But why would you have the NVSE GECK if you weren't going to utilize it to make your mods better?
Should TTW Require NVSE
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alphaidiot
- Posts: 66
- Joined: Fri Sep 21, 2012 10:49 pm
NVSE is no big deal. Even a
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.
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Shadow
- Posts: 40
- Joined: Wed Jan 09, 2013 3:11 am
Use NVSE if it holds back
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.
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JimmyFraska
- Posts: 35
- Joined: Sun Sep 23, 2012 2:08 am
Yep, it's a wonderful tool,
Yep, it's a wonderful tool, and if you're modding at all, you should probably download it.
- rickerhk
- Posts: 123
- Joined: Mon Sep 17, 2012 1:50 pm
I've never run the game
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.
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Gribbleshnibit8
- Posts: 481
- Joined: Sun Nov 04, 2012 2:06 am
Aconagent1 wrote:But why
[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).
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thermador
- Posts: 773
- Joined: Tue Aug 07, 2012 2:24 pm
Raider480 wrote:
[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.
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Gribbleshnibit8
- Posts: 481
- Joined: Sun Nov 04, 2012 2:06 am
Installation of NVSE could be
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.
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Blade
- Posts: 14
- Joined: Tue Sep 18, 2012 2:24 pm
Why not go one better and
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.
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tizerist
- Posts: 235
- Joined: Mon Sep 17, 2012 10:24 am
An NVSE requirement can only
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.