(Please report any other where the change would be beneficial).
IsScripteed, GetScript, RemoveScript, SetScript, IsFormValid, RunScript. Some functions parameters changed from TESObject to AnyForm, so a literal value can be specified in scripts rather than needing a variable to hold the value. Vanilla function which return forms are identified as such.ĬonsoleOutputFile will not double "Carriage Return" on each line. GetFactionRank returns -1 when called with an invalid parameter. Using CIOS inside event scripts possibly led to CTD. The global FIK setting can be accessed through the GameSetting bFootIK::RagdollAnim Requires to be called on a ref that is an actorĬhanging FIK status can only happen in certain conditions that are to be found and explicited (while playing animations ?) Get or set the Foot IK status of an actor
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(see v2 beta 6 below for how to specify the flags) OnOpen/OnClose extended to container that weren't detected.īitmask checks only the bit set. Useful when using an array_var defined in another plugin.ĭecoding from JIP's nvse plugin up to v7.0 Returns if the array is packed (an array) or not (a map). Higher values are unreliable and prone to conversion. Let anIndex := GenericCheckForm whichEmbeddedList objectContainingTheEmbeddedList formToAddīitIndex starts at 0 and should not be greater than 20. (same encoding as the other GenericXXXForm functions) NVSEScriptInterface: did not have a version either, added at the same time.Ĭhecks if said form is present in the list of form. Useful when accessing all arrays globally. Some armors seem to have uninitialized data in the higher bytes.ĮquipItem2 is broken in the sense that the item is equipped after EquipItem returns so which item is equipped is not detected So it is the same as EquipItem currently.ĭecoding from JIP's nvse plugin up to v8.0 Version bumped to 5 because of a change in a plugin interface which did not have a version.īefore checking the NVSArrayVarInterface kVersion, make sure NVSE version is at least 5īipedFlags in TESBipedModelForm restricted to a byte. Returns 1 if the reference is playing the effect shader Let bool := ref.HasEffectShader anEffectShader Corrected by merging the two methods.ĭispatching an unhanded user defined event from an event handler resulted in a CTD. GetActorFIKstatus checks the FIK flag directly.Ĭhanges to GetParentWorldspace broke it for some references.
Get/SetActorBaseFlagsLow/High was operating on the wrong flags. Still the handling of numAddedObjects is not 100% coherent. ListClear could generate a CTD on save if forms were added through AdFormToFormList (but not with ListAddForm). This version adds support for the russian version (different steam appid) Tanh, "Calculates the hyperbolic tan of a value in radians" Sinh, "Calculates the hyperbolic sin of a value in radians"Ĭosh, "Calculates the hyperbolic cos of a value in radians" Port of a subset of radian trig functions from OBSEĪTan2, "Calculates the arccos of two values in radians" Will build the teleportLinks if needed, but activating the quest should have done that already.ĭSin, "Calculates the sin of a value in degrees"ĭCos, "Calculates the cos of a value in degrees"ĭTan, "Calculates the tan of a value in degrees"ĭASin, "Calculates the arcsin of a value in degrees"ĭACos, "Calculates the arccos of a value in degrees"ĭATan, "Calculates the arctan of a value in degrees"ĭATan2, "Calculates the arctan of two values in degrees"ĭSinh, "Calculates the hyperbolic sin of a value in degrees"ĭCosh, "Calculates the hyperbolic cos of a value in degrees"ĭTanh, "Calculates the hyperbolic tan of a value in degrees" Works only on the current objective of the current quest for the player, so no parameters required. The path is an array of zero or more doors (called teleportLink) followed by the target itself. Returns an array of the path to the current objective targets It may fail to start, and will only run the first script block once, and then only if it is a GameMode block. SetScript on a BaseEffect will not be detected by an active effect. SetScript on a loaded ref has no effect until the reference is reloaded. JIP (JazzIsParis) wrote a version of EquipItem2 that works for FNV.Īdded creature specific flags and template flags to ActorBaseDataĭecoding from JIP's nvse plugin up to v21.00 HasVariable would return true when either parameter was invalid. The return type for GetModLocalData was set on SetModLocalData.