Nvse Readme
Nvse Readme
2 beta 04
by Ian Patterson, Stephen Abel and Paul Connelly
(ianpatt, behippo and scruggsywuggsy the ferret)
The New Vegas Script Extender, or NVSE for short, is a modder's resource that ex
pands the scripting capabilities of Fallout: NV. It does so without modifying th
e executable files on disk, so there are no permanent side effects.
Contributions from: Timeslip, Elminster EU
Compatibility:
NVSE will support the latest version of Fallout available on Steam, and _only_ t
his version (currently 1.4.0.525). When a new version is released, we will updat
e as soon as possible; please be patient. We also support the 1.4.0.518 version
of the NV GECK, and the German "no gore" version of the runtime.
[ Installation ]
1. Copy the .dll and .exe files to your Fallout NV directory. This is usually in
your Program Files folder under Steam\SteamApps\common\fallout new vegas\. If y
ou 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 "sr
c" folder is only useful for modders, most users can ignore it.
2. Launch NV via running nvse_loader.exe. Enabling the Steam Community option (e
nabled 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 i
t 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, b
ut it cannot recompile them and will give errors if you try.
[ Suggestions for Modders ]
If your mod requires NVSE, please provide a link to the main NVSE website <http:
//nvse.silverlock.org/> instead of packaging it with your mod install. Future ve
rsions of NVSE will be backwards compatibile, so including a potentially old ver
sion can cause confusion and/or break other mods which require newer versions. I
f 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 overw
riting them, and only replace earlier versions.
When your mod loads, use the command GetNVSEVersion to make sure a compatible ve
rsion of NVSE is installed. In general, make sure you are testing for any versio
n later than the minimum version you support, as each update to NVSE will have a
higher version number. Something like:
if GetNVSEVersion < 5
MessageBox "This mod requires a newer version of NVSE."
endif
[ Troubleshooting / FAQ ]
* I don't think NVSE is working. How can I check?
- Launch NV, then open the console and type "GetNVSEVersion" (without the quote
s). It should print back "NVSE version: 1". 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.
* XBox 360 or PS3 version?
- No.
* My virus scanner complains about nvse_loader!
- It is not a virus. To extend Fallout and the editor, we use a technique calle
d DLL injection to load our code. Since this technique can also be used by virus
es, some badly-written virus scanners assume that any program doing it is a viru
s. 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 c
ode?
- No; the suggested method for extending NVSE is to write a plugin. If this doe
s 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 VS
2008. 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 fi
les?
- No. Providing a link to http://nvse.silverlock.org/ is the suggested method o
f 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-awa
re (aka 4GB) flag?
- Yes. Check the NVSE forum thread for more information.
* 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 ]
Before contacting us, make sure that your game launches properly without NVSE fi
rst. If NVSE doesn't appear to be working, follow the steps in the FAQ first, th
en send us nvse.log, nvse_loader.log, and nvse_steam_loader.log as attachments.
Entire Team
Send email to team [at] nvse [dot] silverlock [dot] org
Ian (ianpatt)
Send email to ianpatt+nvse [at] gmail [dot] com
Stephen (behippo)
Send email to gamer [at] silverlock [dot] org
Paul (scruggsy)
Send email to scruggsyw [at] comcast [dot] net
[ Standard Disclaimer ]
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLI
ED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR
A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYR
IGHT 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 WIT
H THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Thank you MIT license for providing a standard boilerplate legal disclaimer.