Difference between revisions of "Category:Oblivion Script Extender"

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by Ian Patterson and Stephen Abel
by Ian Patterson and Stephen Abel


The Oblivion Script Extender runs in the background behind Oblivion, allowing the addition of new functions for scripters to use in mods. Still very early in development, OBSE has already completely revolutionized scripting with the addition of such much-asked-for functions as IsKeyPressed and GetCurrentSpell.
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.


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. It will only work with specific versions of Oblivion - in general, it will not work with localized versions, Direct2Drive versions, unpatched versions, and no-CD cracks can prevent it from working as well. However, several people have had success running OBSE with localized versions of Oblivion. Your best bet is to simply try the latest version and see.  See Discussion for more details.
This release is much smaller than the previous two.  It introduces:
#functions to get the race bonus skills and attibutes
#functions to get and set a merchant's container of goods
#some weather and climate functions
#the ability to copy, clone and add scripted effect items as well as change a script effect item's name and what script to use
#the ability to get, remove and set the script on scripted objects
 
A plugin system has also been added to allow modders to implement functionality that doesn't fit well in to the core OBSE code.Your best bet is to simply try the latest version and see.  See Discussion for more details.
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!style="background:#ffdead;border-bottom:1px solid;"  width="100"  | behippo's Comments
!style="background:#ffdead;border-bottom:1px solid;"  width="100"  | behippo's Comments
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#Copy scripttest.esp or another OBSE enabled ESP to your Oblivion plugins directory and enable it in the launcher.
#Copy scripttest.esp or another OBSE enabled ESP to your Oblivion plugins directory and enable it in the launcher.
#Run oblivion by running obse_loader.exe from the Oblivion directory.
#Run oblivion by running obse_loader.exe from the Oblivion directory.
#Scripts written with these new commands must be written via the TES Construction Set launched with obse_loader. This can either be done with the Command Line (typically Start->Programs->Accessories->Command Prompt), navigate to your oblivion install folder, and type "obse_loader.exe -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.</pre>
#Scripts written with these new commands must be written via the TESConstructionSet launched with obse_loader. This can either be done with the Command Line (typically Start->Programs->Accessories->Command Prompt), navigate to your oblivion install folder, and type "obse_loader.exe -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.</pre>
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!style="background:#ffdead;border-bottom:1px solid;"  width="100"  | Troubleshooting
!style="background:#ffdead;border-bottom:1px solid;"  width="100"  | Troubleshooting
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