Difference between revisions of "Category:Oblivion Script Extender"

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imported>DragoonWraith
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(add team email, update description to 0018 (yeah almost in time for 0019))
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Oblivion Script Extender v0017
Oblivion Script Extender v0018
by Ian Patterson, Stephen Abel, and Paul Connelly
(ianpatt, behippo, and scruggsywuggsy the ferret)


by Ian Patterson, Stephen Abel and Paul Connelly
Additional contributions from Timeslip, The J, DragoonWraith, SkyRanger-1, and badhair.
(ianpatt, behippo and scruggsywuggsy the ferret)


Additional contributions from Timeslip, The J, DragoonWraith, and SkyRanger-1.
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 Oblivion patch, as well as the 1.2 version of the Construction Set. Versions of Oblivion downloaded via Steam are supported as well.


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.
IMPORTANT: Please note that scripts compiled with OBSE v0018 require the user to be running v0018, even if no 0018 commands are used.
 
'''As of v0017, OBSE requires the 1.2.0.416 version of Oblivion.'''
 
'''Updating/patching Oblivion does ''not'' update your Construction Set. You must [[The Elder Scrolls Construction Set#The Construction Set v1.2|download version 1.2 of the Construction Set separately]] or certain OBSE functions will not be usable in the editor.'''
 
 
v0017b provides beta support for the version of Oblivion released on Steam.
 
 
Bugfix update v0017a changes:
*Fix compiler occasionally freezing when attempting to save a script
*Make local variables take precedence over objectIDs in cases of name collision
*Fix crash with GetEquippedItems after unequipping slotless items
*IsModelPathValid now works with non-simple models like NPC and Hair
*Remove delay between calling InsertInInputText and seeing the displayed text updated
*Empty strings are no longer displayed as "NULL" with the %z format specifier; instead nothing is displayed
 
 
v0017 adds adds:
*Array variables
*ForEach and While loops
*A new expression syntax supporting array and string variables as basic datatypes, complex expressions, and a richer set of operators.
*Effect setting functions
*Combat style functions
*Activate2
*GetCurrentRegion
*Functions to detect if keys or controls have been disabled via script
*GetEquippedItems, GetItems, GetSpells, GetFollowers
*IsRefDeleted
*Functions to manipulate Greater Powers
*Various bug-fixes and miscellaneous functions


This release adds:
*User-defined functions
*Class functions
*GetUserTime
*GetCreatureModelPaths
*Get/SetSkillGoverningAttribute
*Get/SetPlayerBirthsign
*GetMapMenuMarkerName/Ref
*GetActiveEffectCodes/Casters
*GetCurrentRegions
*SetPackageTarget
*Special animation functions
*GetLeveledSpells
*GetDescription
*sv_Split
*Array resizing, insertion, and list creation functions
*Get/SetGameDifficulty
*Set/ModCurrentCharge
*Door teleport functions
*Cell reset functions
*GetTelekinesisRef
*GetActorPackages
*AI package functions
*combat style flag functions
*GetWaterShader
*Commands for generating local map files
*Commands for manipulating player skill use and experience
*various miscellaneous functions, bug-fixes, and optimizations
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* Send email to ianpatt+obse [at] gmail [dot] com. (yes, keep the + symbol, it helps sort email)
* Send email to team [at] obse [dot] silverlock [dot] org
* Send email to behippo at gamer [at] silverlock [dot] org.
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Revision as of 19:27, 13 July 2010

Description

Oblivion Script Extender v0018 by Ian Patterson, Stephen Abel, and Paul Connelly (ianpatt, behippo, and scruggsywuggsy the ferret)

Additional contributions from Timeslip, The J, DragoonWraith, SkyRanger-1, and badhair.

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 Oblivion patch, as well as the 1.2 version of the Construction Set. Versions of Oblivion downloaded via Steam are supported as well.

IMPORTANT: Please note that scripts compiled with OBSE v0018 require the user to be running v0018, even if no 0018 commands are used.

This release adds:

  • User-defined functions
  • Class functions
  • GetUserTime
  • GetCreatureModelPaths
  • Get/SetSkillGoverningAttribute
  • Get/SetPlayerBirthsign
  • GetMapMenuMarkerName/Ref
  • GetActiveEffectCodes/Casters
  • GetCurrentRegions
  • SetPackageTarget
  • Special animation functions
  • GetLeveledSpells
  • GetDescription
  • sv_Split
  • Array resizing, insertion, and list creation functions
  • Get/SetGameDifficulty
  • Set/ModCurrentCharge
  • Door teleport functions
  • Cell reset functions
  • GetTelekinesisRef
  • GetActorPackages
  • AI package functions
  • combat style flag functions
  • GetWaterShader
  • Commands for generating local map files
  • Commands for manipulating player skill use and experience
  • various miscellaneous functions, bug-fixes, and optimizations
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 team [at] obse [dot] silverlock [dot] org
Home Page

Silverlock

Discussion

Release thread on The Elder Scrolls Forums

Direct Download (Silverlock)

Click here to download

Subcategories

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Pages in category "Oblivion Script Extender"

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