Securom 7 encrypts the game's.exe until you launch it and Securom gives the okay, which means that we, the modding community, are never getting a script extender. Bethesda had better have gotten the scripting support to where we don't need or really desire one this time around, if they even are releasing a Construction Set at this point.after they lied about there not being rootkit DRM (Securom on the disc is version 7, which always installs a rootkit, with or without the activations module.) We're told no intrusive DRM for the PC version.and what do we get? So I have a question, why does Sony get to decide whether or not we're allowed to have a Script Extender for Fallout 3? It's like Bethesda had to fight Speedtree to be allowed to legally release the Oblivion CS.
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The New Vegas Script Extender is a special scripting tool developed for use with “Fallout” games. In order to modify or create events in the “Fallout” world, you will need a functional copy of the NVSE software.
We got lucky last time and they(Speedtree) backed down. Seriously Sony, get the hell off our DVDs, Starforce wasn't welcome, and neither are you. For those wondering why a Script Extender is impossible, I'll explain the best I can on my little bit of sleep. An exe encrypted like this can't reliably be edited in memory, or have things other than Securom's unlocker hooked into it. This is how all the Morrowind Script Extenders and Oblivion's script extender worked. The only other way (dll) is a dirty hack and has very limited capability as a script extender.
In short, without unencrypted.exe access, a script extender is impossible For even more here wondering, a Script Extender is a mod for Morrowind/Oblivion(one big one for both games) that vastly improves the user script support in both games. Some ambitious mods are based on this, like AI revamps, Guard AI overhauls, and combat mods (extra moves, new effects, dismemberment, conditions, even an extra meter is possible) If we wanted to change VATS we would need one.
My understanding of script extenders, unless I'm thinking of the wrong utilities altogether (Morrowind Enhanced, for example) is that they were fan-made. If this is the case, then could not a script-extender be made that interfaces with the cracked.exe's that are doubtless to emerge? These exe's would be free of entanglement with the incompatibilities inherent to Securom, you rum-stewed mandarin oranges, you.
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Thanks for reading, happy International Talk Like an Internet Meme Day day to you. Edit: anglish you cheeky monkey stealing my brain like that. Well, see, it's a problem of support. For example, the people who work on Oblivion Script Extender clearly state they don't support cracked executables (whether or not it actually works is beyond my knowledge). Or at least I'm fairly certain they always stated this, it's been a while since I actually read their threads. I think if a project actively encouraged using cracks it might be met with hostile reactions by Beth. I'm not sure what exactly they could *do* about such a thing (again, beyond my ken), but I'm sure they could at least start by locking the topics out of their forums.
Maybe not such a big deal if the effort is handled elsewhere. The people who work on OBSE could probably explain things better than me, but I think it boils down to supporting cracks being equated with supporting piracy/warez which is something NMA itself doesn't do, if I understand previous postings correctly. Click to expand.Actually, obse does support one specific no-cd patch, presumably the one the authors use themselves. (It always has done; I was playing with it from the very first version, and it took me till about version 3 to notice that according to the readme it shouldn't be working on my install.
) There are lots of no-cd patches around though, and if you have a patch that alters the exe in a different way it may not be supported. Speaking of the obse authors, they posted on the official forums that they've looked at the fallout exe, and that the securom won't get in the way of any future fallout script extender. In fact, they claim to have started work on one already.
Click to expand.There is a lot of functionality in oblivion.exe that isn't supported by the scripting language. An example could be that you are not able to add experience to the PC, or use console commands in your scripts. Oblivion Script Extender (OBSE) is a fan-made project that adds in a lot of this functionality - in some cases it even improves upon existing functionality. I *think* it works by figuring out where the functions exist in oblivion.exe (the hex address in the file), and then editing Oblivion.exe (and the ConstructionSet.exe) to allow usage of these functions from scripts by injecting code into oblivion.exe at runtime.
It is a pretty impressive accomplishment, and I'm happy to hear that they will try to make if for Fallout 3 as well. Click to expand. In laymans terms if you didn't understand what he was saying, basically Script Extender allowed you to make Guards, Shopkeepers, and other NPCs (animals, bandits, etc.) not completely retarded as they were in the Vanilla version of the game. Without Script Extender in Fallout 3, you would be very limited in what you could mod, especially NPC AI. We'd be stuck with Feral Ghouls who run away from you if there's a fence between them and you (the most retarded thing I've seen the AI do so far).