Useful settings in ConstructionSet.ini

From the Oblivion ConstructionSet Wiki
Revision as of 08:32, 6 September 2006 by imported>Ctxnop
Jump to navigation Jump to search

The Construction Set's configuration file can be found in "C:\My Documents\My Games\Oblivion" here are some useful settings that might ease up your work:


bAllowUnsafeSave=1

When this is set, you can save your plugin without having to "close all open Dialog Boxes." Use this with caution - since this setting allows you to save with dialogue or object windows open, it is possible for you to make changes in a window that has not been saved yet. (This happens very easy with the quest-window. Changes that add new topics or quest-stages aren't saved until you close the quest-window or select another quest.)


bAllowMultipleEditors=1

This entry allows you to open the construction-set more than once (e.g having one open for browsing trough Bethesda's stuff while working on your mod with the other) If used carefully, this can ease up modding a lot, but better load your mod only in one of the Construction Sets, to avoid confusion...


[Localization]

iExtendedResponseLength=355

iExtendedTopicLength=43

bAllowExtendedText=1

Setting "bAllowExtendedText=1" will allow you to override the text-length limits in the Dialogue-Window. The new limits are defined by the other two entries.

The English version is set to 0. The extra length was added to compensate for localization as German and French tend to require more space after translation. Take note that although the "Topic Length" (i.e. the player's text) can be longer than 43 chars in the Construction Set, only the first 43 chars will be displayed in-game. (This, however, can be changed in the XML files in the Data\Menus subdirectories.)

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]


bUseMyGamesDirectory=0

Load INI-file and save error reports in the game's directory rather than "My Games" (The same applies to the game itself, want your savegames where you installed the game? set this to 0)

You must have administrative rights for this to work. Otherwise you can't write to the game directory. This feature was implemented to support limited users.


bUseVersionControl=1

This enables the menu "file/version control". Obviously this is how the folk Bethsoft merged their work on the game. Until someone find's out how this works it's not much more than a toy. To have this working you also need to create a file named "ConstructionsetNetwork.ini" which can be empty and set the entry "SNetwork Path=" to any network folder on your system (e.g. C:\).