Difference between revisions of "Talk:Useful settings in ConstructionSet.ini"

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[[User:JOG|JOG]] 08:47, 11 April 2006 (CEST)
[[User:JOG|JOG]] 08:47, 11 April 2006 (CEST)
:--[[User:Kkuhlmann|Kkuhlmann]] 08:47, 11 April 2006 (EDT): That setting simply allows you to save with dialogue windows open -- which means you could have made changes in a dialogue window which have not yet been saved. I run the CS with that setting routinely. It is exactly what you are talking about with MW.
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'''bAllowExtendedText=1'''
WARNING : Use this feature ONLY if you wish convert your mod into an ESM file.
If you modify an existing dialogue be sure the text lenght is not greater than 150 characters ! Only ESM files can have extended text. If your ESP contain an extended text, when the game load your mod, it will create a buffer overrun. The game warn you about it only if your GREETING topic contain extended text and there is an another mod wich add/change a GREETING topic too and is loaded after your mod.
More explaination here : (French source) [http://progmaster.info/zFiles/moders/Oblivion/0zForum/viewtopic.php?t=723&sid=429f357f737dddee90b16caff18ef942]
:In "Thievery in the IC" (an ESP) I have several lines with 200+ chars and two with over 300 chars. My mod has french and german players too, so it's also not an issue of localized versions.--[[User:JOG|JOG]] 13:11, 6 September 2006 (EDT)

Latest revision as of 12:11, 6 September 2006

I think you want "My Docments" instead of "My Files". Anyway thanks for these, bAllowUnsafeSave=1 should come in handy.—mmmpld 21:41, 10 April 2006 (EDT)



@Ashileedo (Or anyone else at Bethesda):

What is the worst thing that happen when you set bAllowUnsafeSave? Anything worser than in Morrowind where you might have had an uncompiled script or a change that didn't apply because you forgot to save in the dialog-window?


Any chance for a clarification of Version Control?

JOG 08:47, 11 April 2006 (CEST)

--Kkuhlmann 08:47, 11 April 2006 (EDT): That setting simply allows you to save with dialogue windows open -- which means you could have made changes in a dialogue window which have not yet been saved. I run the CS with that setting routinely. It is exactly what you are talking about with MW.

bAllowExtendedText=1

WARNING : Use this feature ONLY if you wish convert your mod into an ESM file. If you modify an existing dialogue be sure the text lenght is not greater than 150 characters ! Only ESM files can have extended text. If your ESP contain an extended text, when the game load your mod, it will create a buffer overrun. The game warn you about it only if your GREETING topic contain extended text and there is an another mod wich add/change a GREETING topic too and is loaded after your mod.

More explaination here : (French source) [1]


In "Thievery in the IC" (an ESP) I have several lines with 200+ chars and two with over 300 chars. My mod has french and german players too, so it's also not an issue of localized versions.--JOG 13:11, 6 September 2006 (EDT)