Difference between revisions of "Category:Oblivion Script Extender"

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#Scripts written with these new commands must be written via the TESConstructionSet launched with obse_loader. Open a command prompt window, navigate to your oblivion install folder, and type "obse_loader -editor". The normal editor can open plugins with these extended scripts fine, it just can't recompile them and it will give errors if you try.
#Scripts written with these new commands must be written via the TESConstructionSet launched with obse_loader. Open a command prompt window, navigate to your oblivion install folder, and type "obse_loader -editor". The normal editor can open plugins with these extended scripts fine, it just can't recompile them and it will give errors if you try.


Example Target box for a shortcut to the editor:
To make things easier, it is recommended that you create a shortcut to obse_loader.exe with the argument already supplied, for example:
"C:\Program Files\Bethesda Softworks\Oblivion\obse_loader.exe" -editor
[[Image:OBSE CS Shortcut.png|center]]
 
This would be what the Target box would say if you had a default install of Oblivion.
|-
|-
!style="background:#ffdead;border-bottom:1px solid;"  width="100"  | Suggestions for Modders
!style="background:#ffdead;border-bottom:1px solid;"  width="100"  | Suggestions for Modders

Revision as of 20:56, 1 March 2008

Description

Oblivion Script Extender v0014a

by Ian Patterson and Stephen Abel and Paul Connelly (ianpatt, behippo and scruggsywuggsy the ferret)

The Oblivion Script Extender, or OBSE for short, is a modder's resource that expands the scripting capabilities of Oblivion. It doesn't make any modifications to oblivion.exe, TESConstructionSet.exe, or any other files in your oblivion install, so don't worry about permanent side effects. It is compatible with the 1.2.0.416, 1.2.0.214, and 1.1.0.511 Oblivion patches, as well as the 1.0 and 1.2 versions of the Construction Set.

The patch (v0014a) fixes:

  • Fix SetEnchantment to work on arrows
  • %p, %q, %{} specifiers for output functions, fix bug when displaying names containing literal percent signs, increase max string length
  • Fix bug with MessageBoxEx and GetButtonPressed
  • IsOffLimits ignores evil factions

This release (v0014) adds:

  • MesageEX and MessageBoxEX allowing the use of newlines, object names, and FormIDs to be used in messages, message boxes and PrintToConsole
  • Getting and setting various Actor and NPC Misc flags
  • IsPersistent and IsOffLimits
  • GetCrosshairRef
  • Faction functions
  • IsLightCarriable and Get/SetLightRadius
  • GetRace, GetRaceSpellCount, GetNthRaceSpell
  • Various creature flag functions
  • GetActorSoulLevel
  • GetPlayersLastRiddenHorse, GetPlayersLastActivatedLoadDoor
  • GetHorse, GetRider
  • IsHarvested, SetHarvested
  • Get/Set/ModActorValueC, GetBaseActorValueC
  • ModNthEffectItemScriptName
  • MagicItemHasEffectItemScript
  • MagicItemHasEffect and GetToalAEXXXMagnitude functions now take optional actor values to help with fortify and drain effect filtering
  • Several misc bug fixes
  • GetCreatureSoundBase
  • HasModel
  • IsModLoaded
  • HasName
  • HasBeenPickedUp
Installation
  1. Copy obse_1_1.dll, obse_1_2.dll, obse_1_2_416.dll, obse_editor_1_0.dll, obse_editor_1_2.dll, and obse_loader.exe to your Oblivion directory.
  2. Run oblivion by running obse_loader.exe from the Oblivion directory.
  3. Scripts written with these new commands must be written via the TESConstructionSet launched with obse_loader. Open a command prompt window, navigate to your oblivion install folder, and type "obse_loader -editor". The normal editor can open plugins with these extended scripts fine, it just can't recompile them and it will give errors if you try.

To make things easier, it is recommended that you create a shortcut to obse_loader.exe with the argument already supplied, for example:

OBSE CS Shortcut.png
Suggestions for Modders

If your mod requires OBSE, please provide a link to the main OBSE website, http://obse.silverlock.org/ instead of packaging it with your mod install. Future versions of OBSE will be backwards compatible, so including a potentially old version can cause confusion and/or break other mods that need newer versions. If you're making a large mod with an installer, inclusion of a specific version of OBSE is OK, but please check the file versions of the OBSE files before replacing them, and only replace earlier versions.

When your mod loads, use the command GetOBSEVersion to make sure a compatible version of OBSE is installed. In general, make sure you're testing for any version later than the minimum version you support, as each update to OBSE will have a higher version number. Something like:

if GetOBSEVersion < 5
  MessageBox "This mod requires a newer version of OBSE."
endif

Another alternative that is even more user-friendly is releasing your mod as an OMOD, and adding a script to check the version when installing the mod:

IfNot ScriptExtenderNewerThan #.#.#.#
  Message "Requires Oblivion Script Extender v#### or greater"
  FatalError
EndIf

If desired, it is possible to make the same .esp file work for both OBSE and non-OBSE users. See the Combine your SI and non-SI mods into one (OBSE, Patch v1.1, Other mods too) tutorial for more information.

Troubleshooting

Oblivion doesn't launch after running obse_loader.exe:

- Make sure you've copied the OBSE files to your oblivion folder. That folder should also contain oblivion.exe. - Check the file obse_loader.log in your oblivion folder for errors.

obse_loader.log tells me it couldn't find a checksum:

- You may have a version of Oblivion that isn't supported. I have the english official patch v1.2.0.416. Localized versions with different executables or different patches may not work, but many have been successful. If there's enough legitimate demand for it, I can add support for other versions in the future. - Your Oblivion install may be corrupt. Hacks or no-cd patches may also change the checksum of the game, making it impossible to detect the installed version.

The OBSE loader tells me I need to use the autopatcher:

- Go to to OBSE website (http://obse.silverlock.org) and download autopatcher, which will walk you through the update process. You will need the latest patch from Bethesda, as well as your original Oblivion DVD.

OBSE doesn't launch with the Direct2Drive version:

- The Direct2Drive version of the Oblivion executable is compressed and possibly encrypted. This makes it very difficult to support. Whether or not it is supportable in the future is unknown. Apologies.

Crashes or other strange behavior:

- Let me know how you made it crash, and I'll see about fixing it.


Contact

Send email to ianpatt+obse [at] gmail [dot] com. (yes, keep the + symbol, it helps sort email) Send email to behippo at gamer [at] silverlock [dot] org.

Home Page

Silverlock

Discussion

Release thread on The Elder Scrolls Forums

Oblivion Script Extender Scripting Questions

Direct Download (Silverlock)

Click here to download

Subcategories

This category has the following 14 subcategories, out of 14 total.

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Pages in category "Oblivion Script Extender"

The following 6 pages are in this category, out of 6 total.