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Should TTW Require NVSE

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Aconagent1
Posts: 157
Joined: Sun Dec 02, 2012 5:38 pm

But why would you have the

Post by Aconagent1 » Mon Mar 11, 2013 9:16 pm

But why would you have the NVSE GECK if you weren't going to utilize it to make your mods better?


-Conso

alphaidiot
Posts: 66
Joined: Fri Sep 21, 2012 10:49 pm

NVSE is no big deal. Even a

Post by alphaidiot » Mon Mar 11, 2013 9:29 pm

NVSE is no big deal. Even a nude replacer can be more difficult regarding search and installation. Plus, TTW is a mod and tons of major mods use NVSE already.



Shadow
Posts: 40
Joined: Wed Jan 09, 2013 3:11 am

Use NVSE if it holds back

Post by Shadow » Mon Mar 11, 2013 10:36 pm

Use NVSE if it holds back anything AT ALL.  It should be one of the first things a New Vegas player installs when doing a fresh install anyway.  I honestly can see 0 reasons for a player not wanting to use it.



JimmyFraska
Posts: 35
Joined: Sun Sep 23, 2012 2:08 am

Yep, it's a wonderful tool,

Post by JimmyFraska » Tue Mar 12, 2013 1:07 am

Yep, it's a wonderful tool, and if you're modding at all, you should probably download it.



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rickerhk
Posts: 123
Joined: Mon Sep 17, 2012 1:50 pm

I've never run the game

Post by rickerhk » Tue Mar 12, 2013 1:36 am

I've never run the game without NVSE.

And like someone said, it's a simple matter to guard NVSE functions so a script will skip them if the player doesn't have NVSE installed. As long as the function can't be reached, the script can run and perform some other default vanilla action.



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

Aconagent1 wrote:But why

Post by Gribbleshnibit8 » Tue Mar 12, 2013 5:51 am

[quote=Aconagent1]But why would you have the NVSE GECK if you weren't going to utilize it to make your mods better?[/quote]


Because it opens with the same shortcut.


 


I'm all for using NVSE, my modding background should prove that for anyone that knows. NVSE is required in almost every one of my mods, and most of them could not have been done without what NVSE provides.


One of the reasons I would like to see NSVE is for wasteland detection. A method of determining what world spaces teh player is in. Without NVSE it's a pretty hacky method of doing lots of calls to GetInWorldspace. This isn't pretty, and isn't very friendly toward other mods. With NVSE, an extensible detection of the current wasteland location of the player, based on a single global value bit field and a few lists, can be used by any mod to detect where the player is, as well as to add on locations the player can go to (think Alton, IL among other mods).



thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

Raider480 wrote:

Post by thermador » Tue Mar 12, 2013 2:55 pm

[quote=Raider480]


I'd be alright with this, but maybe consider integrating it rather than listing it as a requirement?


[/quote]


The author of NVSE doesn't allow people to integrate it with their mods.



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

Installation of NVSE could be

Post by Gribbleshnibit8 » Wed Mar 13, 2013 5:03 am

Installation of NVSE could be mostly automated. Link people to the NVSE page, tell them which file to download. And then have them point the installer at the downloaded file. While everything else is going in put NVSE in.


Obviuosly if it's not detected already.



Blade
Posts: 14
Joined: Tue Sep 18, 2012 2:24 pm

Why not go one better and

Post by Blade » Wed Mar 13, 2013 10:14 am

Why not go one better and just automate the install of NVSE? Parse the NVSE website for the latest version, download it and install it. The TTW installer already does all kinds of fancy scripted stuff anyway, I don't think this is much more of a stretch.



tizerist
Posts: 235
Joined: Mon Sep 17, 2012 10:24 am

An NVSE requirement can only

Post by tizerist » Wed Mar 13, 2013 10:20 am

An NVSE requirement can only benefit the scope of TTW. Why wouldn't you have NVSE installed? Perhaps if you haven't heard about it before? But apart from that, it's almost as official as the DLC's.


Yes for NVSE.



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