[quote=Gribbleshnibit8]
[quote=CraigTBoone]Yes because every time I use NVSE, the game just goes to utter shit.[/quote]
That would be pretty much impossible as NVSE does nothing on its own. Which means that in order for things to get messed up, you had to add something to get it messed up.
[quote=CraigTBoone]The game is already unstable, and attaching NVSE to the engine can only make things worse since it has to forward every script call to the NVSE parser...[/quote]
That's, not even remotely accurate, but ok. The scripts are already compiled and set by the game engine when saved in GECK. NVSE injects itself into the game as the game starts, so as far as the game is concerned, the NVSE functions are the same as the ones it came with, the engine cannot tell the difference (unless NVSE is missing of course).
[quote=CraigTBoone]...time critical functions could be either thread starved or run too early/late.[/quote]
:)) :)) I think the funniest thing I've seen today, and I just read a pretty hilarious comic from start through to current. The gamebryo engine runs a single thread for all scripts. In case you aren't aware, this means that no script can run concurrent with another. Not only that, but unlike Skyrim, which does actually thread and queue scripts, gamebryo waits for every single script to finish in turn. Why do you think a bad script will crash the game? It's not the game that failed, it's the scripter.
As far as gamebryo is concerned, there's no such thing as a "time critical" function. Every script runs every frame, end of story, roll credits, close curtains.
So the only reason to not use NVSE is if someone has a cracked game that can't run it. And as that's illegal and we don't care anyway, there's no issue here.
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[code]WriteProcessMemory(process, (LPVOID)(hookBase), hookCode, sizeof(hookCode), &bytesWritten);
HANDLE thread = CreateRemoteThread(process, NULL, 0, (LPTHREAD_START_ROUTINE)hookBase, (void *)(hookBase + 5), 0, NULL);[/code]
The GameByro scripting engine in itself runs inline in the game. Most of the game is coded in C++, while the rest of it is done dynamically through the in-game scripting engine. Take for example the slot machines. There's a minigame thread that is constantly ran and created/destroyed. The minigame governor runs in the C++ code, while the drawing and interaction code are done through the scripting engine, which then calls the C++ relative functions. So for a skiddie like yourself, let me break it down. DURPADURP FUNCTION, DURAPDURP SCRIPT (YOU KNOW THIS PART) DURPADURP RESULT, DURPADURP RETURN. SOOO HURRRD. If you'd actually reverse Fallout New Vegas, you'd know how this works, but you don't, because you just script.
Good honest debates are fine but these kind of attacks will not be tolerated! This is a WARNING keep it civil!
chucksteel
This is seeming less and less like a patch solution and more like a warez distro fix.