The New Vegas Script Extender, or NVSE for short, is a modder's resource that expands the scripting capabilities of Fallout: NV. It does so without modifying the executable files on disk, so there are no permanent side effects.
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Fixed some bugs and refined some console messages in regards to scripting
Fixed a crash that could happen when loading interiors (handled by NVAC)
Updated loaded version for Vortex
Version 6.0.0
NVSE expression evaluator heavily optimized for performance (let, eval, foreach, call etc. no longer considered slow)
NVSE arrays heavily optimized for performance
NVSE cosave saving and loading heavily optimized for performance
Optimizations in UI functions and string formatting functions
Automatic cleanup of string variables and array variables (no more string and array var save bloating)
Mod authors should however continue using Sv_Destruct and Ar_Null to prevent save bloating for people using older versions of NVSE
Short circuit evaluation of conditional expressions in eval
Examples:
Func0 && Func1 - Func1 won't be called or evaluated if Func0 returns false
Func0 || Func1 - Func1 won't be called or evaluated if Func0 returns true
Improved error logging and reporting on NVSE script errors (script line printing)
Ease restrictions on console (NVSE commands call and print can now be used in console for example)
Improved error reporting when NVSE plugins fail to load
NVSE Plugin API expanded (added messages DeferredInit for callbacks when all objects are initialized, MainGameLoop for main loop callback)
Minor bug fixes in various parts of NVSE, including tiny memory leaks and crashing code sections
Codebase refactoring and cleanup
Version 5.1b4
versions where not coherent.
Version 5.1b3
CTD when starting a new game with the NoGore edition of NVSE.
Version 5.1b2
Update3D works again.
Version 5.1b1
Possibly Important: ExtractArgs used in Compiler Override mode was always returning true even if the argument types were wrong.
pretty much all commands are affected by that change so it is possible for your mods to suddenly display errors they weren't before.
Change definition for SetWeaponAmmo and SetWeaponProjectile to allow for AnyForm.
Change a few functions to take either an actor (ref) or an actorBase (npc). It was implemented in the code but not in the function definition.
GetBaseSpellListSpells, GetBaseSpellListLevSpells, GetBasePackages, GetBaseFactions, GetBaseRanks and GetHeadParts.
Fix ToggleUIMessages(True), thanks to RoyBatterian
SetPermanent applies to reference as intended rather than to base forms (as that would simply duplicate IsQuestItem).
Possible bugfix:
Added multi threading handling to the calling of functions due to hard to track reports of function call failling.
I have no idea if it will help, but..
Also, those calls error reports have been stligthly changed to help distinguish possible causes.
GetSourceModIndex will accept any form as the optional parameter.
Remove restriction on Set3D for the playerCharacter (highly experimental) and known to have a visual glitch. When compiled in debug mode it is not working at all.
GetPermanent should persist accross saves now.
SpecialIdles for NPC and Creature:
[actor or npc or creature].GetNthAnimation index [npc or creature or actor]
returns the nth animation selected on an NPC or a creature as a string_var
[actor or npc or creature].AddAnimation animationName [npc or creature or actor]
Select an alternate animation for an NPC or a creature
[actor or npc or creature].DelAnimation animationName [npc or creature or actor]
Deselect an alternate animation for an NPC or a creature
[actor or npc or creature].DelAnimations [npc or creature or actor]
Deselect all alternate animation for an NPC or a creature
[actor or npc].GetClass [npc or actor]
Returns the class of an NPC
[actor or npc].GetNameOfClass [npc or actor]
Returns the class name of an NPC
ShowLevelUpMenu
Optional Alternate Update3D for the player (set AlternateUpdate3D to 1 in nvse.ini section [RELEASE] and/or [DEBUG]). It has an effect but with a huge visual defect that should be temporary.
Misclaneous: New data interface for plugin authors needing internal offset to NVSE code.
Version 5.1.6
Fixed heap corruption bug
Fixed hacky piece of code making recompiles buggy
Everything should be a lot faster since NVSE was compiled using a newer toolset
This page was created to provide metadata about NVSE, you must download NVSE from GitHub or http://nvse.silverlock.org/ listed under "Mirrors" above.
The New Vegas Script Extender, or NVSE for short, is a modder's resource that expands the scripting capabilities of Fallout: NV. It does so without modifying the executable files on disk, so there are no permanent side effects.
Once installed, no additional steps are needed to launch Fallout New Vegas with NVSE's added functionality. You can start the game using NVSE from nvse_loader.exe
Installation (Manual):
Download NVSE 5.1.beta6.7z
Extract all files inside the nvse_5_1_beta6 folder to your game folder (where FalloutNV.exe is located)
Run the game using nvse_loader.exe
To confirm it is working, open the console with the tilde (`) key and type GetNVSEVersion. This will display the version number of the current NVSE build.