SetOptionalPatch
From GECK
A function added by the JIP NVSE Plugin.
Description
Enables/disables special, optional Game Patches provided by JIP LN, and ranging from certain game features which, while appearing in the game, are in fact broken or not fully-implemented; Other patches overhaul and alter the functionality of more major game features, making them more balanced and more suitable for some players' game-style.
Syntax
SetOptionalPatch patchName:string enable:0/1
Optional Game Patches
Note: All patches may be toggled ON/OFF via jip_nvse.ini (\Data\NVSE\Plugins\), in which case, if enabled, they will be applied automatically when the game launches.
- bIgnoreDTDRFix - Fixes the Ignore DT/DR effect (mostly found in some melee/unarmed weapons), which is completely broken in the game.
- bEnableFO3Repair - Brings back the FO3-style item repair menu to FNV. The max repair amount of items will be capped to the player's Repair skill. For example, with 75 skill, items can only be repaired for up to 75% of their max health, as opposed to 100% as before, regardless of skill level.
- bEnableBigGunsSkill - Restores Big Guns as a fully-functional, playable skill.
- bProjImpactDmgFix - Fixes an engine bug where weapons which fire projectiles that explode upon impact (i.e. Missile Launcher, Grenade Launcher, etc.) would only apply the damage from the explosion, even on direct hit, ignoring the weapon's hit damage.
- bGameDaysPassedFix - Fixes an engine bug where the GameDaysPassed and GameHour global timers would "freeze" and stop increasing in game real-time (they would only be increased when sleeping, waiting or fast traveling). This issue directly affected hardcore needs build-up, which would also freeze in game real-time.
- bHardcoreNeedsFix - Fixes an issue where some hardcore needs could, for undetermined reasons, end up having negative values. This resulted in hardcore needs not increasing at the correct rate/at all.
- bNoFailedScriptLocks - Fixes an engine behavior where a script that has failed (due to any reason) at some point during execution will be effectively disabled by the game and will no longer be processed again until the game is restarted.
- bDoublePrecision - Modifies the game's code such that arithmetic/relational operations in scripts are calculated/evaluated with double-precision floating-point accuracy (instead of single-precision). This was causing various issues, where relational operators (==, !=, <=, <, >=, >) were not evaluating correctly, and numeric calculations ended with inaccurate results (this was especially observed with relatively high absolute values). Additionally, this patch also guarantees no script errors/crashes in cases of division by zero.
- bQttSelectShortKeys - If enabled, (a) when selecting an item stack in either the inventory, container, or barter menus, holding SHIFT will transfer/drop the entire stack, whilst holding CTRL will transfer/drop a single item from the stack - thus skipping the quantity-select menu. (b) Picking up from a container a stack of items that are weightless (such as ammo on non-hardcore mode) will bring up the quantity-select menu, instead of automatically picking the entire stack.
- bMultiProjectileFix - Fixes an engine bug where using weapons which fire multiple projectiles per shot could often cause brief lags and FPS drops when hitting live targets.
- bLocalizedDTDR - When enabled, a distinction will be made between head-armor and body-armor when applying damage reduction from DR/DT. Head hits will benefit only from DT/DR gained from worn head-armor (if any), whereas body hits, in similar fashion, only from DT/DR gained from worn body-armor. (Note: Requires bIgnoreDTDRFix to be enabled).
- bVoiceModulationFix - Adds voice modulation (a slight distortion effect) for talking activators and holotapes.
- bSneakBoundingBoxFix - Fixes a longstanding Bethesda games' bug where the dimensions of the collision bounding box encapsulating the player (as well as all NPCs) remained fixed and did not scale to correspond to body posture. This, effectively, had made it impossible to crawl through breaches and spaces when crouched, despite being able to easily fit through them. This patch fixes this issue for the player character and human companions.
- bEnableNVACAlerts - If NVAC is installed, enable this setting to receive in-game alerts in the event an exception has occurred in the game's code that was successfully handled by NVAC. You will be notified by a corner message, and the error's details will be printed to the console. This should make it a lot easier to identify the precise circumstances/location in which the error has occurred.
- bLoadScreenFix - Forces the load menu to give priority to location-specific load screens (if any are found to match current location) when selecting a load screen to display.
- bNPCWeaponMods - When enabled, all NPCs will have a chance for their main weapon to include weapon mods. The chance is based on each NPC's level - the higher the level, the greater the chance. The type of mod(s) is selected randomly from the ones available for the particular weapon. Weapons have a chance to include multiple mods, though 2 mods is rare, and a fully-modded weapon is uncommon.
- uNPCPerks - Unlocks perks for NPCs (perks will no longer be restricted to the player character and player teammates). Script commands such as AddPerk/RemovePerk/HasPerk/etc. will work on ANY NPC in the game. Optionally, perks will automatically be added to human NPCs.
- bCreatureSpreadFix - Fixes a bug where all non-human actors suffer a massive penalty to weapon-spread (equal to the fUnaimedSpreadPenalty game setting) due to not having weapon aiming animations, and therefore not technically being able to aim. Note that although this is almost certainly a bug and an oversight of the game devs, this fix will make certain enemies much deadlier and may affect game balance.
There will likely be more patches in future releases.
Example
SetOptionalPatch "bIgnoreDTDRFix" 1
SetOptionalPatch "bEnableFO3Repair" 0