This is a series of questions that generally get asked on pages for other NVSE plugins.
Q. Does this mod replace JIP LN NVSE Plugin, JohnnyGuitar NVSE, and SUP NVSE? A. No, ShowOff does not replace those plugins. It is meant to be installed and used along side them.
Q. Will you support NVSE 5.1.4? A. No. Due to features in xNVSE that this plugins need, it is not feasible to support legacy versions of NVSE.
Q. My Anti-virus says this mod is a virus. Is this true? A. No, it is a false positive. Due to the way NVSE plugins work, some AVs flag them as malicious. Be sure to add an exception in your anti-virus.
Q. Does this mod work with Fallout 3? A. Was this mod posted on the FO3 Nexus? Does the description state that it works for Fallout 3? Does the Github page, or any pinned comments say that this plugin works for Fallout 3? No? Then there's probably a reason for that.
If you are getting a message saying that ShowOff NVSE is missing or outdated, please note that this message is NOT added by ShowOff NVSE.
If you have trouble loading the plugin try the following things.
1. Make sure you have the latest version of xNVSE installed. 2. Make sure you have the latest Microsoft Visual C++ Redist installed. 2015-2022 (x86). 3. Install 4GB Patcher and run the game from FalloutNV.exe. This will autoload NVSE and any NVSE plugins. 4. Add an exception for Fallout New Vegas, your mod manager, and your mods folder to your anti-virus. 5. Run the game and mod manager as an administrator. 6. If none of the above work, try installing the plugin manually in Fallout New Vegas/data/nvse/plugins.
Failing all of this, a mod you are using likely has a bugged version check. This is not something we can solve.
DL'ed this mod over Vortex and I can't even START the game. Every time I click on the "play" button in Vortex, I get an "error trying to hook the game" message directing me at this mod. EDIT: fixed that problem, but now I have a whole new one: I get stuck on the level up screen because I have 1 million+ perk points and can't spend all of them. I looked it up and people said it was an issue with this mod...
Hi, is it possible to add a function like 'GetNearestCompassTarget', no matter if its hostile or not? I know i can do it with GetCompassTargets, but it may be more performance friendly calling a NVSE function directly.
String_Var sEncumberedMsg Let sEncumberedMsg := "You are overencumbered and cannot run!" SetEventHandler "ShowOff:OnShowCornerMessage" OnShowCornerMessageUDF "first"::sEncumberedMsg SetEventHandler "ShowOff:OnShowCornerMessage" OnShowCornerMessageUDF "first"::"You are overencumbered and cannot run!" SetEventHandler "ShowOff:OnShowCornerMessage" OnShowCornerMessageUDF 1::sEncumberedMsg SetEventHandler "ShowOff:OnShowCornerMessage" OnShowCornerMessageUDF 1::$sEncumberedMsg SetEventHandler "ShowOff:OnShowCornerMessage" OnShowCornerMessageUDF 1::"You are overencumbered and cannot run!" So I've tried each of these(not all at once) and they all compile and the event UDF plays runs when a message is shown(or queued, I've used both), but it won't filter out other messages. Am I doing it wrong or can I not filter this like other event handlers?
is there a way i can take off the weapon durability tweak because i find quite a few weapons that are already broken so they cost nothing and are useless with no way to repair them and i need this mod for some animation and gun mods
Idk if you know how to fix this but there's an engine bug where npcs don't use exterior to exterior doors. E.g doors with a teleport marker in the same worldspace. It's been a bug since release.
bCreaturesDealMeleeFatigueDmg does this mean creatures will deal fatigue damage instead of the HP damage or does it mean it will deal fatigue damage on top of the HP damage?
bUnarmedWeaponsDealFatigueDmg same question as the above does it replace HP damage with fatigue damage, or it just adds fatigue damage on top of the HP damage ?
bUseGamesettingsForFistFatigueDamage what's the benefit of changing the formula to calculate fatigue damage ?
For the first two, it will deal fatigue damage on top of HP.
For the last, it's just a way to force those gamesettings to actually do something, in case a mod wants to use those instead of editing the base fist weapon form. So it's just an alternate way to balance it.
336 comments
Q. Does this mod replace JIP LN NVSE Plugin, JohnnyGuitar NVSE, and SUP NVSE?
A. No, ShowOff does not replace those plugins. It is meant to be installed and used along side them.
Q. Will you support NVSE 5.1.4?
A. No. Due to features in xNVSE that this plugins need, it is not feasible to support legacy versions of NVSE.
Q. My Anti-virus says this mod is a virus. Is this true?
A. No, it is a false positive. Due to the way NVSE plugins work, some AVs flag them as malicious. Be sure to add an exception in your anti-virus.
Q. Does this mod work with Fallout 3?
A. Was this mod posted on the FO3 Nexus? Does the description state that it works for Fallout 3? Does the Github page, or any pinned comments say that this plugin works for Fallout 3? No? Then there's probably a reason for that.
If you have anymore questions, feel free to join us on the xNVSE community Discord server.
If you have trouble loading the plugin try the following things.
1. Make sure you have the latest version of xNVSE installed.
2. Make sure you have the latest Microsoft Visual C++ Redist installed. 2015-2022 (x86).
3. Install 4GB Patcher and run the game from FalloutNV.exe. This will autoload NVSE and any NVSE plugins.
4. Add an exception for Fallout New Vegas, your mod manager, and your mods folder to your anti-virus.
5. Run the game and mod manager as an administrator.
6. If none of the above work, try installing the plugin manually in Fallout New Vegas/data/nvse/plugins.
Failing all of this, a mod you are using likely has a bugged version check. This is not something we can solve.
Yvile's Crash Logger.
String_Var sEncumberedMsg
So I've tried each of these(not all at once) and they all compile and the event UDFLet sEncumberedMsg := "You are overencumbered and cannot run!"
SetEventHandler "ShowOff:OnShowCornerMessage" OnShowCornerMessageUDF "first"::sEncumberedMsg
SetEventHandler "ShowOff:OnShowCornerMessage" OnShowCornerMessageUDF "first"::"You are overencumbered and cannot run!"
SetEventHandler "ShowOff:OnShowCornerMessage" OnShowCornerMessageUDF 1::sEncumberedMsg
SetEventHandler "ShowOff:OnShowCornerMessage" OnShowCornerMessageUDF 1::$sEncumberedMsg
SetEventHandler "ShowOff:OnShowCornerMessage" OnShowCornerMessageUDF 1::"You are overencumbered and cannot run!"
playsruns when a message is shown(or queued, I've used both), but it won't filter out other messages. Am I doing it wrong or can I not filter this like other event handlers?SetEventHandlerAlt "ShowOff:OnQueueCornerMessage" OnQueueUDF 1::"You are overencumbered and cannot run!"
bCreaturesDealMeleeFatigueDmg
does this mean creatures will deal fatigue damage instead of the HP damage
or does it mean it will deal fatigue damage on top of the HP damage?
bUnarmedWeaponsDealFatigueDmg
same question as the above
does it replace HP damage with fatigue damage, or it just adds fatigue damage on top of the HP damage ?
bUseGamesettingsForFistFatigueDamage
what's the benefit of changing the formula to calculate fatigue damage ?
thanks in advance for any clarification
For the last, it's just a way to force those gamesettings to actually do something, in case a mod wants to use those instead of editing the base fist weapon form. So it's just an alternate way to balance it.