In case you need a refresher, the New Vegas Script Extender- or NVSE for short - is a modder's resource that expands the scripting capabilities of Fallout: New Vegas. It was created by the Silverlock team and is based on the original code from their previous project, the Oblivion Script Extender (OBSE). Originally released in 2010, it received regular updates until the release of The Elder Scrolls V: Skyrim in 2011, where the team's focus was then diverted to working on the Skyrim Script Extender (SKSE). From this point, NVSE was left functional but unfinished, with a few updates between 2014 and 2017 to add new features and enhancements.
This year, an entirely new group of New Vegas fans came together to update the - now 3 year old - script extender, with the blessing of the original creators. The xNVSE team consists of several well-known mod authors including lStewieAl, TrueCourierSix (c6), korri123 (Kormakur), carxt (karut), iranrmrf and jazzisparis (Sorry if I missed anyone!). I caught up with the team who gave us a short summary of the project.
Right now you can grab the latest release from the project GitHub page, which includes a notable performance boost compared to the previous version. This is thanks to a newer version of the Visual Studio toolset (VS2019) and optimisations to the compiler. The best part is, it's still fully compatible with existing mods so you don't need to wait for your favourite files to get an update to use it.
NVSE's primary purpose has always been to enhance the scripting capabilities of the game. xNVSE is not going to change that. Our prime directive is first and foremost, to allow for easier creation of extensions for the scripting engine, as well as providing the opportunity to further expand the current capabilities. We have no intentions of including any additional NVSE plugins as part of the xNVSE fork.
We've most notably been making under the hood changes in the interest of fixing underlying code bugs that have been present for years, due to a lack of maintenance. Whilst our current changes are minor in scale, they are able to provide significant improvements in performance for those users with load orders that have heavily scripted gameplay mods. These fixes can also potentially reduce a few causes of crash to desktops, however, your mileage may vary.
As this fork of NVSE is relatively new, we'll be dedicating time to sit down and properly scour and work through the NVSE codebase, to allow us to further track down long-standing bugs. A larger update with more fixes is currently in the pipeline, however, this is still some time away. In the meantime, you can provide valuable feedback by downloading the new release version from GitHub and playing now. If you experience any crashes related to the new fork, please join us on our official development server?, and leave a message detailing the crash and how to reproduce it. You can also feel free to leave a bug report on the Github page? with similar details and reproduction steps!
This is only a minor step for the time being. This work being done will hopefully allow for greater steps forward in the future. Thank you!
There's more to come too, including some better documentation for authors who are looking to create NVSE plugins. The team have provided a rough roadmap for what's coming to xNVSE in future releases:
Our timeline will look something like this:
- Fix as many bugs remaining in NVSE as possible.
- Attempt to fix performance issues relating to NVSE functionality.
- Improve the NVSE API to allow for ease of use for developers
- Potentially implement more script functions for modders and users (This is a long term goal)
If you want to stay up to date with NVSE, you can track the NVSE mod page here which will be updated with each release of the tool.
On a related note, in an upcoming release of Vortex, you will be able to install and manage NVSE like any other mod which will certainly make keeping up to date with the newest version easier! We'll be releasing more detail about this in an upcoming news post.
This is an exciting time for Fallout New Vegas mods. With the Mod Limit Fix by iranrmrf released in April and now a brand new update to the script extender, could this be a "second wind" for New Vegas modding?