The Inventory Reference Walking I listed in the areas of investigation for v2 are functions that could hand you a real reference to an object in the inventory so you could differentiate between 2 pistols in your inventory with differing health. The issue is that items in a container (like an actor) do not have real references as they are not part of the physical game world. There are some functions specific to getting some of that info for equipped objects. However, it doesn't give you access to the specific overrides (health, ammo, count). GetEquippedObject will return the base form of an object (if any) in the specified equipment slot. Is there a function for returning the specific reference of an equipped weapon or anything handheld? Gracie Dugdale Posts: 3397 Joined: Wed 11:02 pm V1.1 beta 9 adds support for the 1.7 patch. V1.1 beta 8 adds support for the 1.6 patch. V1.1 beta 7 adds support for the 1.5 GECK. V1.1 beta 5 should resolve issues with SetUIFloat crashing on 1.4.6/1.4.6b runtimes. V1.1 beta 2 should resolve issues with Label/Goto not working on some machines. Mods which were built against the earlier beta should be recompiled using the official release. Thanks to all of our fabulous beta testers! This official release will be supported going forward and you may now release mods based on FOSE. Basic UI Functions (GetUIFloat, SetUIFloat, SetUIString) get and set game setting and INI functions script versions of several console functions various weapon and inventory item Get and Set functions basic input functions based on DX scancodes This initial release adds 189 new scripting functions including: Live stores DLC and save files in a separate folder when active, so some things may need to be moved around - see the official Fallout forums for more information. To download DLC and updates, simply launch Fallout normally. Since Live cannot tell the difference between the modifications we make and the modifications a cheating program would make, we will probably never be directly compatible. Live functions as an anti-cheat mechanism, so it disables itself if it detects any in-memory modifications to the executable, despite the fact that Fallout has no multiplayer component. * FOSE is currently incompatible with Windows Live, so when running via fose_loader.exe, Live will be disabled. FOSE will never be compatible with these versions, as they are encrypted and it would be illegal to break the encryption. * FOSE is not compatible with the Direct2Drive (D2D) or the Russian version of Fallout 3 protected by StarForce. Either version patched to 1.0.0.15 or 1.4.0.6 will work. * FOSE is not compatible with the original, unpatched DVD or Steam version. 1.4.0.6 (alternate release, found on steam and some European patches)įOSE is compatible with the 1.1.0.36 and 1.5.0.19 G.E.C.K. files on disk, so there are no permanent side effects.įOSE supports these versions of Fallout 3 (from either a retail DVD or Steam): It does so without modifying the Fallout3.exe or the G.E.C.K. The Fallout Script Extender, or FOSE for short, is a modder's resource that expands the scripting capabilities of Fallout 3. By Ian Patterson (ianpatt), Stephen Abel (behippo) and Paul Connelly (scruggsywuggsy the ferret)Īdditional contributions from: Timeslip, ElminsterEU
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