User talk:AlphaUMi

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Recompile scripts that require OBSE[edit source]

It's strange, but until now I haven't found the answer that I'm looking for all over the internet. I'm interested in finding a way to recompile scripts that require OBSE. It is written that with CS (OBSE loaded with the -editor parameter) you can't do that. There is any other way to recompile scripts included in OBSE mods? Which tool should I use? There is a solution? I ask this question 'cause I'm a translator of Oblivion mods and, although I konw tools that allow you to modify scripts, they will not work until recompiled with CS.

Someone can help me? Thanks in advance.

Welcome to the Wiki AlphaUMi! I moved your question here because it doesn't concern the Wiki as a whole. And please sign your comments with ~~~~ or the signature button from now on, that makes it easier to see when and by whom comments were made.
On to your question. You can recompile OBSE scripts if you launch the CS with the obse_launcher. If it says somewhere you can't it should be corrected. It would be appreciated if you could point out where you read it or correct it yourself.
--Qazaaq 16:06, 8 May 2009 (EDT)
Excuse me for the mistake I've made, and never mind about the incorrect information regarding the feautures of OBSE, it's all right, it was me that misunderstood, I was reading in a hurry.
Ok, now on to my problem. Normally, I can recompile OBSE scripts, but a few times I can't. It's rare, but sometimes the CS returned me an error if I try to do so. I'll try to explain the last case in which I'm getting stuck. I would translate the mod Streamline 3.1, and all is going well, except for the script SLMainMenuScript, that contains (bad luck) the whole in-game menu. I load the esp with OBSE, I go to the script, and no matter if I change something or not, if I try to save the script (even without changing anything) the CS returns me various syntax errors, although the mod works perfectly during the game. This is the last case, not the only one. I repeat: normally things are saved correctly, few times not (and i'm sure I didn't corrupt anything). What could be the reason, and how can I solve this? If you or someone else would help me I will appreciate it a lot.
--AlphaUMi 1:40, 10 May 2009 (EDT)
Typically you should use one more set of colons than the person you are responding to. It makes things easier to read. If you were responding to yourself, one colon would have been right, but since you were responding to Qazaaq, using two is advised. I've done this for you (and used three myself because I am responding to you). Just a minor point, no harm done.
Anyway, what are the errors that you're getting? Do you have a late enough version of OBSE? Are you missing any OBSE plug-ins that Streamline might be dependent on (I'm pretty sure there aren't any for SL, but just in case)? Those are the things that would cause problems with some scripts but not others. Giving us the exact errors would help a lot.
Dragoon Wraith TALK 22:54, 9 May 2009 (EDT)
That script was changed by a hex editor later on in order to add newline characters to the messageboxes. Because of this, when you try to recompile that script, the cs will complain about it. The cs sees it as two seperate lines instead of one line with a newline character in it. Check Formatting MessageBoxes, it may explain things a bit better.Kyoma 02:08, 10 May 2009 (EDT)
Yes Kyoma, you're right! Yesterday I solved the problem bringing back the separate lines to a single one, but now I face the limit of 512 characters, so I have to use some abbreviations... until I'll learn to work with hex editors adequately.AlphaUMi 04:36, 10 May 2009 (EDT)
You'll increase the OBSE version requirement, but since Streamline's development, OBSE has added the formatting specifier %r which inserts a newline. Just replace the strings with that (assuming they're in a MessageBoxEx or similar command).
Dragoon Wraith TALK 20:22, 10 May 2009 (EDT)


Ok, mod fully translated. I wanna thank you guys for the tips and suggenstions. Thank you. AlphaUMi 07:07, 12 May 2009 (EDT)