TheBlob2 Posted April 8, 2015 Posted April 8, 2015 (edited) I've been needing certain functions for various purposes, and I'm wondering how exactly do you make them? I know that you need NVSE to use them, but how do you create them? Edited April 8, 2015 by TheBlob2
Nephelus Posted April 9, 2015 Posted April 9, 2015 I doubt it is simple although other people have done so by creating plugins for it: http://geck.bethsoft.com/index.php?title=New_Vegas_Script_Extender . NVSE is way more complicated than any Fallout mod. My first move would be to try and find a workaround. What functions are you needing? Sometimes, you can accomplish what you want through indirect means. If you're dead set on expanding the functionality, and nobody here can offer any help, I'd try to contact the authors of NVSE or any of the plugins. Maybe one of them will be able to provide a starting point. Sorry if I can't be more helpful. If you do end up succeeding, make a tutorial! I'll bet other people would be eager to expand NVSE.
Hemingway308 Posted April 9, 2015 Posted April 9, 2015 The C++ source code is distributed with NVSE along with an example plugin, and you can also take a look at the source of Lutana/JIP/NX. If you're not from a programming background, I'm afraid this is not a good place to start.-- What functions are you looking for? A lot of things can be achieved using UDFs if you know the existing functions well enough. I wrote most the NVSE articles on GECK wiki, so try me ;).
TheBlob2 Posted April 9, 2015 Author Posted April 9, 2015 On 4/9/2015 at 7:35 PM, Hemingway308 said: The C++ source code is distributed with NVSE along with an example plugin, and you can also take a look at the source of Lutana/JIP/NX. If you're not from a programming background, I'm afraid this is not a good place to start.-- What functions are you looking for? A lot of things can be achieved using UDFs if you know the existing functions well enough. I wrote most the NVSE articles on GECK wiki, so try me :wink:.i need a function that detects the amount of light shining on an specific actor or object, or how much the light currently affects that actor's ability to stay undetected, like a way to gauge the likelyhood a specific actor will remain undetected
DopeChuck Posted April 9, 2015 Posted April 9, 2015 On 4/9/2015 at 8:18 PM, TheBlob2 said: On 4/9/2015 at 7:35 PM, Hemingway308 said: The C++ source code is distributed with NVSE along with an example plugin, and you can also take a look at the source of Lutana/JIP/NX. If you're not from a programming background, I'm afraid this is not a good place to start.-- What functions are you looking for? A lot of things can be achieved using UDFs if you know the existing functions well enough. I wrote most the NVSE articles on GECK wiki, so try me :wink:.i need a function that detects the amount of light shining on an specific actor or object, or how much the light currently affects that actor's ability to stay undetected, like a way to gauge the likelyhood a specific actor will remain undetected I'm not too sure on how to achieve this using existing commands, and I haven't experimented with creating functions either. Do you have any experience with scripting in a language other than TESScript (the script language used by the GECK)
TheBlob2 Posted April 9, 2015 Author Posted April 9, 2015 (edited) On 4/9/2015 at 8:38 PM, DopeChuck said: I'm not too sure on how to achieve this using existing commands, and I haven't experimented with creating functions either. Do you have any experience with scripting in a language other than TESScript (the script language used by the GECK)you mean other than papyrus? no Edited April 9, 2015 by TheBlob2
Hemingway308 Posted April 9, 2015 Posted April 9, 2015 Afraid I don't know of any functions (doubled checked the lists) any functions that return light information. However, I speculate that the engine uses a much simpler technique to calculate actor detection based on facing angle, distance and sneak state/skill (all of which there are functions for), and light is relevant and calculated only to render the current viewport. If you want to know the chance the player will be imminently detected, you could try using GetRefs 200, -1 to grab all actors in the ugrid, and check GetDistance / GetLOS / GetHeadingAngle, etc.
TheBlob2 Posted April 10, 2015 Author Posted April 10, 2015 (edited) On 4/9/2015 at 11:07 PM, Hemingway308 said: Afraid I don't know of any functions (doubled checked the lists) any functions that return light information. However, I speculate that the engine uses a much simpler technique to calculate actor detection based on facing angle, distance and sneak state/skill (all of which there are functions for), and light is relevant and calculated only to render the current viewport. If you want to know the chance the player will be imminently detected, you could try using GetRefs 200, -1 to grab all actors in the ugrid, and check GetDistance / GetLOS / GetHeadingAngle, etc.Light is actually a big deciding factor in stealth. in broad daylight sneaking behind someone can be near impossible unless your skill is at least 50, and at night you barely need 30. And light is the only thing I want, I don't need the distance or what direction someone is facing, all I need is a function that tells me how much influence light currently has on a specific actor's ability to stay undetected, and whether that influence is positive or negative. And there doesn't seem to be any existing functions that detect light in any way, perhaps in the next version of NVSE?. Edited April 10, 2015 by TheBlob2
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