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Merzasphor

Morrowind Script Extender

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Thread for MWSE discussion and support. I'm also on Discord occasionally as Merzasphor#8299 in the Morrowind Modding Community server. Mention me if you need a response, as I can't keep up with all of the discussions happening there.

What is MWSE?

The Morrowind Script Extender makes additional functions available for use in Morrowind scripts, beyond those provided by the game's construction set. These extra functions allow modders to add features and behavior to scripts that would otherwise be impractical or impossible. See the readme and changelog for more information.

History:

I started working on MWSE in late 2014, in order to add functionality to support a leveling mod I wanted to make. I posted a thread in the old official forums to share the results of the experiment, which generated some interest. Prior to that, the last release of MWSE was v0.9.4a, in 2007. Previous MWSE developers include: Charles Cooley (cdcooley), Cody Erekson (Fliggerty), Tim Peters, Grant McDorman, Anthony Garcia, FreshFish, and Timeslip.

Latest Release:

v0.9.5-alpha.20171114

Useful links:

Edited by Merzasphor

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Welcome to TAL! Could you copy the contents from the OP's of the two official threads into your post here? I haven't been following Morrowind lately, so I was unaware of your efforts. You can also upload your releases here if you like.

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Hi!  And thanks for the xGetEnchant AMMO support with the 20171111 release.  I went to check it but ran into a problem.  So far I've isolated that xStringBuild seems not working the way it should be or at least the way it used to.  xStringBuild "%.6s" "string" used to return "string" but now returns a null result (with "%.#s" #>= the string length).   Not sure it matters, but I'm using the integrated MGE-XE beta release integrated MWSE, just overwriting the prior 20151016 MWSE.dll with the 20171111 one.

Edited by svengineer99

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7 hours ago, AndalayBay said:

Welcome to TAL! Could you copy the contents from the OP's of the two official threads into your post here? I haven't been following Morrowind lately, so I was unaware of your efforts. You can also upload your releases here if you like.

Thanks! I can, but there's not much useful content in those OPs. One is just a list of past releases, all of which are now out of date. I've added more info to the OP of this thread. Let me know if you think there's something else that needs to go in there. My plan for now is to only upload releases to GitHub; that makes life a bit simpler for me.

5 hours ago, svengineer99 said:

Hi!  And thanks for the xGetEnchant AMMO support with the 20171111 release.  I went to check it but ran into a problem.  So far I've isolated that xStringBuild seems not working the way it should be or at least the way it used to.  xStringBuild "%.6s" "string" used to return "string" but now returns a null result (with "%.#s" #>= the string length).   Not sure it matters, but I'm using the integrated MGE-XE beta release integrated MWSE, just overwriting the prior 20151016 MWSE.dll with the 20171111 one.

Oops! Should be fixed now. Thanks! :-) Let me know if you encounter any other issues.

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I was mainly referring to your intro in the first Beth thread. We have a lot of people who haven't been following this all this time, including me ;) so I thought a bit of background would be helpful to those who are just seeing this for the first time.

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Thanks, that fixed the issue.  After updating my xGetMagic calls to pc_ref->xGetMagic things look working OK so far that I've tested,  including xGetEnchant for AMMO.  Thanks again for this fix.

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1 hour ago, AndalayBay said:

a bit of background would be helpful to those who are just seeing this for the first time.

Agreed! I had no idea MWSE was still being worked on. Color me excited! :)

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v0.9.5-alpha.20171114

Added

  • New function to get the race of the player and NPCs: xGetRace.
  • New function get the number of elements in an array: xGetArraySize
  • New function to remove all elements in an array: xClearArray

Fixed

  • Calling xSetArrayValue with an invalid array id could crash the game.

 

xGetRace has an option to return additional race information in an array. If you use this feature, please let me know what you think. The goal was to avoid a lot of return values and/or a lot of extra functions, but maybe this is not the optimal way to handle this.

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It's not guaranteed to free any memory (due to the underlying implementation), though it could be changed to do that. My intention was mainly convenience: reuse an array id instead of generating a new one.

I will probably revisit the xGetRace array in the near future. On further reflection, I think a small set of related functions is probably a better way to handle that.

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