I've said it before, I'll say it again: there are entirely too many items in FNV. Got the last of the updates made to the v0.8 alpha this morning -- I did all the scripting the other day, but hadn't copied the new companion scripts to entries #2 - #20.
Got it fired up, my game didn't implode, and Carrie still drew/holstered/followed.
Exited out to make a few revisions to the sorting scripts, since in testing the sorters (which worked) I noticed a few more items that didn't sort -- various Gecko, Nightstalker, and Radscorpion eggs. That has been rectified.
I based where the eggs sort to on what they're good for -- if anything. Gecko, Fire gecko, Golden Gecko, and Radscorpion eggs go into the general container. Nightstalker eggs go into the survival container, as they're used in crafting... 'Mushroom Cloud'. They others weren't listed as being used in any recipes, so they sorted into general swag for later selling purposes.
That aside, v0.8 looks promising. As I said, the centerpiece of this update -- the sorters -- all work. That's the big one. The case spawning script still needs testing, as does the campfire -- I verified that the campfire wouldn't be set up indoors and Carrie made the correct snarky comeback, but I didn't try it outside to see if the thing will successfully appear and vanish as it's supposed to.
I'm also trying to decide whether an ammo sorter would be worth writing. Now, this one gets a little tricky: even with NVSE, there's no way to determine what ammo types you want to keep, except by checking what weapons are in your inventory -- you'd have to store any weapons you weren't going to use first, and then the script would leave behind only the ammo calibers for the weapons you're carrying. It's straightforward enough to actually implement; the issue is whether it's worth the trouble. There's no way I know to make this one mod-added weapon friendly, and likewise it won't sort mod-added ammo.
Since ammo only has weight in hardcore, I'm not sure it's worth adding to NCCS. Most people don't seem to play in hardcore, and no matter how you slice it, an ammo sorter will not work ideally for everyone -- or probably anyone.
May add a limited version for myself to my personal plugin; because there are some ammo types -- flamer fuel, missiles and such -- that I simply never use. Making them sort as part of the reloading sorter would save me some time in stowing stuff, since I virtually always have more ammo and swag than the lightweight merchants in NV can handle.
Assuming the universe doesn't decide to fuck me on this update, v0.8 should be ready to send to my partner for an internal alpha later today. Once she's played with it a bit and seconded my "doesn't destroy the game" results, I'll get a changelog typed up and the update made to the Nexus.
Edit: nothing ever goes simply in a conversion.
Carrie has been through three combats, to the tune of ninety odd seconds; and has spawned 371 casings.
Clearly, something did not get copied correctly...
Well, I can tell I've been up since one in the morning.
Could not figure out why the casings were spawning in such huge numbers. Finally, in frustration I compared the blocks of code side-by-side between my personal companions (who "recover casings" correctly) and NCCS.
Since it was such a small block of code and in the middle of the script, I just rewrote the timer code instead of copying it from the other plugin.
In the version that works, every frame it sets Timer to ( Timer + GetSecondsPassed ) -- that is to say, it advances by one per second of real time that the timer is running.
In the malfunctioning block, I wrote it to advance based on ( Timer + 1 ) -- so in effect it was going up by one every frame, instead of every second; times twenty odd frames a second... and we have our inexplicable massive number of casings.
Gods, I feel stupid days like today. We'll just fix that code up...