Fallout New Vegas

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Fallout2AM

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Fallout2AM

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54 comments

  1. Fallout2AM
    Fallout2AM
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    Locked
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    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
  2. JohnnyBlade
    JohnnyBlade
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    Incredible tool. Should really have more downloads & endorsements. Have used this mod to troubleshoot & help with my own mod creations. Very much obliged Fallout2AM!
  3. Zanderat
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    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
  4. kmzero
    kmzero
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    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.
    1. Fallout2AM
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      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
    2. kmzero
      kmzero
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      unbelievable! Amazing work!
    3. kmzero
      kmzero
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      I don't know If I am doing something wrong or the mod stopped working but the recipe pages aren't showing anything anymore. :(
  5. ledzepiv
    ledzepiv
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    Hello and thanks for this great tool.

    Would it be possible to have attack damage, reach and level of confidence displayed for creatures?
    1. Fallout2AM
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      Hello, thank you, it's a very nice idea but actually I'm a little busy, not sure if I can manage to do it soon :(
  6. DonProtein
    DonProtein
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    Gosh!
    That's basically an MFG console for New Vegas.
    Thank you!
    1. Fallout2AM
      Fallout2AM
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      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
    2. lStewieAl
      lStewieAl
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      If there’s not already a JIP function for it, we can easily add one to Johnny Guitar NVSE.
    3. Fallout2AM
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      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
    4. lStewieAl
      lStewieAl
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      I stumbled upon this function and remembered this mod:
      https://geckwiki.com/index.php/GetDebugSelection
    5. Fallout2AM
      Fallout2AM
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      Wow I don't know how I managed to not see this... thanks so much!
  7. osamabinswaging
    osamabinswaging
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    An essential utility no matter what, no reason not to get this. Thank you so much for this one. Endorsed
    1. Fallout2AM
      Fallout2AM
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      Thank you very much!
  8. 168637935
    168637935
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    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.
    1. Fallout2AM
      Fallout2AM
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      mmmh this is a nice idea, I have to think a little about it!
  9. weijiesen
    weijiesen
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    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.
    1. Fallout2AM
      Fallout2AM
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      Thank you Wei. As mentioned to someone else, adding stuff is pretty much straight forward, so if you need something extra don't be a stranger!
    2. weijiesen
      weijiesen
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      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).
    3. Fallout2AM
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      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)
    4. weijiesen
      weijiesen
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      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.
    5. Fallout2AM
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      I added the shaders, they share the fifth page with the active effects! Let's see if it's practical or requires more tweaking.
  10. This utility is simply godsend.

    Endorsed and voted.
    1. Fallout2AM
      Fallout2AM
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      Thanks! *hugs*
  11. Spawnkiller
    Spawnkiller
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    Hello Fallout2AM

    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
    1. Zanderat
      Zanderat
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      https://www.nexusmods.com/skyrimspecialedition/mods/19250
    2. Fallout2AM
      Fallout2AM
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      And this is for Oldrim!
      https://www.nexusmods.com/skyrim/mods/44596

      And this is for FO4!
      https://www.nexusmods.com/fallout4/mods/26582/
    3. Spawnkiller
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      Hello Zanderat
      Hello Fallout2AM

      Thank you very much for your recommendations.

      wbr Spawnkiller