

This allows Let to use Reference.Variable without needing the compiler override.
#FALLOUT NEW VEGAS NVSE WINDOWS 10 ARCHIVE#
The | is coherent with the SetNumIniSettingsixĬon_ShowVars (requires SetConsoleEcho 1 to be visible)įixes: archive contains the actual corrections.Īccounted for difference in the Reference class between Runtime and Editor. SetStringIniSetting "settingGroup|settingName" The : seems to be expected by the engine.Įxample: let s := GetStringIniSetting "sDPad:LANGUAGE" String_var GetStringIniSetting "settingGroup:settingName" SetRefVariable variableName anyForm Quest Sets a form variable on a ref or a quest:

SetVariable variableName variableValue Quest Ref.SetVariable variableName variableValue Sets a numeric variable on a ref or a quest: Version of Print that only display something if the script is in debug mode. (nothing) ClearHotkeyItem whichHotkey:shortīoth ported from OBSE by Luthien Anarion. (nothing) SetHotkeyItem whichHotkey:short item:refĬlears the item associated with the specified hotkey. (refs:Array) GetInvRefsForItem baseObject:ref Returns an array of temp refs to objects of the specified type in the calling container Returns 1 if the calling object is currently being wornĬurrently, it must be called on an InventoryRef, though.
#FALLOUT NEW VEGAS NVSE WINDOWS 10 PLUS#
It does so without modifying the executable files on disk, so there are no permanent side effects.ĭownload (version 4.5): /nvse_4_5.7z- compatible with runtime 1.4.0.525 and editor 1.4.0.518, plus the German "no gore" version.Ĭheck the documentation page at the GECK Wiki :Īll String and array map modification are protected by a critical section due to concurrency issues. The New Vegas Script Extender, or NVSE for short, is a modder's resource that expands the scripting capabilities of Fallout: NV.
