New Vegas Script Extender (NVSE xNVSE)

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14 September 2023, 02:37  |  Posted by demorome  |  286 views
New Vegas Script Extender v6.0.1
by Ian Patterson, Stephen Abel and Paul Connelly, Hugues Le PORS
(ianpatt, behippo, scruggsywuggsy the ferret and HLP)

xNVSE (continued development, 2020+)
by Kormákur (korr123) and jazzisparis

The New Vegas Script Extender, or xNVSE for short, is a modder's resource that expands the scripting capabilities of Fallout: NV. It does so without modifying the executable files on disk, so there are no permanent side effects.

Contributions from: Timeslip, Elminster EU, (xNVSE) c6, lStewieAl and carxt

[ Installation ]

1. Copy all the files from this folder into your Fallout NV directory (GOG version also requires nvse_steam_loader.dll). This is usually in your Program Files folder under Steam\SteamApps\common\fallout new vegas\. If you see files named FalloutNV.exe and FalloutNVLauncher.exe, this is the correct folder. Do not copy these files to the Data folder as with a normal mod. The "src" folder is only useful for modders, most users can ignore it.

2. Launch NV via running nvse_loader.exe or use the 4GB patch by RoyBatty which autoloads the game through FalloutNV.exe. Enabling the Steam Community option (enabled by default) will allow you to launch the game via Steam's standard UI.

Scripts written with these new commands must be created via the G.E.C.K. after it is launched via nvse_loader. Open a command prompt window, navigate to your NV install direcory, and type "nvse_loader -editor". Alternately you can create a shortcut to nvse_loader.exe, open the properties window and add "-editor" to the Target field. The normal editor can open plugins with these extended scripts, but it cannot recompile them and will give errors if you try. Alternatively use GECK Extender patch which autoloads NVSE when launched through GECK.exe.

[ Suggestions for Modders ]

If your mod requires NVSE, please provide a link to the main xNVSE website instead of packaging it with your mod install. Future versions of NVSE will be backwards compatibile, so including a potentially old version can cause confusion and/or break other mods which require newer versions. If you are making a large mod with an installer, inclusion of a specific version of NVSE is OK, but please check the file versions of the NVSE files before overwriting them, and only replace earlier versions.

When your mod loads, use the command GetNVSEVersion to make sure a compatible version of NVSE is installed. In general, make sure you are testing for any version later than the minimum version you support, as each update to NVSE will have a higher version number. Something like:

if GetNVSEVersion < 6
MessageBox "This mod requires a newer version of NVSE."
endif

[ Troubleshooting / FAQ ]

* I don't think NVSE is working. How can I check?
- xNVSE will print into the in-game console "xNVSE" and a version number, which can be opened with the tilde (~) key. You can also open the console and type "GetNVSEVersion" (without the quotes). It should print back "NVSE version: 6". If this works, then NVSE is working properly. If it prints an error, then something is wrong. Make sure that all of the nvse DLLs have been copied to the same folder as FalloutNV.exe.

* Crashes or strange behavior:
- Let us know how you made it crash, and we'll look into fixing it.

* My virus scanner complains about nvse_loader!
- It is not a virus. To extend Fallout and the editor, we use a technique called DLL injection to load our code. Since this technique can also be used by viruses, some badly-written virus scanners assume that any program doing it is a virus. Adding an exception to your scanner's rules may be necessary.

* Can I modify and release my own version of NVSE based on the included source code?
- No; the suggested method for extending NVSE is to write a plugin. If this does not meet your needs, please email the contact addresses listed below.

* How do I write a plugin for NVSE?
- See PluginAPI.h in the source distribution. The plugin system is very similar to FOSE and OBSE, however to keep in step with Bethesda, we have upgraded to VS2008. Example plugin project may be coming at some point when I get around to it.

* Can I include NVSE as part of a mod pack/collection or otherwise rehost the files?
- No. Providing a link to http://nvse.silverlock.org/ is the suggested method of distribution. Exceptions may be given under applicable circumstances; contact us at the email addresses below.

* Is NVSE compatible with the "FNV4GB" loader that enables the large-address-aware (aka 4GB) flag?
- Yes.

* Do I need to be online in Steam to use NVSE?
- No. Enabling the Steam Community does not require being online.

[ Contact the NVSE Team ]

Open an issue on GitHub or message us on the Discord server (for which there is a link to on the main GitHub page).

[ Standard Disclaimer ]

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Thank you MIT license for providing a standard boilerplate legal disclaimer.