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NV Script Limitations


Tan4500

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I want to make a mod that changes values via scripts, but I need to know what I can and cannot change with scripts. Is there any place that tells me in detail what values cannot be touched with scripts? Let's say I open a weapon window, there are alot of boxes with values, can I write a script that changes one specific area or are dirty edits my only option? I looked over a couple DLC scripts and saw that leveled lists could add stuff on load but that was ID specific, and not spread for example. I don't want to edit existing entries and make my mod conflict if I don't have to. I'll learn scripting on my own, but I need to be pointed to somewhere that can tell me what I can and can't do.

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You're going to have to dig through the documentation on script functions. There's a lot that you can change by script if you use NVSE and even more if you extend it with plugins.

 

The documentation is a bit scattered, but you should be able to find everything in the following places:

There's the GECK wiki category for script functions. View the subcategories for NVSE, JIP or Lutana for functions added by those. NX doesn't have functions that relate to your question as far as I know.

JIP usually updates the GECK wiki when he includes new functions, but for Lutana you may have to check the mod description.

Also check out Gribbleshnibit's NVSE docs. The search function makes it quick and pleasant to use, but some of the newest functions from JIP and Lutana weren't added yet last time I checked, so make sure to check the previous links too.

 

As for best scripting practices, there's really too much to cover in a single post. You should read scripting for beginners if you haven't, but it's really quite basic. For more advanced stuff, scour the wiki and study the examples as best you can and ask if you're in doubt.

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