. Credits and many thanks to Demorome for his contribution and for implementing the necessary changes.
- * BaseAddItem(Health)/LeveledListAddForm/AddDestructionStage/AddRecipeCondition - Fixed potential crashes when calling any of these functions.
- _____________________________
- Miscellaneous:
- -----------------------------
- * 'bEnableFO3Repair' (optional patch) - Fixed a bug where, in certain instances, the repair menu would not close, despite no longer being able to further repair the item.
- * Ash/Goo piles of dead actors, marked as quest objects, will no longer be cleared when the parent cell resets.
- * Fixed possible crashes related to console prints.
- * The 'Has Meltdown' perk entry point will now work with NPCs.
-
Version 56.31
- Fixed several functions, used by the JIP Companions Command & Control mod, that were broken in the last update.
- (Please also see the change log for version 56.30)
-
Version 56.30
- IMPORTANT: This update (and any that will follow) now requires xNVSE v6.17 (or newer) to run.
- _____________________________
- Function changes/fixes:
- -----------------------------
- * All event-handling functions now fully support using lambda scriptlets, including captured variables (if any).
- * GetEquippedEx - Will now work correctly with armor items which do not use any biped slots.
- _____________________________
- 'uNPCPerks' optional feature:
- -----------------------------
- When using mode 2 (auto-added Perks), all human NPCs, regardless of level, will now also be given a single, random starting Trait.
- _____________________________
- New optional patch (toggled via jip_nvse.ini):
- -----------------------------
- 'bCreatureSpreadFix' - Fixes a bug where all non-human actors suffer a massive penalty to weapon-spread due to not having weapon aiming animations, and therefore not technically being able to aim. Note that although this is almost certainly a bug and an oversight of the game devs, this fix will make certain enemies much deadlier and may affect game balance, and is therefore optional and disabled by default.
- _____________________________
- Game code fixes:
- -----------------------------
- Fixed the 'Damage to Weapon Mult' override setting for weapon forms, which was broken and had no actual effect in-game.
-
Version 56.26
- New functions:
- -----------------------------
- RemoveAllPerks
- _____________________________
- 'uNPCPerks' optional feature:
- -----------------------------
- Fixed several potential errors and bugs.
- _____________________________
- Function changes/fixes:
- -----------------------------
- * RefreshItemsList - Fixed a bug where the function would not work if an overlapping sub-menu was open.
- * HasPerkRank/SetPerkRank - Both functions were modified to work with NPCs when the 'uNPCPerks' optional feature is enabled.
-
Version 56.24
- New optional feature (toggled via jip_nvse.ini):
- 'uNPCPerks' - Unlocks perks for NPCs. (full description found in the INI)
-
Version 56.22
- STARTING FROM THIS UPDATE: This plugin now requires xNVSE v6.13 (or newer) to run.
- _____________________________
- New functions:
- -----------------------------
- PlayAnimSequence
- _____________________________
- Function changes/fixes:
- -----------------------------
- * MoveToContainer - Fixed a crash when calling the function on a dead actor's dropped weapon.
- * ReadArrayFromFile - Added an optional flag argument for transposing the returned matrix.
- * GetCalculatedWeaponDamage - Fixed a crash when calling the function on a throwable-type weapon.
- _____________________________
- Miscellaneous:
- -----------------------------
- * JIP MiniMap - The special user-placed map marker will now be shown on the minimap, as a green quest marker.
- * Setting, in xEdit, flag "Unknown 23" for a cell will make it so changes in the positions of references in that cell will not be saved. This can significantly mitigate saved game bloat associated with heavily-cluttered cells.
-
Version 56.20
- New functions:
- -----------------------------
- RemoveNifBlock
- SetInternalMarker
- FailQuest
- _____________________________
- Function changes/fixes:
- -----------------------------
- InsertNode/AttachModel - Various improvements (see corresponding wiki pages).
- GetObjectiveTargets/GetObjectiveTeleportLinks - The functions will no longer return inactive targets.
- AddNewEffect - Added an optional argument for appending the new effect at the end of the effect list.
- _____________________________
- Miscellaneous:
- -----------------------------
- * JIP MiniMap - Improved the level of detail of exterior local maps; Fixed minor visual glitches and one reported CTD.
- * Resolved potential multi-threading issues.
-
Version 56.18
- New functions:
- -----------------------------
- RenameNifBlock
- _____________________________
- Function changes/fixes:
- -----------------------------
- * RemoveItemTarget - Fixed a crash that was most prevalent when using Loot Menu.
- * SetNifBlockRotation - Fixed the 'rotate' option and added another transform option (inverse).
- * AttachExtraCamera - Function arguments and description have changed (see wiki page).
- _____________________________
- Game code fixes:
- -----------------------------
- Removed the hardcoded scaling of the HUD's broken limb/hardcore needs indicators.
-
Version 56.16
- New functions:
- -----------------------------
- AttachExtraCamera
- ProjectExtraCamera
- AttachUIXML
- AttachUIComponent
- _____________________________
- New features:
- -----------------------------
- Font scaling - The <zoom> property can now be used in text-type UI tiles for scaling font size (example: < zoom>50< /zoom> for half scale).
- _____________________________
- Function changes/fixes:
- -----------------------------
- * AuxVar/RefMap functions - Improved the precision level of stored numeric values.
- * RemoveItemTarget - Fixed a bug where removing equipped items did not also remove effects added by said items.
- _____________________________
- Game code fixes:
- -----------------------------
- Fixed incidental music clips which, except for NV and DM.esm, were broken for all DLCs/mods (credits to lStewieAl & TrueCourierSix).
- _____________________________
- Miscellaneous:
- -----------------------------
- * 'bEnableFO3Repair' - Fixed a bug where using misc items for repairing would restore full-health instead of a small fraction.
- * JIP MiniMap - Fixed several bugs and issues.
-
Version 56.13
- * Fixed a bug with armour condition/repairing, that was introduced in the last update.
-
Version 56.12
- New functions:
- -----------------------------
- ToggleMouseMovement
- _____________________________
- Function changes:
- -----------------------------
- * SetLightTraitNumeric/SetLightFlag - The effects of the functions will now be immediately applied on any rendered instances of the Light form.
- _____________________________
- Game code fixes:
- -----------------------------
- * Fixed the bug with immobile creatures (most notably, ceiling turrets) free-falling to the ground.
- _____________________________
- Miscellaneous:
- -----------------------------
- * JIP MiniMap - Fixed a possible memory leak.
-
Version 56.10
- New functions:
- -----------------------------
- GetPosEx
- GetAngleEx
- _____________________________
- Function changes:
- -----------------------------
- * Disable/Enable/Hold/Release/TapControl - All functions will now also work when using a controller.
- _____________________________
- Miscellaneous:
- -----------------------------
- * The 'bMultiProjectileFix' optional patch was deprecated. A much better implementation is now included in Stewie's Tweaks.
-
Version 56.08
- New functions:
- -----------------------------
- GetReticleNode
- EquippedWeaponHasModType
- _____________________________
- Function changes/fixes:
- -----------------------------
- * MoveToCell/MoveToReticle/MoveToNode - Fixed an issue where the function would sometimes fail to move references between two exterior cells.
- * NifBlock functions - In order to deal with the player character having two, completely separate 3D models for 1st and 3rd person, an optional argument was added to the functions, enabling to explicitly target one of the models.
- * Ammo Effect functions - Fixed a possible CTD when calling the function from an 'OnEquip' event handler.
- _____________________________
- Game code fixes:
- -----------------------------
- * Fixed Projectile lights not being immediately removed upon hit.
- * Fixed the 'Light' setting for Explosion forms, which was broken.
- * Fixed an issue where activating (via 'Activate') a stack of items in the world would only add a single item to the activating ref's inventory.
-
Version 56.05
- New functions:
- -----------------------------
- GetChildBlocks
- GetBlockTextureSet
- _____________________________
- Function changes/fixes:
- -----------------------------
- * SetOnAnimActionEventHandler/SetOnPlayGroupEventHandler - It is now possible to register handlers that are not filtered by actor, by passing an empty Form List.
- * SetPosEx/SetAngleEx - Position/angle changes will be applied instantly, on the current frame, instead of being deferred to the next frame.
- * InsertNode/AttachModel - Fixed a few bugs and further improved the functions.
- _____________________________
- Miscellaneous:
- -----------------------------
- It is now possible to add lights as integral components of any model, via NifSkope. In-game, the lights will be rendered as part of the object's 3D.
- In NifSkope:
- 1. Use 'Attach Effect' on the designated parent node of the light and select 'NiPointLight'.
- 2. Set the 'Name' of the added 'NiPointLight' block to something unique. You can optionally set X/Y/Z translations, otherwise you may leave the other settings default.
- 3. Use 'Attach Extra Data' on the 'NiPointLight' block and select 'NiStringExtraData'.
- 4. Set the 'Name' of the 'NiStringExtraData' to 'LIGH_EDID'.
- 5. Set the 'String Data' to the Editor ID of a 'Light' record (from the GECK) containing the properties of the light.
- Example: https://geckwiki.com/images/2/2d/PtLight.jpg
-
Version 56.02
- * GetHotkeyItemRef - Fixed an issue where the returned item was not the one at the requested hotkey index.
- * AttachModel - Fixed an issue where calling UpdatePlayer3D when in 1st person would leave copies of all attached models, floating in the world.
- * InsertNode/AttachModel - Fixed an issue where nodes/models, inserted to weapon/armor items' base forms, would not show when the item was equipped by an actor.
-
Version 56.00
- STARTING FROM THIS UPDATE: This plugin now requires xNVSE v6.0.5 (or later) to run. https://github.com/xNVSE/NVSE/releases/
- _____________________________
- New functions:
- -----------------------------
- RewardXPExact
- GetHitExtendedFlag
- ClearDeadActors
- GetHotkeyItemRef
- _____________________________
- Function changes/fixes:
- -----------------------------
- * IsAnimPlayingEx - Fixed an issue causing the function to not work properly with certain animation types.
- * UpdatePlayer3D - Fixed a glitch where the player's equipped weapon would end up attached to the hand instead of on the back/hip; fixed an issue with Enhanced Camera, where calling the function while in 3rd person would result in both 1st and 3rd person models visible at the same time.
- * InsertNode/AttachModel - Fixed an issue when using with the player, where nodes/models would only be inserted/attached to one of the player's models, instead of to both the 1st and 3rd person ones.
- _____________________________
- JIP optional features fixes:
- -----------------------------
- * 'bNPCWeaponMods' - Fixed a small oversight which made finding fully-modded weapons unusually more common on low-leveled NPCs.
- _____________________________
- Misc. fixes:
- -----------------------------
- * Disabled AudioMarkers will no longer be picked and played by the game.
- * Fixed 'Weapon' conditions not being evaluated properly for 'Adjust Explosion Radius' perk entry type.
- * For the purpose of preventing animation glitches, the Agility stat used for calculating reload and equip speed is now capped to 10 max and 1 min.
-
Version 55.84
- * Fixed a crash when calling IsAnimPlayingEx.
- * Fixed an issue with IsInList not working correctly with leveled actors.
-
Version 55.83
- * InsertNode/AttachModel - Fixed an issue causing either functions to sometimes not work on the player character.
- * SetOnPlayGroupEventHandler - Fixed an issue where looping anim groups would not trigger the event.
- * Update3D - Updated objects will no longer fade-in, thereby making the effect more seamless.
- * Optimized game dialogue loading/caching procedures, which should significantly reduce game-launch times.
- * Fixed various reported crashes.
- * JIP MiniMap - Fog of war will now also hide door markers.
- * Fixed a rare, potential crash when using JIP MiniMap.
-
Version 55.80
- New functions:
- -----------------------------
- GetActorGravityMult
- SetActorGravityMult
- _____________________________
- Function changes:
- -----------------------------
- * ToggleImmortalMode - Added another mode for making the player immune to any health/limb damage (similar to, but without the additional buffs of god-mode).
- * SetOnMenu***EventHandler functions - Added support for Stewie's restored BookMenu.
- _____________________________
- Misc. fixes:
- -----------------------------
- * Revised code which was found to be causing issues with old CPUs (specifically, CPUs lacking SSE4 instruction set support). Issues include failures writing data to mod INI files (breaking MCM menu for some mods), possible CTDs when using JIP MiniMap, and possibly more.
-
Version 55.74
- * SetOnMouseoverChangeEventHandler - Fixed crashes related to this event handler.
- * SetLevel (vanilla function) - The function was patched and will now set the correct XP value for the level (when called on the player).
-
Version 55.73
- * SetPosEx/SetAngleEx - Fixed a crash when calling the function on a reference that is then deleted on the same frame.
- * 'bIgnoreDTDRFix' - Fixed a crash when being hit by an exploding turret.
- * 'bEnableFO3Repair' - This optional feature got broken in the last update, and is now fixed.
-
Version 55.72
- Function changes:
- -----------------------------
- * ModelHasBlock - The function now also accepts a base form as argument; the target 3D model no longer has to be loaded for the function to work.
- _____________________________
- Misc. fixes:
- -----------------------------
- * Fixed a bug where selecting a body part in the VATS menu would not deduct the correct damage amount from the damage indicator bar.
- * Fixed a minor bug where closing the pip-boy in 1st person after standing up would cause a small camera jerk.
- _____________________________
- Miscellaneous:
- -----------------------------
- * The target DT value displayed in VATS will now also include modifiers from ammo effects.
- * With the 'bLocalizedDTDR' optional patch enabled, highlighting a body part in VATS will now display the localized DT of said part.
-
Version 55.70
- New functions:
- -----------------------------
- GetArmorEffectiveDT
- GetArmorEffectiveDR
- _____________________________
- Function changes/fixes:
- -----------------------------
- * SetGameMainLoopCallback - Added an optional flag for auto-removing the callback on game load/exit to main menu; Callbacks will now be auto-removed if the calling reference is no longer valid.
- * GetCalculatedWeaponDamage - Refactored and improved; Can now also be called on weapon references placed in the world.
- * SetOnHitEventHandler - Event will now also fire for non-actor attackers.
- _____________________________
- Misc. fixes:
- -----------------------------
- * Removed some debug code that unintentionally made it to the release version, that forced NPCs to use the hi-res, 1st person weapon models/textures.
-
Version 55.67
- Fixed a CTD that could occur when looting a dead actor who had dropped his equipped weapon on the ground.
-
Version 55.66
- Fixed an issue in update 55.65, causing weapons with a silencer/suppressor mod attached to play the un-modded attack sound.
-
Version 55.65
- Function changes/fixes:
- -----------------------------
- * Get/SetExplosionTraitForm - Traits now include Enchantment and IS Mod.
- * SetOnDialogTopicEventHandler - Now supports Topic Infos.
- * Search - If the Johnny Guitar plugin is installed, the function will also search for forms with matching Editor IDs.
- * SetOnReloadWeaponEventHandler - Should now work with all applicable weapon types.
- * SetSoundTraitNumeric - Fixed an issue where modifying certain traits unintendedly affected other sound forms using the same source file.
- * SetPosEx/SetAngleEx/MoveToCell/MoveToNode - Fixed potential buggy behavior when running the game multi-threaded.
- _____________________________
- Miscellaneous:
- -----------------------------
- * Localized DT/DR (optional patch) now works with melee/unarmed hits.
- * Disabled the plugin number warning message thrown by JIP Companions Command & Control.
-
Version 55.61
- Function fixes:
- -----------------------------
- * GetFilesInFolder/GetFoldersInFolder - Both functions got broken in 55.60 and are now fixed.
- * GetSkeletonModel/SetNPCSkeletonModel/SetCRESkeletonModel - Fixed a crash when used with actors that have a leveled list as template.
-
Version 55.60
- Game code fixes:
- -----------------------------
- * Placed Acoustic Space primitives were completely broken in the game, and will now work as intended.
- * Fixed a code error causing Media Location Controllers to not evaluate faction relations correctly, resulting in relation-specific media sets to never be played.
- * The vanilla functions GetHitLocation & GetLastHitCritical, as well as the JIP GetHitXXX functions, will now work when called from within OnHit and OnHitWith script blocks.
- _____________________________
- Misc. fixes:
- -----------------------------
- * Weapons with Suppressor mod attached will now play the correct attack sound.
- * Fixed a bug when using very large numeric values in FalloutCustom.ini
- * ModBaseActorValue will now work properly on leveled actors.
-
Version 55.55
- New functions:
- -----------------------------
- GetRandomInRange
- ModelHasBlock
- GetGroundMaterial
- _____________________________
- Game fixes:
- -----------------------------
- * The 'Swap Impact Data' setting for world spaces was effectively broken, and will now work properly.
- * Replaced the rather faulty algorithm by which the game picks SFX audio files to play from a folder, which was not truly random, was repetitive, and tended to rarely/never pick some of the files.
- _____________________________
- Function fixes:
- -----------------------------
- * SetOnMouseoverChangeEventHandler - Fixed an issue where registering a handler for MenuMode 1013 while in the main menu would break the UI.
- _____________________________
- Misc. fixes:
- -----------------------------
- * Fixed an unexpected side-effect causing collision sound effects of items made of wood (and possibly other materials) to be unusually loud.
-
Version 55.51
- Fixed IsSoundPlaying, which became partially broken in the 55.50 update.
-
Version 55.50
- NOTE: As of this update, JIP LN is now compiled using the latest VS2019 toolset. You may need to install the Visual C++ 2015-19 x86 Redistributable (a link in the sticky post).
- _____________________________
- New functions:
- -----------------------------
- ForceClimate
- GetInFactionList
- LeveledListHasFormDeep
- GetActorTiltAngle
- SetActorTiltAngle
- _____________________________
- New optional patch:
- -----------------------------
- * bNPCWeaponMods (toggled via jip_nvse.ini) - NPCs will have a chance for their main weapon to include weapon mods. (full description found in the INI)
- _____________________________
- Game fixes:
- -----------------------------
- * Fixed the 'Frequency Adjustment' setting in Sound forms, which was broken and had no actual effect in-game.
- _____________________________
- Function changes/fixes:
- -----------------------------
- * Fixed an issue with OnKeyDown/Up and OnControlDown/Up event handling, where either removing or registering events of the same type, from within a callback script, could break all events of that type, and possibly even crash the game.
- * RemoveItemTarget - Will now process sub-lists within form lists, as advertised.
-
Version 55.45
- New functions:
- -----------------------------
- InsertNode
- AttachModel
- ToggleCameraCollision
- _____________________________
- Game fixes:
- -----------------------------
- * Fixed an issue where ash/goo piles of respawning actors would not get cleared by the game when the parent cell resets, and would thus remain forever.
- * Fixed a bug where modded weapons, when equipped by NPCs, would use the model of the standard, unmodded variant.
- * Fixed a bug where disabled furniture objects/idle markers were still "seen" and used by actors.
- * Fixed a bug where kill challenges were incremented when essential actors were knocked unconscious.
- * Fixed the light setting in projectile forms, which was completely broken.
- * Fixed an issue where the scripts of crafted items would not run until the item was dropped and picked up again. Note that this was fixed only for armours and non-disposable weapons.
- * Fixed dialogue combat reactions/comments, all of which were completely broken. Thanks and credits for RoyBatty for his invaluable help debugging this, and for carxt for fixing the death reactions.
- _____________________________
- Function changes/fixes:
- -----------------------------
- * TogglePipBoyLight - The function argument is now optional. If omitted, the function will return whether the pip-boy light is on, without changing its state.
- * GetDetonationTimer - Will now return the correct value for grenades.
- * LNSetActorTemplate - Will now accept leveled lists.
- * GetNthPerkEntryForm - The function was found to be broken and is now fixed.
-
Version 55.41
- New functions:
- -----------------------------
- ToggleImmortalMode
- SetLinearVelocity
- _____________________________
- New optional patch:
- -----------------------------
- * bLoadScreenFix - Forces the load menu to give priority to location-specific load screens (if any are found to match current location) when selecting a load screen to display.
- _____________________________
- Function fixes:
- -----------------------------
- * GetAllItemRefs - Fixed a bug where the function would sometimes return extra "phantom" references of items that do not actually exist in the container.
- _____________________________
- Game fixes:
- -----------------------------
- * Fixed a bug where dead bodies of actors that were killed while being ragdoll-ed would assume a T-pose when loading a game.
- * Fixed a bug where GetItemCount would sometimes return a non-zero count for items that are not in fact in the container.
-
Version 55.35
- Game fixes:
- -----------------------------
- * Fixed a bug where clouds would sometimes become invisible when exiting from an interior cell.
- * Fixed a bug where weather high-noon IMODs' fade in/out pattern (as a function of time of day) was inverted (this is a more complete and robust fix than the one in JhonnyGuitar).
- * Replaced the highly unbalanced algorithm by which the game picks music to play from Media Sets defined in Media Location Controllers. Music will now be picked in a proper random order. Moreover, once played, the same music track will not be picked again until every track in the set has been played at least once.
-
Version 55.30
- New functions:
- -----------------------------
- SetUIFloatGradual
- CloseActiveMenu
- _____________________________
- Game fixes:
- -----------------------------
- * Fixed a serious issue in the script parser, silently failing (buffer overflow) if any single script line had a compiled size greater than 72 bytes - a limit that could easily be reached when calling functions which take string arguments (GetUIFloat and such).
- * Fixed a serious bug in NVSE, failing to properly extract string arguments (either literal or from a variable) that were longer than 255 characters.
- * Fixed a bug where the sun glare texture would no longer be shown when exiting to the world from an interior.
- * Fixed a bug where pip-boy icons for armour items would always display the male version, regardless of the player character's gender.
-
Version 55.26
- New functions:
- -----------------------------
- PushActorNoRagdoll
- SetOnRagdollEventHandler
- _____________________________
- Function fixes:
- -----------------------------
- * GetActiveEffects - Fixed filtering by effect-type (which was broken).
- * SetAnimObjectIdle - Fixed number of arguments (2 instead of 1).
- _____________________________
- Game fixes:
- -----------------------------
- Fixed a bug where moving weapons, which have mods attached, to/from a container (or barter buy/sell) would make them lose the "+" suffix to their names.
-
Version 55.20
- New functions:
- -----------------------------
- UpdatePlayer3D
- _____________________________
- Fixes:
- -----------------------------
- * GetSelectedItemRef - Fixed a bug where calling this function on item stacks selected to be sold/bought in the barter menu would sometimes corrupt the stack count.
- * HasVariableAdded - Fixed a bug where this function would keep returning 1 even after the variable had been removed.
- * GetFormMods - Fixed incorrect return type. The function will now return an array, as intended.
- * ReadArrayFromFile - Fixed an error that was causing this function to return a single-line array instead of a matrix.
- _____________________________
- Function changes:
- -----------------------------
- * SetScale (vanilla) - Expanded the min/max scale value interval from [0.01, 10] to [1e-4, 100].
- * SetScaleEX (JIP) is now deprecated.
-
Version 55.15
- New functions:
- -----------------------------
- ToggleBipedSlotVisibility
- SetOnReloadWeaponEventHandler
- _____________________________
- Fixes:
- -----------------------------
- * GetActorValueModifier - Will now handle detrimental (negative) modifiers properly.
- * GetBufferedCells - Fixed a bug where the array returned by the function contained random garbage at the end.
- * GetFormRefs - Fixed an error in the function that was causing crashes.
- * ClearModNVSEVars - The function is currently incompatible with the latest NVSE "releasefast" build, and will therefore be disabled when using that version.
- * Fixed an issue where DR modifiers from ammo effects were not applied correctly on calculated hit damage.
- _____________________________
- Function changes:
- -----------------------------
- * GetHitProjectile - Will now return the projectile reference, instead of its base form.
-
Version 55.10
- New functions:
- -----------------------------
- GetProjectileRefImpactMaterial
- FreezeTime
- GetConditionDamagePenalty
- SetConditionDamagePenalty
-
Version 55.05
- New functions:
- -----------------------------
- GetHardcoreStageThreshold
- SetHardcoreStageThreshold
- GetHardcoreStageEffect
- SetHardcoreStageEffect
- GetCreatureSoundsTemplate
- SetCreatureSoundsTemplate
- _____________________________
- Fixes:
- -----------------------------
- * Removed the experimental ownership fix.
- * Patched the NVSE functions Get/SetWeaponAttackAnimation to return/set the correct values for F:NV animations.
- _____________________________
- Function changes:
- -----------------------------
- * FileExists - Will now return 2 if the specified file is packed in a BSA archive.
-
Version 55.00
- New functions:
- -----------------------------
- ToggleVanityWheel (credit to LStewieAL)
- ToggleHUDCursor
- _____________________________
- Fixes:
- -----------------------------
- * Fixed Ash/Goo piles, which got broken in the previous update. This was the source of various issues and crashes.
-
Version 54.95
- New functions:
- -----------------------------
- SetOnUseAidItemEventHandler
- _____________________________
- Fixes:
- -----------------------------
- * JIP MiniMap - Fixed blanked out local-maps in interiors.
-
Version 54.91
- New functions:
- -----------------------------
- SetPerkLevel
- GetProjectileRefImpactRef
- SetOnProjectileImpactEventHandler
- GetNoteRead
- SetOnNoteAddedEventHandler
- _____________________________
- Function fixes:
- -----------------------------
- * SetEquippedData/EquipItemData - Fixed erroneous behavior when passing a value of 0 as the mod flags mask.
- * PlaceAtCell - Fixed an issue where calling this function would cause any subsequent calls to MoveToCell to use erroneous X/Y/Z coordinates.
- * OnCrosshairOff event - Fixed a CTD risk in cases where the last crosshair reference became invalid.
-
Version 54.86
- bSneakBoundingBoxFix:
- * Fixed a possible general protection error which may have caused CTDs.
- * Fixed an issue where this patch would sometimes not be applied at all.
- -----------------------------
- IsCurrentFurnitureObj:
- * Fixed an error which was responsible for crashes (prominently in The Sink dialogue). Credits to RoyBatty.
- -----------------------------
- ReloadEquippedModels:
- * Will now correctly update 1st person models.
-
Version 54.85
- New functions:
- -----------------------------
- GetHit3DData
- GetWeaponModel
- SetWeaponModel
- GetOwnerOfCell
- TogglePipBoyLight
- GetHardcoreTracking
- _____________________________
- New optional patches:
- -----------------------------
- * bSneakBoundingBoxFix - Fixes a longstanding Bethesda games' bug where the dimensions of the collision bounding box encapsulating the player (as well as all NPCs) remained fixed and did not scale to correspond to body posture. This, effectively, had made it impossible to crawl through breaches and spaces when crouched, despite being able to easily fit through them. This patch fixes this issue for the player character and human companions.
- * bEnableNVACAlerts - If NVAC is installed, enable this setting to receive in-game alerts in the event an exception has occurred in the game's code that was successfully handled by NVAC. You will be notified by a corner message, and the error's details will be printed to the console. This should make it a lot easier to identify the precise circumstances/location in which the error has occurred.
- _____________________________
- Game code fixes:
- -----------------------------
- * Gun shell-casings' lifetime in 1st person now uses the fGunShellLifetime GMST (as in 3rd person), instead of being capped at 2 seconds.
-
Version 54.80
- New functions:
- -----------------------------
- GetActiveIMODs
- ToggleItemUnique
- SetTextInputExtendedProps
- SetTextInputString
- ClickMenuTile
- StringToActorValue
- GetFactions
- GetBaseItems
- _____________________________
- New optional patch:
- -----------------------------
- * bVoiceModulationFix - Adds voice modulation (a slight distortion effect) for talking activators and holotapes.
- _____________________________
- Game code fixes/tweaks:
- -----------------------------
- * Fixed a bug where the vanilla GetLocked function kept returning 1 (=locked) when called on terminals that have already been successfully hacked.
- * Fixed item value and weight display in the crafting menu.
- * The mouse scroll wheel can now be used in the quantity prompt menu for (dec-)increasing selected quantity.
- * The vanilla GetContainer function will now work with inventory references.
- _____________________________
- Function fixes/changes:
- -----------------------------
- * ReloadEquippedModels - Fixed an issue where the function would erroneously equip armor addons, which could not be unequipped through normal means.
- * ClickMenuButton/SetOnMenuClickEventHandler - Added an alternate (and the preferable) method for specifying UI component path. For more details, see the functions' wiki pages.
- _____________________________
- Miscellaneous:
- -----------------------------
- * The text input interface has undergone a major overhaul.
-
Version 54.75
- New functions:
- GetWeaponSemiAutoFireDelay
- SetWeaponSemiAutoFireDelay
- IsStickDisabled
- SetStickDisabled
- ---------------------------------------
- Game code fixes:
- > Medicine skill bonuses will no longer boost the magnitudes of detrimental effects of medicine items.
- > Ammo effects will now be shown in the crafting menus.
- > Fixed an issue where 'Constant'-type global variables got reset to their default value upon exiting to the main menu.
- ---------------------------------------
- Optional patch fixes/changes:
- * bIgnoreDTDRFix:
- > Now fixes yet another bug/oversight, where ammo/perk damage modifiers where only applied AFTER DT/DR modifiers had been applied.
- * bLocalizedDTDR:
- > Fixed an issue where having this setting enabled altogether stopped armor condition degradation.
- ---------------------------------------
- Function changes:
- * Get/SetAmmoTraitNumeric:
- > May now be used to return/set Clip Rounds.
- * GetKillXP:
- > Now returns a float value (instead of int).
-
Version 54.70
- New functions:
- DonnerReedKuruParty
- SetArmorClass
- GetEquippedEx
- TestEquippedSlots
- GetWeaponOnHitSetting
- SetWeaponOnHitSetting
- ---------------------------------------
- New optional patch:
- * bLocalizedDTDR
- > When enabled, a distinction will be made between head-armor and body-armor when applying damage reduction from DR/DT. Head hits will benefit only from DT/DR gained from worn head-armor (if any), whereas body hits, in similar fashion, only from DT/DR gained from worn body-armor. (Note: Requires bIgnoreDTDRFix to be enabled).
- ---------------------------------------
- Game code fixes:
- > Survival skill bonuses will no longer boost the magnitudes of detrimental effects of food items.
- > Enables voice modulation for talking activators and holotapes.
- ---------------------------------------
- Function fixes:
- * SetTerminalUIModel:
- > Fixed CTD issue when activating a locked-out terminals.
- * GetNifBlockParentNodes:
- > Fixed potential CTD issue; Will no longer include nodes higher than "Scene Root".
- * JIP MiniMap:
- > Fixed an issue where the pip-boy light would occasionally be turned off when outdoors.
- ---------------------------------------
- Function changes:
- * GetIsLAA:
- > Will now also perform an allocation test to determine whether the process can actually handle large addresses.
-
Version 54.65
- New functions:
fTan
fAsin
fAcos
fAtan
fAtan2
GetIsLAA
------------------------------
Changes:
fsin and fcos were both re-implemented using a different algorithm (largely based on Chebyshev polynomials and Bessel functions) which is both very fast and very accurate. The two functions retain the 2nd, optional argument (precision level) for the purpose of backward compatibility, but its value is now completely ignored.
- New functions:
-
Version 54.60
- New functions:
SetGameHour
GetGameVolume
SetGameVolume
MoveAwayFrom
TravelToRef
GetEquippedWeaponPoison
------------------------------
New optional patch: 'bMultiProjectileFix'
> Fixes an engine bug where using weapons which fire multiple projectiles per shot could often cause brief lags and FPS drops when hitting live targets.
------------------------------
Changes:
* GetINISection:
> Now takes an additional, 3rd optional argument. If non-zero, the values of the settings in the section will be returned as floats (rather than as strings), sparing the need to convert them.
- New functions:
-
Version 54.50
- New functions:
GetQuestFlag
SetQuestFlag
PushActorAwayAlt
------------------------------
Fixes:
* IsIdlePlayingEx:
> Fixed an issue where the function continued to return 1 even after the idle had finished playing.
* SetImageSpaceModTrait:
> Fixed an issue where changes made using this function had no actual effect if the IMOD was already being played, or had been played before in the current game session.
* JIP MiniMap:
> All the remaining known bugs are now considered fixed.
------------------------------
Changes:
* ActorHasEffect:
> Now available as a condition function.
- New functions:
-
Version 54.45
- New functions:
SetSystemColor
GetArmourPenetrated
GetImpactMaterialType
SetImpactMaterialType
GetImpactDataSetForm
SetImpactDataSetForm
JIP MiniMap:
> Fixed an issue where, on certain conditions, stretches of land that are above water were erroneously shown on the local-map as being below water. This usually happened in places where terrain bordered a body of water.
- New functions:
-
Version 54.40
- Changes:
With the 'bQttSelectShortKeys' optional game-patch enabled, picking up from a container a stack of items that are weightless (such as ammo on non-hardcore mode) will bring up the quantity-select menu, instead of automatically picking the entire stack.
Fixes:
* GetSoundTraitNumeric/SetSoundTraitNumeric:
> Fixed an issue where certain traits were not properly set to the new value passed, and/or returned an incorrect value.
* fsin/fcos:
> Both functions were messed up and will now return values that actually make sense.
JIP MiniMap:
> A number of tweaks and minor bug fixes; Local-map images are slightly more detailed and better quality.
- Changes:
-
Version 54.36
- Game code fixes:
> Fixed a bug where the effects of teammate perks were not properly applied on teammates upon game load.
JIP MiniMap:
> (Again) Fixed a serious game-freeze/CTD issue when opening the Pip-Boy.
- Game code fixes:
-
Version 54.35
- Game code fixes:
> Fixed a (rather serious) bug where adding a perk for teammates (player.AddPerk PerkID 1) would erroneously apply the effects of every entry point multiple times, equal to the current number of teammates.
Changes:
> MoveToNode -- Now takes 3 additional, optional arguments that may be used for positioning the calling reference at the specified X/Y/Z offset, relative to the node.
JIP MiniMap:
> Fixed a serious game-freeze/CTD issue when opening the Pip-Boy, as well as a number of visual glitches. Updating to v1.40 is REQUIRED.
- Game code fixes:
-
Version 54.31
- Note: The only changes in this update are bug fixes in the code used by JIP MiniMap, and therefore it is only relevant for people using the said mod.
-
Version 54.30
- New functions:
SetOnCraftingEventHandler
IsInKillCam
New optional patch: 'bQttSelectShortKeys'
> When selecting an item stack in either the inventory, container, or barter menus, holding SHIFT will transfer/drop the entire stack, whilst holding CTRL will transfer/drop a single item from the stack - thus skipping the quantity-select menu.
Changes:
* 'bIgnoreDTDRFix' optional patch:
> Will now additionally modify the game's damage-reduction calculation, such that DT is subtracted BEFORE DR is applied.
* ForceActorDetectionValue:
> Now takes an optional flag argument which, if set, rather than force the specified value as a constant detection value, adds/subtracts it from the detection value calculated by the game.
* SetItemRefCurrentHealth:
> Now takes into account weapon mods that increase item health, when calculating max health.
Misc:
Bug fixes and additional code to support JIP MiniMap update 1.3.
- New functions:
-
Version 54.20
- New functions:
GetCrosshairRefEx
IsMobile
IsGrabbable
SetOnLocationDiscoverEventHandler
- New functions:
-
Version 54.00
- This update includes bug fixes and improvements for JIP MiniMap, and is thus mostly intended for people who are using that mod.
Also fixed:
* GetArmorClass:
> Now also works on the player character.
- This update includes bug fixes and improvements for JIP MiniMap, and is thus mostly intended for people who are using that mod.
-
Version 53.80
- New function:
UnloadUIComponent
GetNifBlockParentNodes
ClearMessageQueue
Fixes:
* LeveledListAddForm:
> Fixed an issue where the function failed to add new forms to empty leveled lists.
Changes:
* ActorValueToStringC:
> Added an optional int argument for controlling the type of AV name that is returned:
> 0: Default name
> 1: Full name (localized)
> 2: Abbreviated (localized)
- New function:
-
Version 53.60
- New functions:
GetNoUnequip
SetNoUnequip
SetCursorPos
MoveToNode
GetDeathItem
SetDeathItem
GetActorLeveledList
GetPlayerPerks
Changes:
* MessageBoxExAlt:
> It is now possible to pass a dummy, non-script form as the UDF script argument, in which case no script will be invoked when a button is pressed.
> Increased the maximum width of message boxes to 1200 pixels (from 700), allowing for more text to be fitted in.
* GetSelectedItemRef:
> Expanded to the Pip-Boy DATA and STATS menus.
> DATA menu: highlighted Quest/Note/Challenge
> STATS menu: highlighted Perk
> Note that, in all the above cases, a base form is returned, NOT an inventory reference usually returned by this function.
* GetActorValueModifier:
> Added an optional flag argument for returning only the permanent/temporary/total modifier.
* GetBodyPartData:
> Will now also work with NPC forms.
Fixes:
* SetNthEffectTraitNumeric/SetNthEffectBase:
> Fixed an issue where using either of those function could break other effect items.
* GetHasContact/GetHasContactBase/GetHasContactType/GetContactRefs:
> Fixed CTD issues.
- New functions:
-
Version 53.40
- IMPORTANT FIX:
Update3D was partially broken in update 53.00, in that it required scripts using it to be re-compiled. This is now fixed.
New functions:
GetAnimSequenceFrequency
SetAnimSequenceFrequency
StopSound
IsMusicPlaying
SetMusicState
Changes:
* GetHasContact/GetHasContactBase/GetHasContactType/GetContactRefs:
> All the above will now work with any object that has collision geometry of any type.
* SetNifBlockRotation:
> Added a 5th, optional argument which, if non-zero, instead of flat-setting the block's rotation, the function will rotate its current orientation by the specified XYZ values.
- IMPORTANT FIX:
-
Version 53.20
- New functions:
PlaceAtCell
SetVATSTargetable
GetCreatureWeaponList
GetWindDirection
SetWindDirection
TriggerLightningFX
GetObjectVelocity
GetAngularVelocity
SetAngularVelocity
Fixes:
GetTerrainHeight - The function was broken and will now work as advertised.
- New functions:
-
Version 53.00
- New functions:
GetSkeletonModel
SetNPCSkeletonModel
SetCRESkeletonModel
SetBodyPartData
GetTargetUnreachable
MoveToContainer
GetNifBlockTranslation
SetNifBlockTranslation
GetNifBlockRotation
SetNifBlockRotation
GetNifBlockScale
SetNifBlockScale
GetNifBlockFlag
SetNifBlockFlag
GetBufferedCells
Fixes:
Get/SetCellNoiseTexture - Will now return/set the correct texture path.
- New functions:
-
Version 52.70
- New functions:
SetActorVelocity
GetRigidBodyMass
PushObject
Changes:
* Increased the number of extra font slots to 80 (from 22).
* Increased the buffer size for ReadArrayFromFile to 64KB.
Fixes:
* GetAshPileSource - Will now also work with custom ash-piles.
- New functions:
-
Version 52.60
- *** NVSE versions older than 5.1b1 are no longer supported ***
New functions:
AttachAshPileEx
MarkActivatorAshPile
Update3D will now work flawlessly on the player character. For real.
Related to that, CopyFaceGenFrom is now fully-functional and was greatly improved. Please see the function's wiki page for more information.
Fixes:
* GetHitHealthDamage - Will no longer crash the game.
* GetActiveUIComponentFullName/SetOnMenuClickEventHandler - Both functions were partially broken in the previous update and were not handling ListBox UI tiles correctly.
* A new, more robust fix to the game issue where vendor caps amount would become buggy and freeze if it goes above 32,767.
* Fixed an issue with the 'bHardcoreNeedsFix' optional patch which, on certain conditions, could cause hardcore needs to freeze and stop increasing.
- *** NVSE versions older than 5.1b1 are no longer supported ***
-
Version 52.50
- New functions:
ToggleHardcoreTracking
SetGameDifficulty
GetEquippedItemRef
IsFleeing
SetCurrentAmmoRounds
IsAnimPlayingEx
Game code fix:
* Fixed an issue with the barter menu, where if a vendor had accumulated more than 32,767 caps, the player would no longer be awarded the caps value when selling him items.
Function fix:
* GetHitHealthDamage returned value is now adjusted to game difficulty.
FalloutCustom.ini fix:
* Fixed an issue where adding any string settings ('s' prefix), with values of non-zero length, would crash the game upon launch.
- New functions:
-
Version 52.35
- Hotfix:
Fixed an issue with the 'bDoublePrecision' optional patch, where && and || operators were not evaluated correctly for reference-type script variables.
Function patches:
The NVSE 'GetCurrentHealth' function will now also work with objects that have Destruction Data.
- Hotfix:
-
Version 52.30
- New functions:
IsArmorAddon
GetNVSEVersionFull
New optional game fix (enabled via jip_nvse.ini):
'bDoublePrecision'
Modifies the game's code such that arithmetic/relational operations in scripts are calculated/evaluated with double-precision floating-point accuracy (instead of single-precision). This was causing various issues, where relational operators (==, !=, <=, <, >=, >) were not evaluating correctly, and numeric calculations ended with inaccurate results (this was especially observed with relatively high absolute values). Additionally, this patch also guarantees no script errors/crashes in cases of division by zero.
Game code fixes:
* Increased the maximum character length of corner messages from 259 to 515.
* Fixed an issue where the 'Actor Essential' flag (set by SetActorRefEssential) was reset to 0 upon loading a game.
* Fixed an issue where activating (via 'Activate') a stack of items in the world would only add a single item to the activating ref's inventory.
Function changes:
* Doubled the read buffer size of 'GetINISection'.
* 'IsXbox' was restored to its original, vanilla functionality.
- New functions:
-
Version 52.10
- Function fixes:
ListToArray was erroneously deprecated in update 52.00 and is now restored.
Function changes:
GetLoadedType/GetLoadedTypeArray will now work with ANY form type.
AddItemAlt now takes an optional flag argument. If non-zero, and the calling reference is an actor, the added item(s) will be immediately equipped. This is mainly intended to be used with leveled items, where it's not possible to reliably determine which item(s) was added.
- Function fixes:
-
Version 52.00
- New function:
RunBatchScript
New optional game fix (enabled via jip_nvse.ini):
'bNoFailedScriptLocks'
Fixes an engine behavior where a script that has failed (due to any reason) at some point during execution will be effectively disabled by the game and will no longer be processed again until the game is restarted.
Game code fixes:
RemoveMe - Fixed an issue where calling this function from within a 'OnAdd' block would cause a CTD when:
1. Moving a stack (i.e. more than one) of items in the container menu to the player's inventory;
2. Buying a stack of items from a vendor.
(Notable cases are Caravan cards and Ammo/Case/Primer/Hull boxes)
Function fixes:
AddItemAlt - Will now also work with Leveled Item forms.
CopyFaceGenFrom - Partially fixed: the face geometry is now copied properly, the complexion, however, is not. I have so far been unsuccessful in decoding how complexion is applied to FaceGen data.
Function changes:
DismemberLimb - Now takes an optional flag argument: pass 0 (default) for normal dismember; pass 1 for explode.
- New function:
-
Version 51.80
- New functions:
GetWaterImmersionPerc
DismemberLimb
Game patches:
Added a new menu type code: 'MenuMode 4' will return true when in the main menu.
Fixes:
Disabling MouseWheelUp/Down (DisableKey 264/265) will now actually work.
- New functions:
-
Version 51.60
- New functions:
GetHitHealthDamage
GetHitLimbDamage
GetHitAttacker
GetHitProjectile
GetHitWeapon
GetGameDaysPassed
New optional game fixes (enabled via jip_nvse.ini):
'bGameDaysPassedFix'
Fixes an engine bug where the 'GameDaysPassed' and 'GameHour' global timers would "freeze" and stop increasing in game real-time (they would only be increased when sleeping, waiting or fast traveling). This issue directly affected hardcore needs build-up, which would also freeze in game real-time.
'bHardcoreNeedsFix'
Fixes an issue where some hardcore needs could, for undetermined reasons, end up having negative values. This resulted in hardcore needs not increasing at the correct rate/at all.
Deprecated functions:
GetMenuLastClickedElement - Redundant/inefficient. SetOnMenuClickEventHandler should be used instead.
Fixes:
* The 'bProjImpactDmgFix' optional game fix will not be applied on projectiles that have both the 'Explosion' and 'Crit Effect: Pins Limbs' flags set, as it was found to cause issues.
* MessageBoxExAlt - May now be called, with no delay, from the same UDF script that was invoked by the previous MessageBoxExAlt call. (The was actually fixed this time)
* SetOnMenuClickEventHandler - Will now respond to controller button presses.
Changes:
SetRefName - Will now accept an empty string for the name. Reset to the default will only occur if the string argument is completely omitted.
- New functions:
-
Version 51.40
- New functions:
CastImmediate
IsInCharGen
Game code tweaks/fixes:
* Using the console will no longer block earning new Steam achievements. (Thanks to RoyBatty)
* The console is now fully functional even when a controller is plugged.
* Disabling controller Vibration, either via the Settings Menu, or by setting bGamePadRumble=0 in FalloutPrefs.ini, will now do what it was supposed to - completely disable any motor vibrations (this should significantly prolong the life of your batteries).
Fixes:
HasScriptBlock - The first argument was erroneously defined as a string in the internal argument list, where it should actually be an int (as documented), breaking the function. This was corrected.
MessageBoxExAlt - May now be called, with no delay, from the same UDF script that was invoked by the previous MessageBoxExAlt call.
GetEquippedData - Fixed an issue where calling the function on an actor with no weapon equipped would crash the game.
- New functions:
-
Version 51.2
- New functions:
MessageBoxExAlt
GetVATSTargets
HasScriptBlock
New extra feature:
FalloutCustom.ini may now be created in the game's user folder (%USERPROFILE%\Documents\My Games\FalloutNV). Setting entries included in this file will overwrite the values defined in either Fallout.ini or FalloutPrefs.ini. This allows modifying the game's configuration files without actually editing them. This also ensures any INI tweaks will persist and will not be reset/discarded by a mod organizer or the default launcher.
Fixes:
Fixed an error in IsInList. This was found to be (potentially) causing various reported issues.
- New functions:
-
Version 51.00
- New functions:
SetTerminalUIModel
AddBaseEffectListEffect
RemoveBaseEffectListEffect
ShowQuantityMenu
Fixes:
GetDebugSelection - Will now return the correct value.
Deprecated functions:
GetTextInputReady
GetTextInputString
(Also see changes in ShowTextInputMenu)
Changes:
ShowTextInputMenu:
The function underwent a major overhaul due to reoccurring CTD issues. The relevant wiki pages have been updated.
Be advised that the changes are NOT backward compatible.
The length of the text input is no longer restricted to what can fit in the space bounded by the message box. If the text overflows the bounds, a scroll-bar will be added.
GetWeaponRefModFlags and GetItemRefCurrentHealth:
Both functions will now work on item references placed in the world (that is, not inside a container).
- New functions:
-
Version 50.80
- New functions:
GetArmorAudioTemplate
SetArmorAudioTemplate
SetWeaponOut
Game "hacks":
Expanded the existing 8 font-type slots available in the game by an additional 22 extra slots. Additional custom fonts can be installed in these slots and then used anywhere in the game's UI. Installing new fonts may be done in two ways (NOT via Fallout.ini), which will be detailed in an article I shall post within the next few days.
Game code fixes:
Fixed an engine bug where custom made armor audio templates were completely ignored by the game, which instead used the default one.
Increased the character-count limit of perk descriptions, displayed in the trait menu, from 512 to 1024.
Function fixes:
MenuMode 3 will now return 1 if the console is open.
Possible fix for IsSoundPlaying occasionally working incorrectly on the player.
Function changes:
GetMenuTargetRef 1084 will now return the moused-over Perk in the Trait Menu.
- New functions:
-
Version 50.50
- New functions:
GetPlayedIdle
IsIdlePlayingEx
GetObjectiveTargets
SetObjectiveNthTarget
GetObjectiveHasTarget
AddObjectiveTarget
RemoveObjectiveTarget
GetObjectiveText
SetObjectiveText
New game fixes (enabled via jip_nvse.ini):
bEnableBigGunsSkill:
Restores Big Guns as a fully-functional, playable skill.
bProjImpactDmgFix:
Fixes an engine bug where weapons which fire projectiles that explode upon impact (i.e. Missile Launcher, Grenade Launcher, etc.) would only apply the damage from the explosion, even on direct hit, ignoring the weapon's hit damage.
Deprecated functions:
GetActiveTargetCount
GetNthActiveTarget
SetNthActiveTarget
Fixes:
GetCellCoords - Fixed an issue where incorrect values were returned.
- New functions:
-
Version 50.20
- Fixed another (and hopefully, final) horrendous issue with SetGameMainLoopCallback.
- Fixed an issue with SetOnQuestStageEventHandler, where the event would altogether stop firing after a game was loaded.
-
Version 50.10
- New functions:
HoldControl
ReleaseControl
PlayIdleEx
SetBipedModelPathAlt
ReloadEquippedModels
GetKiller
GetKillXP
KillActorAlt
RunScriptSnippet
ScriptWait
IsScriptWaiting
StopScriptWaiting
Fixes:
Fixed a potentially serious issue occurring when calling SetGameMainLoopCallback from a callback UDF script.
INI functions will now work correctly when called from result scripts with the file name omitted.
SetOnQuestStageEventHandler - Fixed an issue where the function was preventing result scripts of other stages from running.
ShowTextInputMenu - Fixed CTD issue.
- New functions:
-
Version 49.20
- New function:
SetOnCriticalHitEventHandler
Changes:
Patched NVSE's GetWeaponCritDamage to return the correct values.
GetPCDetectionState - Now also works when the player is not sneaking.
SetBipedModelList - Second argument (FormList) is now optional. If omitted, the model list will be set to NONE.
- New function:
-
Version 49.00
- Fixed a MASSIVE issue when using a game controller, breaking several key game functionalities (dropping items, deleting saves, and likely more).
"Bonus" new functions:
TapButton
TapTrigger
SetOnTriggerDownEventHandler
SetOnTriggerUpEventHandler
- Fixed a MASSIVE issue when using a game controller, breaking several key game functionalities (dropping items, deleting saves, and likely more).
-
Version 48.80
- New functions:
SetOnDialogTopicEventHandler
Fixes:
MoveToCell - Fixed CTD issue.
SetBaseKarma - Will now handle negative karma correctly.
Get/SetNthPerkEntry functions - Will now return/set the correct values.
- New functions:
-
Version 48.50
- This update is released jointly with the new JIP Companions Command & Control version. While working on the update, errors were found in several functions (listed below) and were fixed:
SetPersistent
SetClassFlag
SetPackageFlag
SetWorldspaceFlag
SetOnMenuClickEventHandler
ToggleObjectCollision
SetDetonationTimer
JIP LN is no longer backward-compatible with older versions of CC&C. If using the latter, you must update it to the latest version.
- This update is released jointly with the new JIP Companions Command & Control version. While working on the update, errors were found in several functions (listed below) and were fixed:
-
Version 48.10
- Express fix:
AuxiliaryVariableGetString was broken, consistently returning an empty string. Should now be fixed.
- Express fix:
-
Version 48.00
- Added support for NVSE v5.1b1.
New functions:
SetRefName
GetActorValueModifier
GetPerkModifier
SetOnQuestStageEventHandler
SetAngleEx
GetTeleportDoor
GetBarterPriceMult
SetBarterPriceMult
Fixes:
LNGetName/LNSetName - Will no longer crash when called on a reference.
RemoveMeIRAlt - Fixed an issue where weapon/apparel item stacks broke down when moved to another container.
Changes:
GetMenuTargetRef - May now be used in the QuantityMenu (1016); returns an inventory reference to the underlying, source item stack.
MoveToReticle - Now takes three additional, optional arguments for XYZ offset adjustments (similar to MoveTo).
- Added support for NVSE v5.1b1.
-
Version 47.50
- New functions:
SetPosEx
GetReticlePos
GetReticleRange
MoveToReticle
Fixes:
SetOnMenuClickEventHandler - Element-path filtering is now processed properly.
sv_RegexReplace - Got borken in v47.00 and is now fixed.
- New functions:
-
Version 47.00
- New functions:
GetCalculatedWeaponDamage
SetOptionalPatch
GetOptionalPatch
Restored support for NVSE 5.1b1h
Fixes:
WriteArrayToFile - Should no longer break if passed a non-matrix array.
Miscellaneous:
Fixed a vanilla bug, where vendor names were not displayed when first opening the barter menu.
(Also see SetOptionalPatch)
- New functions:
-
Version 46.50
- New functions:
AddRefMapMarker
RemoveRefMapMarker
RefHasMapMarker
IsSpellTargetAlt
Note: Recent NVSE closed beta builds (v5.1b1), which can be obtained from - I won't say where - are no longer supported. What this means, effectively, is that a number of functions will be disabled should any of these versions be detected. I recommend using either v5.0b2 or 5.0b3, both of which are available from the official NVSE page at nvse.silverlock.org
- New functions:
-
Version 46.00
- New functions:
RemoveMeIRAlt
GetScriptDisabled
SetScriptDisabled
GetScriptEventDisabled
SetScriptEventDisabled
FakeScriptEvent
RefreshItemsList
Fixes:
Fixed an issue with CC&C, where UI components failed to load properly if oHUD was installed.
- New functions:
-
Version 45.10
- New functions:
GetCellImageSpace
Fixes:
GetAllItems/GetAllItemRefs - Fixed possible CTD in certain circumstances.
- New functions:
-
Version 45.00
- New functions:
SetCellWaterForm
GetCellClimate
SetCellClimate
GetCellLightingTemplate
SetCellLightingTemplate
GetCellFlag
SetCellFlag
GetCellNoiseTexture
SetCellNoiseTexture
Fixes:
SetINISection - The values in the <setting name>::<value> string-map may now also be numeric. It's no longer necessary to string-ify them for this function to work correctly.
AuxiliaryVariableErase - Erasing an element will not alter the order of the remaining elements.
Changes:
SetOnMenuOpenEventHandler / SetOnMenuCloseEventHandler / SetOnMouseoverChangeEventHandler -
The menuID parameter is now optional. If omitted, the above events will be triggered by ANY menu mode.
- New functions:
-
Version 44.00
- New Functions:
SetGameMainLoopCallback
GetGlobalRef
SetGlobalRef
GetWorldspaceNoiseTexture
SetWorldspaceNoiseTexture
GetWorldspaceWaterType
SetWorldspaceWaterType
GetWorldspaceImagespace
SetWorldspaceImagespace
Fixes:
SetWeaponRefModFlags - Now works as advertised.
Changes:
NVSE's Get/SetNumericINISetting were patched and should now work with any INI setting.
Improved overall performance of all controller functions.
- New Functions:
-
Version 43.60
- Fixed an issue that was causing the pip-boy's open animation to not play correctly.
The NVSE function IsControlPressed was modified to accept an additional, optional int parameter (bitfield) for filtering key-states, similar to IsKeyPressed:
http://www.gribbleshnibit.com/projects/NVSEDocs/#IsKeyPressed
- Fixed an issue that was causing the pip-boy's open animation to not play correctly.
-
Version 43.50
- New functions:
SetOnControlDownEventHandler
SetOnControlUpEventHandler
Fixes:
DumpLevList - Works again.
OnCrosshair events - Accept TypeID #78 (Water Form) as filter.
Added support for X360 controller emulators. Note that this was NOT tested, and is NOT guaranteed to work.
Fixed possible console spam by some functions.
- New functions:
-
Version 43.00
- New functions:
GetImageSpaceTrait
SetImageSpaceTrait
GetImageSpaceModTrait
SetImageSpaceModTrait
SetOnKeyDownEventHandler
SetOnKeyUpEventHandler
Fixes:
GetTargetMenuRef 1075 - Will not CTD.
- New functions:
-
Version 42.10
- Fixes:
Crafting menus no longer broken with JIP Improved Recipe Menu installed.
Changes:
Get/SetBipedModelList - Now also works with weapon forms.
- Fixes:
-
Version 42.00
- New functions:
GetInteractionDisabled
SetInteractionDisabled
GetInteractionDisabledType
SetInteractionDisabledType
Fixes:
ClearModNVSEVars - No longer crashes if there are no arrays/strings to clear.
GetFilesInFolder/GetFoldersInFolder - New, more reliable implementation.
- New functions:
-
Version 41.10
- Fixes:
GetBaseActorValueAlt - No longer broken.
GetCellRefs - Registered again for maintaining backward compatibility, and due to some issues with CASM.
GetINISection/GetINISectionNames - No longer return an extra garbage element.
All INI functions - Can now have either slashes or backslashes in the file path; file extension is optional again.
- Fixes:
-
Version 41.00
- New functions:
ClearModNVSEVars
GetBaseEffectScript
SetBaseEffectScript
GetWaterNoiseTexture
SetWaterNoiseTexture
SetWaterFormEffect
GetWaterSound
SetWaterSound
Fixes:
EnableButton - No longer broken.
Search - Working again.
Get/SetContainerOpen/CloseSound - Return/set the correct values.
Changes:
RemoveEventHandler - Can now be filtered with all Lutana events.
OnCellEnter/OnCellExit events - Can now be filtered (cell/list).
IsPluginInstalled - Will now return 1 for "lutana_nvse".
GetController - Will now return 0 if 360 Controller is set to OFF.
- New functions:
-
Version 40.00
- Merged with Lutana NVSE Plugin. For further detais, please see the sticky post in the comments section.
The censored (a.k.a NoGore), German-language version of the game is no longer supported.
New functions:
GetHasPhantom
GetArmorRCT
SetArmorRCT
GetPerkFlag
SetPerkFlag
ModLogPrint
- Merged with Lutana NVSE Plugin. For further detais, please see the sticky post in the comments section.
-
Version 36.50
- Hotfix:
GetHasContact and GetContactRefs performed poorly and were unriliable. Both are now fixed.
New functions:
GetHasContactBase
GetHasContactType
GetObjectUnderFeet
Changes:
GetHasContact - Either a specific reference, or a Form List of references, may now be passed as the argument.
- Hotfix:
-
Version 36.00
- New functions:
GetLocalGravity
SetLocalGravityVector
GetActorVelocity
IsInAir
GetHasContact
GetContactRefs
Fixes:
ForceActorDetectionValue:
Should no longer break GetLOS (and, hopefully, anything else).
Changes:
SetSpeedMult:
speedMult:int argument is now optional. If omitted, the function applies the changes on animations using the current value.
Tailor made functions (undocumented):
For sLoPpYdOtBiGhOlE:
(float) AuxVarGetFltCond quest:ref varIndex:int
For TommInfinite:
SetMouseSensitivity value:float
I doubt it would make any difference, but give it a shot.
- New functions:
-
Version 35.00
- New functions:
GetDetectionValue
GetBaseActorValueAlt
GetAlwaysRun
GetAutoMove
SetSpeedMult
GetIsRagdolled
ForceActorDetectionValue
SetOnPCTargetChangeEventHandler
SetOnMouseoverChangeEventHandler
FreePlayer
Changes:
SetOnMenuOpenEventHandler/SetOnMenuCloseEventHandler:
The menu target reference is no longer passed as an argument to handler scripts; only the Menu ID is passed. When needed, use GetMenuTargetRef.
GetTempEffects:
Returned array is now sorted by effects' remaining time, ascending.
SetMoonTexture:
Can now also set the "No Moon" texture (though there's no indication it's being used by the game).
GetGameDifficulty/GetActorLightAmount:
Both can now be used as condition functions.
- New functions:
-
Version 34.00
- New functions:
SetActorFullNameAlt
GetMoonTexture
SetMoonTexture
SetWeatherTransitionTimeOverride
Changes:
All SetOnXXXEventHandler functions for actors may now be passed either a specific reference, or a Form List of references.
- New functions:
-
Version 33.10
- Fixed an issue with menu event handlers, occasionaly causing CTDs in the repair/item mod menus.
Added support for NVSE 5.1b1
- Fixed an issue with menu event handlers, occasionaly causing CTDs in the repair/item mod menus.
-
Version 33.00
- New functions:
GetCurrentAmmo
GetCurrentAmmoRounds
SetOnHealthDamageEventHandler
SetOnCrippledLimbEventHandler
SetOnFireWeaponEventHandler
SetOnAnimActionEventHandler
SetOnPlayGroupEventHandler
SetOnFastTravelEventHandler
SetOnMenuOpenEventHandler
SetOnMenuCloseEventHandler
SetOnMenuClickEventHandler
Changes:
GetMenuTargetRef 1083 (Caravan game) - Returns the opponent actor reference.
- New functions:
-
Version 32.10
- ClickMenuButton was broken in update 32.00 and is now fixed.
-
Version 32.00
- New functions:
sv_RegexMatch
sv_RegexSearch
sv_RegexReplace
Fixes:
AddScriptVariable
GetLoadOrderChanged
- New functions:
-
Version 31.00
- New functions:
SetMessageDisplayTime
GetImpactDataModel
SetImpactDataModel
GetImpactDataTrait
SetImpactDataTraitNumeric
SetImpactDataTraitForm
Changes:
Get/SetExplosionTraitNumeric can now also get/set Sound Level.
- New functions:
-
Version 30.10
- Fixed an issue with several inventory functions not working properly since the last update.
-
Version 30.00
- New functions:
GetMessageFlags
SetMessageFlags
ToggleObjectCollision
IsSoundPlaying
GetSoundPlayers
SwapTextureEx
GetMaterialPropertyValue
SetMaterialPropertyValue
Changes:
GetMenuTargetRef 1035 (Pip-Boy repair) - Returns a Inventory Reference to the item being repaired.
GetMenuTargetRef 1061 (weapon mod) - Returns a Inventory Reference to the weapon being modded.
GetSelectedItemRef - Now also works in the Pip-Boy repair, vendor repair and weapon mod menus.
Fixes:
SetMessageDisabled - Disabling certain tutorial messages was causing the game to become unresponsive to input when trying to display them.
- New functions:
-
Version 29.00
- New functions:
GetAshPileSource (for F4Quickloot kickassness++)
Fixes:
MASSIVE issue with CC&C's 'Manage Equipment'.
- New functions:
-
Version 28.00
- New functions:
MoveAwayFromPlayer
Turn
FaceObject
SetMessageDisabled
GetMessageDisabled
Changes:
GetMenuTargetRef 1023 will return the MapMarker the mouse is over.
Fixes:
RemoveItemTarget/DropAlt - CTD issues.
- New functions:
-
Version 27.00
- New functions:
GetPCUsingIronSights
GetPCLastExteriorDoor
GetRadiationLevelAlt
IsInWater
SetEmbeddedWeaponNode
SetEmbeddedWeaponAV
GetDroppedRefs
Changes:
GetTempEffects - Attributes now also include the effect's "caster" (the actor who applied the effect). See wiki page.
- New functions:
-
Version 26.00
- New functions:
GetIdleLoopTimes
SetIdleLoopTimes
GetDetonationTimer
SetDetonationTimer
GetMineArmed
GetRefType
GetEffectFlag
SetEffectFlag
GetBaseEffectFlag
SetBaseEffectFlag
- New functions:
-
Version 25.00
- New functions:
StopIdle
IsInCombatWith
RefMapArrayGetValue
RefMapArraySetValue
GetAllItems
GetAllItemRefs
GetPCUsingScope
GetFallTimeElapsed
GetFallTimeRemaining
ResetFallTime
- New functions:
-
Version 24.10
- Fixed an internal function error that could cause CTDs.
-
Version 24.00
- Changes:
The parameters of MessageExAlt have been changed. See wiki page for more details.
New functions:
GetCurrentStablePackage
MoveToCell
MoveToEditorPosition
GetCombatDisabled
SetCombatDisabled
IsControlPressedEx
GetTeammateUsingAmmo
SetTeammateUsingAmmo
* This version also includes major code additions/revisions supporting the latest JIP CC&C update (2.40). If using the latter, you must update it as well.
- Changes:
-
Version 23.00
- Fixes:
GetCursorPos:
Should now always show the accurate coordinates, no lags and no dead zones.
New functions:
ShowTextInputMenu
GetTextInputReady
GetTextInputString
GetMenuLastClickedElement
GetPipboyRadio
- Fixes:
-
Version 22.00
- Fixes/changes:
Added support for NVSE 5.0b3.
GetDetectedActors, GetDetectingActors:
Further testing revealed that, in practice, there are only two possible detection levels - 0 (undetected) and 3 (detected), with no in-betweens. The optional filter parameter was thus useless and was removed. Detection mechanics also work differently on the player character, which was not handled correctly by the functions, and is now fixed.
New functions:
GetPCDetectionState
GetFontFile
SetFontFile
- Fixes/changes:
-
Version 21.00
- New functions:
GetTempEffects
RemoveNthTempEffect
GetActorLightAmount
GetActorAlpha
GetActorDiveBreath
SetActorDiveBreath
GetGameDifficulty
ToggleFirstPerson
GetPCInRegion
GetCombatTargets
GetCombatAllies
GetDetectedActors
GetDetectingActors
ClearActiveQuest
SetFormDescription
GetPCFastTravelled
GetPCMovedCell
- New functions:
-
Version 20.00
- Fixes/changes:
SetNthEffectBase, SetNthEffectTraitNumeric, AddNewEffect, RemoveNthEffect:
Any changes made by calling these functions were not applied on actors already under the influence of the object effect/actor effect/ingestible - this was fixed.
GetSelectedItemRef:
Fixed an issue where incorrect stack-quantities were shown in the barter menu.
New functions:
GetActiveEffects
GetActorProcessingLevel
GetActorsByProcessingLevel
GetExteriorCell
GetCellBuffered
MessageExAlt
- Fixes/changes:
-
Version 19.00
- Fixes/changes:
ToggleCreatureModel, CreatureHasModel, GetSelectedItemRef:
Should no longer cause CTDs.
RemoveItemTarget:
Now takes an extra, optional parameter - clearOwnership:0/1
New functions:
SetHotkeyItemRef
EquipItemAlt
UnequipItemAlt
DropAlt
DropMeAlt
GetFormDescription
GetAddictionEffect
SetAddictionEffect
GetAddictionChance
SetAddictionChance
GetIsPoison
GetContainerRespawns
SetContainerRespawns
ModBaseActorValue
GetGrassTraitNumeric
SetGrassTraitNumeric
GetGrassModel
SetGrassModel
- Fixes/changes:
-
Version 18.00
- Fixes/changes:
GetActiveMenuMode:
Should now always return the correct value when in MenuMode. The returned menu type-code is that of the menu currently on the top and receiving input.
GetActiveUIComponentName, GetActiveUIComponentFullName, GetActiveUIComponentID, GetSelectedItemRef:
The above functions should now also return the correct value when using the keyboard or a controller.
GetSelectedItemRef:
No longer requires specifying the menu type (and also works).
ClickMenuButton:
Now takes an optional integer: number of clicks.
Added some internal procedures, intended for JIP Improved Recipe Menu.
- Fixes/changes:
-
Version 17.00
- This express update is mainly to support my new mod, to be released promptly.
New functions:
GetRecipeMenuSelection
GetRecipeMenuCategory
Changes:
Fixed issues with GetSelectedItemRef: This function now requires that the menu type be specified explicitly.
- This express update is mainly to support my new mod, to be released promptly.
-
Version 16.00
- New functions:
GetSelectedItemRef
GetWeaponRefModFlags
SetWeaponRefModFlags
GetBarterItems
GetItemRefCurrentHealth
SetItemRefCurrentHealth
GetBarterGoldAlt
Changes:
GetMenuTargetRef can now also return the current selected target in VATS.
- New functions:
-
Version 15.00
- Added support for the German "no gore" version.
-
Version 14.00
- New functions:
RefMapArrayValidate
HasPrimitive
AddPrimitive
AddDestructionStage
RemoveDestructionStage
GetWeaponShellCasingModel
SetWeaponShellCasingModel
AddNewEffect
RemoveNthEffect
SetObjectEffect
GetActorUnarmedEffect
SetActorUnarmedEffect
- New functions:
-
Version 13.00
- New functions:
SetStageAlt
HasEffectShader
GetProjectileRefSource
SetProjectileRefSource
GetProjectileRefWeapon
SetProjectileRefWeapon
GetProjectileRefLifeTime
GetProjectileRefDistanceTraveled
GetProjectileRefDamage
SetProjectileRefDamage
GetProjectileRefSpeedMult
SetProjectileRefSpeedMult
SetScaleEx
GetWorldspaceFlag
SetWorldspaceFlag
SetRefEssential
ToggleCreatureModel
CreatureHasModel
GetCreatureModels
DisableNavMeshAlt
EnableNavMeshAlt
GetTerrainHeight
Fixed:
WriteArrayToFile - No longer causes a CTD.
- New functions:
-
Version 12.00
- New functions:
GetTeammates
GetCurrentWeather
GetCurrentClimate
SetCurrentClimate
RefreshCurrentClimate
GetWorldspaceClimate
SetWorldspaceClimate
GetActorVoiceType
SetActorVoiceType
- New functions:
-
Version 11.10
- Fixed ClimateAddWeatherType.
Did some code optimizations to the AuxVar and RefMap functions.
- Fixed ClimateAddWeatherType.
-
Version 11.00
- New functions:
AuxiliaryVariableGetAsArray
AuxiliaryVariableSetFromArray
GetSoundSourceFile
SetSoundSourceFile
GetDestructionDataHealth
SetDestructionDataHealth
GetDestructionDataTargetable
SetDestructionDataTargetable
GetDestructionDataNumStages
GetNthDestructionStageTrait
SetNthDestructionStageTrait
GetNthDestructionStageExplosion
SetNthDestructionStageExplosion
GetNthDestructionStageDebris
SetNthDestructionStageDebris
GetNthDestructionStageReplacement
SetNthDestructionStageReplacement
- New functions:
-
Version 10.00
- New functions:
GetBodyPartDataSkeleton
SetBodyPartDataSkeleton
GetBodyPartDataRagdoll
SetBodyPartDataRagdoll
GetBodyPartDataHasPart
GetBodyPartTraitNumeric
SetBodyPartTraitNumeric
GetBodyPartTraitForm
SetBodyPartTraitForm
GetBodyPartName
SetBodyPartName
GetBodyPartReplacementModel
SetBodyPartReplacementModel
GetBodyPartFlag
SetBodyPartFlag
GetWeaponModReloadAnim
SetWeaponModReloadAnim
Changes:
SetAmmoProjectile
SetExplosionTraitForm
SetFactionReputationType
SetProjectileExplosion
SetWeaponItemMod
SetWeaponSound
SetWeatherImageSpaceMod
The 'newValue' parameter of all the above functions is now optional. Leaving it blank will set the relevant setting to 'None'.
- New functions:
-
Version 09.50
- Changes:
AuxVars and RefMaps can now be of any combination of permanent/temporary:private/public. See 'Auxiliary Variables' page in the GECK wiki.
- Changes:
-
Version 09.10
- New function:
SetValueAlt
- New function:
-
Version 09.00
- New functions:
AuxiliaryVariableGetSize
AuxiliaryVariableGetType
AuxiliaryVariableGetFloat
AuxiliaryVariableSetFloat
AuxiliaryVariableGetRef
AuxiliaryVariableSetRef
AuxiliaryVariableGetString
AuxiliaryVariableSetString
AuxiliaryVariableGetAll
AuxiliaryVariableErase
AuxiliaryVariableEraseAll
RefMapArrayGetSize
RefMapArrayGetType
RefMapArrayGetFloat
RefMapArraySetFloat
RefMapArrayGetRef
RefMapArraySetRef
RefMapArrayGetString
RefMapArraySetString
RefMapArrayGetFirst
RefMapArrayGetNext
RefMapArrayGetKeys
RefMapArrayGetAll
RefMapArrayErase
RefMapArrayDestroy
ClearJIPSavedData
Changes:
SetLinkedReference changes are now saved with the game.
- New functions:
-
Version 08.20
- Fixed:
Several issues with AddScriptVariable, GetLoadOrderChanged and ValidateModIndex.
- Fixed:
-
Version 08.00
- Changes:
AddScriptVariable - Added variables and their values will now be saved with the game.
StringToRef - Will now also accept form ID strings, created by GetFormIDString/GetRawFormIDString. The function will first resolve the mod index from the string, therefore changes in the load-order will not invalidate the reference ID.
New functions:
SetNthEffectBase
HasVariableAdded
RemoveScriptVariable
RemoveAllAddedVariables
GetLoadOrderChanged
ValidateModIndex
- Changes:
-
Version 07.00
- New functions:
RemoveItemTarget
GetActorLevelingData
SetActorLevelingData
Fixed:
Stacking issue with AddItemAlt
- New functions:
-
Version 06.00
- New functions:
GetActiveMenuMode
GetActiveUIComponentName
GetActiveUIComponentFullName
GetActiveUIComponentID
GetMenuTargetRef
GetMenuItemFilter
ClickMenuButton
- New functions:
-
Version 05.00
- New functions:
GetPrimitiveBound
SetPrimitiveBound
GetNumEffects
GetNthEffectBase
GetNthEffectTraitNumeric
SetNthEffectTraitNumeric
GetNumActorEffects
GetNthActorEffect
- New functions:
-
Version 04.00
- New functions:
GetWeaponDetectionSoundLevel
SetWeaponDetectionSoundLevel
IsEquippedWeaponSilenced
IsEquippedWeaponScoped
GetWeaponSound
SetWeaponSound
SetWeaponItemMod
SetWeaponItemModEffect
SetWeaponItemModValue
GetWeatherImageSpace
SetWeatherImageSpace
GetWeatherTexture
SetWeatherTexture
GetWeatherPrecipitationModel
SetWeatherPrecipitationModel
GetWeatherTraitNumeric
SetWeatherTraitNumeric
GetWeatherRGBColor
SetWeatherRGBColor
GetLandTextureTextureSet
SetLandTextureTextureSet
GetLandTextureTraitNumeric
SetLandTextureTraitNumeric
GetLandTextureNumGrasses
GetLandTextureNthGrass
LandTextureAddGrass
LandTextureRemoveGrass
GetTextureSetTexture
SetTextureSetTexture
GetTextureSetTraitNumeric
SetTextureSetTraitNumeric
GetTextureSetFlag
SetTextureSetFlag
GetClimateSunTexture
SetClimateSunTexture
GetClimateSunGlareTexture
SetClimateSunGlareTexture
GetClimateNightSkyModel
SetClimateNightSkyModel
GetClimateTraitNumeric
SetClimateTraitNumeric
GetClimateNumWeatherTypes
GetClimateNthWeatherType
GetClimateNthWeatherChance
GetClimateNthWeatherGlobal
ClimateAddWeatherType
ClimateRemoveWeatherType
Changes:
Added console output for GetActorTemplate, GetLeveledActorBase, GetCreatureDamage, GetIsPoisoned, IsComponentLoaded, and GetObjectDimensions.
- New functions:
-
Version 03.00
- New functions:
WriteArrayToFile
WriteStringToFile
GetClassTraitNumeric
SetClassTraitNumeric
GetClassFlag
SetClassFlag
GetLightTraitNumeric
SetLightTraitNumeric
GetLightFlag
SetLightFlag
GetSoundTraitNumeric
SetSoundTraitNumeric
GetSoundFlag
SetSoundFlag
- New functions:
-
Version 02.00
- New functions:
GetCombatStyleTraitNumeric
SetCombatStyleTraitNumeric
GetCombatStyleFlag
SetCombatStyleFlag
GetCursorPos
GetUIString
ReadArrayFromFile
ReadStringFromFile
GetEnableChildren
GetLinkedChildren
GetFollowers
SetLinkedReference
- New functions:
-
This mod is an extension to the New Vegas Script Extender (NVSE). It adds 900+ new functions, which can be used in GECK scripting and (in some cases) as conditions.
As of v40.00, this plugin also includes all the functions from the (now defunct) Lutana NVSE Plugin, made by the venerable LuthienAnarion.
For a full list and documentation of the new functions, please visit this page.
Additionally, this mod includes numerous engine bug fixes/tweaks, and restores several broken game features.
Optional game patches (toggle-able via ..\Data\NVSE\Plugins\jip_nvse.ini):
Game fixes/tweaks (applied by default):
Extra features:
Requirements
The New Vegas Script Extender (xNVSE) version 6.2.6 (or newer), installed and loaded with the game/GECK.
Installation
Use the Nexus Mod Manager/Fallout Mod Manager/Mod Organizer, or manually extract the .7z file into your Fallout: New Vegas 'Data' folder.
Source Code
Is available from here.
As of v40.00, this plugin also includes all the functions from the (now defunct) Lutana NVSE Plugin, made by the venerable LuthienAnarion.
For a full list and documentation of the new functions, please visit this page.
Additionally, this mod includes numerous engine bug fixes/tweaks, and restores several broken game features.
Optional game patches (toggle-able via ..\Data\NVSE\Plugins\jip_nvse.ini):
- bIgnoreDTDRFix - Fixes the Ignore DT/DR effect (mostly found in some melee/unarmed weapons), which is completely broken in the game. In addition, modifies the game's damage-reduction calculation, such that DT is subtracted BEFORE DR is applied.
- bEnableFO3Repair - Brings back the FO3-style item repair menu to FNV. The max repair amount of items will be capped to the player's Repair skill. For example, with 75 skill, items can only be repaired for up to 75% of their max health, as opposed to 100% as before, regardless of skill level.
- bEnableBigGunsSkill - Restores Big Guns as a fully-functional, playable skill.
- bProjImpactDmgFix - Fixes an engine bug where weapons which fire projectiles that explode upon impact (i.e. Missile Launcher, Grenade Launcher, etc.) would only apply the damage from the explosion, even on direct hit, ignoring the weapon's hit damage.
- bGameDaysPassedFix - Fixes an engine bug where the 'GameDaysPassed' and 'GameHour' global timers would "freeze" and stop increasing in game real-time (they would only increase when sleeping, waiting or fast traveling). This issue directly affected hardcore needs build-up, which would also freeze in game real-time.
- bHardcoreNeedsFix - Fixes an issue where some hardcore needs could, for undetermined reasons, end up having negative values. This resulted in hardcore needs not increasing at the correct rate/ at all.
- bNoFailedScriptLocks - Fixes an engine behavior where a script that has failed (due to any reason) at some point during execution will be effectively disabled by the game and will no longer be processed again until the game is restarted.
- bDoublePrecision - Modifies the game's code such that arithmetic/relational operations in scripts are calculated/evaluated with double-precision floating-point accuracy (instead of single-precision). This was causing various issues, where relational operators (==, !=, <=, <, >=, >) were not evaluating correctly, and numeric calculations ended with inaccurate results (this was especially observed with relatively high absolute values). Additionally, this patch also guarantees no script errors/crashes in cases of division by zero.
- bQttSelectShortKeys - If enabled, (a) when selecting an item stack in either the inventory, container, or barter menus, holding SHIFT will transfer/drop the entire stack, whilst holding CTRL will transfer/drop a single item from the stack - thus skipping the quantity-select menu. (b) Picking up from a container a stack of items that are weightless (such as ammo on non-hardcore mode) will bring up the quantity-select menu, instead of automatically picking the entire stack.
- bLocalizedDTDR - When enabled, a distinction will be made between head-armor and body-armor when applying damage reduction from DR/DT. Head hits will benefit only from DT/DR gained from worn head-armor (if any), whereas body hits, in similar fashion, only from DT/DR gained from worn body-armor. (Note: Requires bIgnoreDTDRFix to be enabled).
- bVoiceModulationFix - Adds voice modulation (a slight distortion effect) for talking activators and holotapes.
- bSneakBoundingBoxFix - Fixes a longstanding Bethesda games' bug where the dimensions of the collision bounding box encapsulating the player (as well as all NPCs) remained fixed and did not scale to correspond to body posture. This, effectively, had made it impossible to crawl through breaches and spaces when crouched, despite being able to easily fit through them. This patch fixes this issue for the player character and human companions.
- bEnableNVACAlerts - If NVAC is installed, enable this setting to receive in-game alerts in the event an exception has occurred in the game's code that was successfully handled by NVAC. You will be notified by a corner message, and the error's details will be printed to the console. This should make it a lot easier to identify the precise circumstances/location in which the error has occurred.
- bLoadScreenFix - Forces the load menu to give priority to location-specific load screens (if any are found to match current location) when selecting a load screen to display.
- bNPCWeaponMods - When enabled, all NPCs will have a chance for their main weapon to include weapon mods. The chance is based on each NPC's level - the higher the level, the greater the chance. The type of mod(s) is selected randomly from the ones available for the particular weapon. Weapons have a chance to include multiple mods, though 2 mods is rare, and a fully-modded weapon is uncommon.
- uNPCPerks - Unlocks perks for NPCs (perks will no longer be restricted to the player character and player teammates). Script commands such as AddPerk/RemovePerk/HasPerk/etc. will work on ANY NPC in the game. Optionally, perks will automatically be added to human NPCs.
Game fixes/tweaks (applied by default):
- Using the console does not block earning new Steam achievements.
- The console is fully functional even when a controller is plugged.
- Disabling controller vibration, either via the Settings Menu, or by setting bGamePadRumble=0 in FalloutPrefs.ini, does what it was supposed to do - completely disable any motor vibrations (this should significantly prolong the life of your batteries).
- Custom made armor audio templates work properly and are no longer ignored by the game.
- Calling RemoveMe from within a OnAdd block will not cause a CTD when moving a stack of items to the player's inventory from the container/barter menus.
- The maximum character-count of corner messages is increased from 259 to 515.
- The character-count limit of perk descriptions, displayed in the trait menu, is increased from 512 to 1024.
- Vendor names are displayed correctly when first opening the barter menu.
- The hard-coded grass fade-distance limit of 3,000 is removed.
- Adding a perk for teammates (player.AddPerk PerkID 1) does not erroneously apply the effects of every entry point multiple times, equal to the current number of teammates.
- The effects of teammate perks are properly applied on teammates upon game load.
- Medicine/Survival skill bonuses will no longer boost the magnitudes of detrimental effects of medicine/food items.
- The mouse scroll wheel can be used in the quantity prompt menu for (dec-)increasing selected quantity.
- Ammo effects are shown in the crafting menus; correct item value and weight displayed.
- Constant-type global variables retain their values upon exiting to the main menu.
- Gun shell-casings' lifetime in 1st person uses the fGunShellLifetime GMST (as in 3rd person), instead of being capped at 2 seconds.
- Moving weapons, which have mods attached, to/from a container (or barter buy/sell) does not make them lose the "+" suffix to their names.
- Fixes a serious issue in the script parser, silently failing (buffer overflow) if any single script line had a compiled size greater than 72 bytes - a limit that could easily be reached when calling functions which take string arguments.
- Fixes a bug where the sun glare texture would no longer be shown when exiting to the world from an interior.
- Fixes a bug where pip-boy icons for armour items would always display the male version, regardless of the player character's gender.
- Fixes a bug where clouds would sometimes become invisible when exiting from an interior cell.
- Fixes a bug where weather high-noon IMODs' fade in/out pattern (as a function of time of day) was inverted.
- Replaces the highly unbalanced algorithm by which the game picks music to play from Media Sets defined in Media Location Controllers. Music will now be picked in a proper random order. Moreover, once played, the same music track will not be picked again until every track in the set has been played at least once.
- Fixes a bug where dead bodies of actors that were killed while being ragdoll-ed would assume a T-pose when loading a game.
- Fixes a bug where GetItemCount would sometimes return a non-zero count for items that are not in fact in the container.
- Fixes an issue where ash/goo piles of respawning actors would not get cleared by the game when the parent cell resets, and would thus remain forever.
- Fixes a bug where modded weapons, when equipped by NPCs, would use the model of the standard, unmodded variant.
- Fixes a bug where disabled furniture objects/idle markers were still "seen" and used by actors.
- Fixes a bug where kill challenges were incremented when essential actors were knocked unconscious.
- Fixes the light setting in projectile forms, which was completely broken.
- Fixes an issue where the scripts of crafted items would not run until the item was dropped and picked up again. Note that this was fixed only for armours and non-disposable weapons.
- Fixes dialogue combat reactions/comments, all of which were completely broken.
- The 'Swap Impact Data' setting for world spaces was effectively broken, and now works properly.
- Replaces the rather faulty algorithm by which the game picks SFX audio files to play from a folder, which was not truly random, was repetitive, and tended to rarely/never pick some of the files.
- Placed Acoustic Space primitives were completely broken in the game, and now work as intended.
- Fixes a code error causing Media Location Controllers to not evaluate faction relations correctly, resulting in relation-specific media sets to never be played.
- The vanilla functions GetHitLocation & GetLastHitCritical now work when called from within OnHit and OnHitWith script blocks.
Extra features:
- FalloutCustom.ini may now be created in the game's user folder (%USERPROFILE%\Documents\My Games\FalloutNV). Setting entries included in this file will overwrite the values defined in either Fallout.ini or FalloutPrefs.ini. This allows modifying the game's configuration files without actually editing them. This also ensures any INI tweaks will persist and will not be reset/discarded by a mod organizer or the default launcher.
- Extra fonts - Expands the existing 8 font-type slots available in the game by an additional 80 extra slots. Additional custom fonts can be installed in these slots and then used anywhere in the game's UI. More details can be found in this article.
Requirements
The New Vegas Script Extender (xNVSE) version 6.2.6 (or newer), installed and loaded with the game/GECK.
Installation
Use the Nexus Mod Manager/Fallout Mod Manager/Mod Organizer, or manually extract the .7z file into your Fallout: New Vegas 'Data' folder.
Source Code
Is available from here.