Difference between revisions of "Category:Oblivion Script Extender"
imported>DragoonWraith (updating thread link) |
imported>DragoonWraith (updated for v0003) |
||
Line 3: | Line 3: | ||
!style="background:#ffdead;border-bottom:1px solid;" width="100" | Description | !style="background:#ffdead;border-bottom:1px solid;" width="100" | Description | ||
|style="background:#ffeded;border-bottom:1px solid;" colspan="2"| | |style="background:#ffeded;border-bottom:1px solid;" colspan="2"| | ||
Oblivion Script Extender v0003 | |||
by Ian Patterson | by Ian Patterson | ||
This release has some basic useful functionality, but still consider it just an even stronger proof of concept release. As this is an alpha release, scripts using these commands may break in later releases of this tool However, most issues should be solved by simply recompiling the scripts in the Construction Set with the new version, or at worst changing how you use the commands. This problem is fixable, but not very important at such an early stage of development. | This release has some basic useful functionality, but still consider it just an even stronger proof of concept release. As this is an alpha release, scripts using these commands may break in later releases of this tool. However, most issues should be solved by simply recompiling the scripts in the Construction Set with the new version, or at worst changing how you use the commands. This problem is fixable, but not very important at such an early stage of development. | ||
This doesn't make any modifications to oblivion.exe or TESConstructionSet.exe, or any other files in your oblivion install, so don't worry about permanent side effects. Note that this was built off of the latest official patch version 1.1.0.511, and won't work with anything else. | This doesn't make any modifications to oblivion.exe or TESConstructionSet.exe, or any other files in your oblivion install, so don't worry about permanent side effects. Note that this was built off of the latest official patch version 1.1.0.511, and won't work with anything else. | ||
|- | |||
!style="background:#ffdead;border-bottom:1px solid;" width="100" | ianpatt's Comments | |||
|style="background:#ffeded;border-bottom:1px solid;" colspan="2"| | |||
"Here's another release of OBSE. With help from behippo, I've implemented a command to get the type of item in your equipment slots. We've also determined exactly how objects are stored when they are in a container (or an inventory), and how they can be modified. No commands to do this yet, though. Commands returning a floating point value should now return the correct value instead of /extremely/ small numbers. | |||
I've padded the opcodes out to 0x1400, giving Bethesda lots of space to add more commands in later patches/expansion packs/whatever, so this can be considered an alpha release candidate. If no showstoppers are found in the next few days, the most current release will be OK to use in released mods. I'm not sure how to handle distribution, especially as the code is being updated very often, though." | |||
|- | |- | ||
!style="background:#ffdead;border-bottom:1px solid;" width="100" | Installation | !style="background:#ffdead;border-bottom:1px solid;" width="100" | Installation | ||
Line 52: | Line 58: | ||
|style="background:#ffeded;border-bottom:1px solid;" colspan="2"| | |style="background:#ffeded;border-bottom:1px solid;" colspan="2"| | ||
[http://www.elderscrolls.com/forums/index.php?showtopic=519703 Release thread on The Elder Scrolls Forums] | [http://www.elderscrolls.com/forums/index.php?showtopic=519703 Release thread on The Elder Scrolls Forums] | ||
|- | |- | ||
!style="background:#ffdead;border-bottom:1px solid;" | Direct Download (Infoseek) | !style="background:#ffdead;border-bottom:1px solid;" | Direct Download (Infoseek) | ||
|style="background:#ffeded;border-bottom:1px solid;" colspan="2"| | |style="background:#ffeded;border-bottom:1px solid;" colspan="2"| | ||
[http://ianpatt.hp.infoseek.co.jp/oblivion/obse/ | [http://ianpatt.hp.infoseek.co.jp/oblivion/obse/obse_0002.zip Click here to download] | ||
|} | |} | ||
[[Category:Tools]] | [[Category:Tools]] | ||
[[Category:Tools: Misc]] | [[Category:Tools: Misc]] |
Revision as of 11:39, 27 July 2006
Description |
Oblivion Script Extender v0003 by Ian Patterson This release has some basic useful functionality, but still consider it just an even stronger proof of concept release. As this is an alpha release, scripts using these commands may break in later releases of this tool. However, most issues should be solved by simply recompiling the scripts in the Construction Set with the new version, or at worst changing how you use the commands. This problem is fixable, but not very important at such an early stage of development. This doesn't make any modifications to oblivion.exe or TESConstructionSet.exe, or any other files in your oblivion install, so don't worry about permanent side effects. Note that this was built off of the latest official patch version 1.1.0.511, and won't work with anything else. | |
---|---|---|
ianpatt's Comments |
"Here's another release of OBSE. With help from behippo, I've implemented a command to get the type of item in your equipment slots. We've also determined exactly how objects are stored when they are in a container (or an inventory), and how they can be modified. No commands to do this yet, though. Commands returning a floating point value should now return the correct value instead of /extremely/ small numbers. I've padded the opcodes out to 0x1400, giving Bethesda lots of space to add more commands in later patches/expansion packs/whatever, so this can be considered an alpha release candidate. If no showstoppers are found in the next few days, the most current release will be OK to use in released mods. I'm not sure how to handle distribution, especially as the code is being updated very often, though." | |
Installation |
| |
Demo |
Install the plugin via the above directions, enable the .esp, then launch oblivion via the obse_loader.exe. Load or start a new game, and head to the Imperial Palace entry door. You should see a switch and a barrel there. Put an object in the barrel, then push the button. The script on the button will traverse the contents of the barrel, extract the type of the first object in the barrel, and add an object of that type to your inventory. Note that this will reset charge counts, repair armor, etc. Try pushing the button with the left shift key held down. It should put up a message. 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 will give errors if you try. | |
Troubleshooting |
Oblivion doesn't launch after running obse_loader.exe:
obse_loader.log tells me it couldn't find a checksum:
Crashes or other strange behavior
| |
Important Note |
As this is an alpha release, scripts using these commands may break in later releases of this tool However, most issues should be solved by simply recompiling the scripts in the Construction Set with the new version, or at worst changing how you use the commands. This problem is fixable, but not very important at such an early stage of development. | |
Contact |
Send email to ianpatt+obse [at] gmail [dot] com. (yes, keep the + symbol, it helps sort email) | |
Discussion | ||
Direct Download (Infoseek) |
Subcategories
This category has the following 14 subcategories, out of 14 total.
0
O
Pages in category "Oblivion Script Extender"
The following 6 pages are in this category, out of 6 total.