Difference between revisions of "Category:Oblivion Script Extender"

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imported>Shademe
(Updated the OBSE page to v0015a)
imported>Shademe
(Updated to 0016)
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!style="background:#ffdead;border-bottom:1px solid;"  width="100"  | Description
!style="background:#ffdead;border-bottom:1px solid;"  width="100"  | Description
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Oblivion Script Extender v0015a
Oblivion Script Extender v0016


by Ian Patterson and Stephen Abel and Paul Connelly
by Ian Patterson and Stephen Abel and Paul Connelly
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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 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 bugfix update(v0015a) fixes:
v0016 adds over 120 new commands bringing the total number of OBSE commands to 865.
* Fix crash when biped model path functions called on an object for which the specified model is not defined
 
* Update GetMagicProjectileSpell to return staff enchantment for projectiles fired from a staff
This release (v0016) cumulatively includes:
* Fix incorrect return value for GetPluginVersion when specified plugin is not installed
*DeleteFromInputText
* Plugin manager now offers some protection against misbehaving plugins
*MoveTextInputCursor
*Get/SetStringIniSetting
*Get/SetPCTrainingSessionsUsed
*LoadGameEx
*Updated plugin API
*Miscellaneous bug fixes and tweaks
*New string variable datatype and associated commands
*Debug mode output for scripts
*Text input capabilities
*Spell effectiveness modifier commands
*Mapmarker commands
*UI manipulation commands
*Rudimentary script error logging
*Projectile commands
*Various other miscellaneous commands


This release (v0015) includes:
* Plugin serialization API
* Projectile Functions
* Versions of functions such as AddItem which don't generate UI messages when called on the player
* Functions returning information about the active mod list
* Sound functions for objects and creatures
* Functions returning information about an NPC's hair and eyes
* ToggleCreatureModel
* Functions to access variables in external scripts by name
* Functions to test the validity of reference variables
* SetMessageSound/Icon
* GetFullGoldValue
* Hotkey functions
* Detection state functions
* Functions to get and set services offered by NPCs including training
* Functions to iterate over an actor's AI packages
* Animation-related functions for actors
* Functions to return information about an actor's Havok state
* GetGodMode
* CompareScripts
* Leveled list functions
* Input functions are now synced with Oblivion control bindings
* Get/SetSpellHostile
* Functions to determine if a file path is valid
* Functions to return information about the player's level-up progress
* Functions returning information about active UI menus
* SetControl/SetAltControl
* Improved Vista compatibility
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!style="background:#ffdead;border-bottom:1px solid;" | Discussion
!style="background:#ffdead;border-bottom:1px solid;" | Discussion
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|style="background:#ffeded;border-bottom:1px solid;" colspan="2"|  
[http://www.bethsoft.com/bgsforums/index.php?showtopic=839527 Release thread on The Elder Scrolls Forums]
[http://www.bethsoft.com/bgsforums/index.php?showtopic=922510 Release thread on The Elder Scrolls Forums]


[http://www.bethsoft.com/bgsforums/index.php?showtopic=738400 Oblivion Script Extender Scripting Questions]
[http://www.bethsoft.com/bgsforums/index.php?showtopic=738400 Oblivion Script Extender Scripting Questions]
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!style="background:#ffdead;border-bottom:1px solid;" | Direct Download (Silverlock)
!style="background:#ffdead;border-bottom:1px solid;" | Direct Download (Silverlock)
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|style="background:#ffeded;border-bottom:1px solid;" colspan="2"|  
[http://obse.silverlock.org/download/obse_0015a.zip Click here to download]
[http://obse.silverlock.org/download/obse_0016.zip Click here to download]
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Revision as of 05:10, 9 January 2009

Description

Oblivion Script Extender v0016

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.

v0016 adds over 120 new commands bringing the total number of OBSE commands to 865.

This release (v0016) cumulatively includes:

  • DeleteFromInputText
  • MoveTextInputCursor
  • Get/SetStringIniSetting
  • Get/SetPCTrainingSessionsUsed
  • LoadGameEx
  • Updated plugin API
  • Miscellaneous bug fixes and tweaks
  • New string variable datatype and associated commands
  • Debug mode output for scripts
  • Text input capabilities
  • Spell effectiveness modifier commands
  • Mapmarker commands
  • UI manipulation commands
  • Rudimentary script error logging
  • Projectile commands
  • Various other miscellaneous commands
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.