If you have an issue, please double check the requisites! Also if you need some extra info let me know, adding more functions is quite straight forward at this point
Incredible tool. Should really have more downloads & endorsements. Have used this mod to troubleshoot & help with my own mod creations. Very much obliged Fallout2AM!
NVSE log shows some issues when using it. Error in script 85001658 (aDTfnWrite) in mod Inspector.esp Invalid array access - the array was not initialized. 0 Operator [ failed to evaluate to a valid result Script line approximation: Let svPrint := "Type ID - " + ##aDTMQ.arTypes[iType]## (error wrapped in ##'s) Where svPrint="Base ID - 400027E2 - Modified by: Freeside and Strip Wall Replacers.esp", aDTMQ.arTypes=uninitialized array, iType=28 File: Inspector.esp Offset: 0x1EBE Command: Let Error in script 85001658 (aDTfnWrite) in mod Inspector.esp Invalid array access - the array was not initialized. 0 Operator [ failed to evaluate to a valid result Script line approximation: Let svPrint := "Type ID - " + ##aDTMQ.arTypes[iType]## (error wrapped in ##'s) Where svPrint="Base ID - 400027E2 - Modified by: Freeside and Strip Wall Replacers.esp", aDTMQ.arTypes=uninitialized array, iType=28 File: Inspector.esp Offset: 0x1EBE Command: Let Error in script 85001658 (aDTfnWrite) in mod Inspector.esp Invalid array access - the array was not initialized. 0 Operator [ failed to evaluate to a valid result Script line approximation: Let svPrint := "Type ID - " + ##aDTMQ.arTypes[iType]## (error wrapped in ##'s) Where svPrint="Base ID - 400027E2 - Modified by: Freeside and Strip Wall Replacers.esp", aDTMQ.arTypes=uninitialized array, iType=28 File: Inspector.esp Offset: 0x1EBE Command: Let Error in script 85001658 (aDTfnWrite) in mod Inspector.esp Invalid array access - the array was not initialized. 0 Operator [ failed to evaluate to a valid result Script line approximation: Let svPrint := "Type ID - " + ##aDTMQ.arTypes[iType]## (error wrapped in ##'s) Where svPrint="Base ID - 400027E2 - Modified by: Freeside and Strip Wall Replacers.esp", aDTMQ.arTypes=uninitialized array, iType=28 File: Inspector.esp Offset: 0x1EBE Command: Let Error in script 85001658 (aDTfnWrite) in mod Inspector.esp Invalid array access - the array was not initialized. 0 Operator [ failed to evaluate to a valid result Script line approximation: Let svPrint := "Type ID - " + ##aDTMQ.arTypes[iType]## (error wrapped in ##'s) Where svPrint="Base ID - 000F3110 - Modified by: FalloutNV.esm", aDTMQ.arTypes=uninitialized array, iType=32 File: Inspector.esp Offset: 0x1EBE Command: Let Error in script 85001658 (aDTfnWrite) in mod Inspector.esp Invalid array access - the array was not initialized. 0 Operator [ failed to evaluate to a valid result Script line approximation: Let svPrint := "Type ID - " + ##aDTMQ.arTypes[iType]## (error wrapped in ##'s) Where svPrint="Base ID - 0012F8A5 - Modified by: FalloutNV.esm", aDTMQ.arTypes=uninitialized array, iType=32 File: Inspector.esp Offset: 0x1EBE Command: Let Error in script 85001658 (aDTfnWrite) in mod Inspector.esp Invalid array access - the array was not initialized. 0 Operator [ failed to evaluate to a valid result Script line approximation: Let svPrint := "Type ID - " + ##aDTMQ.arTypes[iType]## (error wrapped in ##'s) Where svPrint="Base ID - 000F3110 - Modified by: FalloutNV.esm", aDTMQ.arTypes=uninitialized array, iType=32 File: Inspector.esp Offset: 0x1EBE Command: Let Error in script 85001658 (aDTfnWrite) in mod Inspector.esp Invalid array access - the array was not initialized. 0 Operator [ failed to evaluate to a valid result Script line approximation: Let svPrint := "Type ID - " + ##aDTMQ.arTypes[iType]## (error wrapped in ##'s) Where svPrint="Base ID - 00167F07 - Modified by: FalloutNV.esm", aDTMQ.arTypes=uninitialized array, iType=32 File: Inspector.esp Offset: 0x1EBE Command: Let
It's a crime that this mod wasn't made before! Excellent work!
I have a request if it you can find the time to do it, a list of all the recipes that an item is used, for example if I inspect duct tape it will show all the recipes it's used on.
Interesting! And pretty fast! I'm gonna update in few minutes. Recipes are in the second page, actually for MISC (wrenches, abraxo etc.) and ALCH (food, drinks..) but in the future it can be changed
yes, more or less! with the only exception that I couldn't retrieve the console's ref when you click on it, so for now I opted for the crosshair until I find an alternative
The best I could come out with was Set rForm to Console "GetSelf", which didn't give me the expected result... however I lack the understanding for some JIP functions, so I surely can't exclude that maybe there's a way that I still have to figure. I mean, I wouldn't like to waste your time. But yes it would be very nice be able to do that, there's some refs that can't be targeted with the crosshair but can with the console, I think it's due to the mesh itself
Is there a way to maybe target the player character so one can see what current negative effects they are under? I tried using TFC and positioning over the player to no avail or I did it wrong.
I have a character with some unknown not listed in pipboy nasty debuff (charisma -0 was -3 at one check) even using the leftover player.dispellall console command doesn't remove whatever it is. And I'm wondering if this could be used to track down whatever it is.
Perhaps the most impressive FNV utility to date. As someone who is part of of a huge collaborative FNV mod, I find this tool to be an absolute godsend. The amount of info I can get on any particular thing during a test run is surprising! And useful. Thanks a bunch for this.
Well now that you mention it, would it be possible to display what Actor Effects are currently applied to the target? Also, Effect Shaders aren't always tied to Actor Effects, so if you could also display the name of whatever Effect Shader is currently applied to the target too that would be amazing! (IE: SmokeFlames01, GlowingGhoulEffectShader, etc, the body vfx).
I added the active effects, filtered by any kind (ingestible/spell/whatever etc.) for creatures and actors, they are in fourth page.
I can add shaders, but I'd need to know something first. I can be wrong but I remember that only one shader is visible on an actor, does it mean I always will have one value or I can also have a list of shaders applied but only one is displayed? (hope I explained well. This is just to understand if I can add a single line in first page or I must do a brand new page for all the shaders)
Awesome! That is great news about Actor Effects. Being able to see what is triggering on things and knowing when they stop/dispel is incredibly handy. About Effect Shaders, they can stack. You can light someone on fire, and EMP them, then laser dissolve, and all such vfx will play simultaneously (would be quite colorful spectacle) but such a thing is rare. Say, lighting a Glowing One on fire then immediately laser crit kill them would show all 3 effect shaders on it, but typically only 2 effects happen in normal gameplay. So to answer your question, because this is a tool aimed at modders you would only need to display the names of 3 Effect Shaders currently emanating from the NPC.
This is a fantastic utility mod of yours, thank you very much for sharing it.
I have a question not related to FNV but of games based on the same/similar engine. Do you know if a mod like your does exist for FO4, Oldrim or SSE? If not, would you consider to port or recreate your FNV mod to those games?
54 comments
Also if you need some extra info let me know, adding more functions is quite straight forward at this point
Error in script 85001658 (aDTfnWrite) in mod Inspector.esp
Invalid array access - the array was not initialized. 0
Operator [ failed to evaluate to a valid result
Script line approximation: Let svPrint := "Type ID - " + ##aDTMQ.arTypes[iType]## (error wrapped in ##'s)
Where svPrint="Base ID - 400027E2 - Modified by: Freeside and Strip Wall Replacers.esp", aDTMQ.arTypes=uninitialized array, iType=28
File: Inspector.esp Offset: 0x1EBE Command: Let
Error in script 85001658 (aDTfnWrite) in mod Inspector.esp
Invalid array access - the array was not initialized. 0
Operator [ failed to evaluate to a valid result
Script line approximation: Let svPrint := "Type ID - " + ##aDTMQ.arTypes[iType]## (error wrapped in ##'s)
Where svPrint="Base ID - 400027E2 - Modified by: Freeside and Strip Wall Replacers.esp", aDTMQ.arTypes=uninitialized array, iType=28
File: Inspector.esp Offset: 0x1EBE Command: Let
Error in script 85001658 (aDTfnWrite) in mod Inspector.esp
Invalid array access - the array was not initialized. 0
Operator [ failed to evaluate to a valid result
Script line approximation: Let svPrint := "Type ID - " + ##aDTMQ.arTypes[iType]## (error wrapped in ##'s)
Where svPrint="Base ID - 400027E2 - Modified by: Freeside and Strip Wall Replacers.esp", aDTMQ.arTypes=uninitialized array, iType=28
File: Inspector.esp Offset: 0x1EBE Command: Let
Error in script 85001658 (aDTfnWrite) in mod Inspector.esp
Invalid array access - the array was not initialized. 0
Operator [ failed to evaluate to a valid result
Script line approximation: Let svPrint := "Type ID - " + ##aDTMQ.arTypes[iType]## (error wrapped in ##'s)
Where svPrint="Base ID - 400027E2 - Modified by: Freeside and Strip Wall Replacers.esp", aDTMQ.arTypes=uninitialized array, iType=28
File: Inspector.esp Offset: 0x1EBE Command: Let
Error in script 85001658 (aDTfnWrite) in mod Inspector.esp
Invalid array access - the array was not initialized. 0
Operator [ failed to evaluate to a valid result
Script line approximation: Let svPrint := "Type ID - " + ##aDTMQ.arTypes[iType]## (error wrapped in ##'s)
Where svPrint="Base ID - 000F3110 - Modified by: FalloutNV.esm", aDTMQ.arTypes=uninitialized array, iType=32
File: Inspector.esp Offset: 0x1EBE Command: Let
Error in script 85001658 (aDTfnWrite) in mod Inspector.esp
Invalid array access - the array was not initialized. 0
Operator [ failed to evaluate to a valid result
Script line approximation: Let svPrint := "Type ID - " + ##aDTMQ.arTypes[iType]## (error wrapped in ##'s)
Where svPrint="Base ID - 0012F8A5 - Modified by: FalloutNV.esm", aDTMQ.arTypes=uninitialized array, iType=32
File: Inspector.esp Offset: 0x1EBE Command: Let
Error in script 85001658 (aDTfnWrite) in mod Inspector.esp
Invalid array access - the array was not initialized. 0
Operator [ failed to evaluate to a valid result
Script line approximation: Let svPrint := "Type ID - " + ##aDTMQ.arTypes[iType]## (error wrapped in ##'s)
Where svPrint="Base ID - 000F3110 - Modified by: FalloutNV.esm", aDTMQ.arTypes=uninitialized array, iType=32
File: Inspector.esp Offset: 0x1EBE Command: Let
Error in script 85001658 (aDTfnWrite) in mod Inspector.esp
Invalid array access - the array was not initialized. 0
Operator [ failed to evaluate to a valid result
Script line approximation: Let svPrint := "Type ID - " + ##aDTMQ.arTypes[iType]## (error wrapped in ##'s)
Where svPrint="Base ID - 00167F07 - Modified by: FalloutNV.esm", aDTMQ.arTypes=uninitialized array, iType=32
File: Inspector.esp Offset: 0x1EBE Command: Let
I have a request if it you can find the time to do it, a list of all the recipes that an item is used, for example if I inspect duct tape it will show all the recipes it's used on.
Would it be possible to have attack damage, reach and level of confidence displayed for creatures?
That's basically an MFG console for New Vegas.
Thank you!
https://geckwiki.com/index.php/GetDebugSelection
I have a character with some unknown not listed in pipboy nasty debuff (charisma -0 was -3 at one check) even using the leftover player.dispellall console command doesn't remove whatever it is. And I'm wondering if this could be used to track down whatever it is.
As someone who is part of of a huge collaborative FNV mod, I find this tool to be an absolute godsend.
The amount of info I can get on any particular thing during a test run is surprising! And useful.
Thanks a bunch for this.
Also, Effect Shaders aren't always tied to Actor Effects, so if you could also display the name of whatever Effect Shader is currently applied to the target too that would be amazing! (IE: SmokeFlames01, GlowingGhoulEffectShader, etc, the body vfx).
I can add shaders, but I'd need to know something first. I can be wrong but I remember that only one shader is visible on an actor, does it mean I always will have one value or I can also have a list of shaders applied but only one is displayed? (hope I explained well. This is just to understand if I can add a single line in first page or I must do a brand new page for all the shaders)
That is great news about Actor Effects. Being able to see what is triggering on things and knowing when they stop/dispel is incredibly handy.
About Effect Shaders, they can stack. You can light someone on fire, and EMP them, then laser dissolve, and all such vfx will play simultaneously (would be quite colorful spectacle) but such a thing is rare.
Say, lighting a Glowing One on fire then immediately laser crit kill them would show all 3 effect shaders on it, but typically only 2 effects happen in normal gameplay. So to answer your question, because this is a tool aimed at modders you would only need to display the names of 3 Effect Shaders currently emanating from the NPC.
Endorsed and voted.
This is a fantastic utility mod of yours, thank you very much for sharing it.
I have a question not related to FNV but of games based on the same/similar engine.
Do you know if a mod like your does exist for FO4, Oldrim or SSE?
If not, would you consider to port or recreate your FNV mod to those games?
wbr Spawnkiller
https://www.nexusmods.com/skyrim/mods/44596
And this is for FO4!
https://www.nexusmods.com/fallout4/mods/26582/
Hello Fallout2AM
Thank you very much for your recommendations.
wbr Spawnkiller