Open a command prompt window, navigate to your oblivion install folder, and type "obse_loader -editor". Scripts written with these new commands must be written via the TESConstructionSet launched with obse_loader. You do not need to use obse_loader.exe unless you are running the editor. To disable this, rename or move obse_steam_loader.dll. OBSE will automatically be run along with Oblivion when launched. This is usually "C:\Program Files\Valve\Steam\SteamApps\common\oblivion".Ģ. Copy obse_1_2_416.dll, obse_editor_1_2.dll, and obse_steam_loader.dll to your Oblivion directory. If you are using the Steam version of the game:ġ. If you use a desktop shortcut to launch Oblivion normally, just update the shortcut to point to obse_loader.exe instead of oblivion.exe. Run oblivion by running obse_loader.exe from the Oblivion directory. This is usually in your Program Files folder, and should contain files called "Oblivion.exe" and "OblivionLauncher.exe".Ģ. Copy obse_1_2_416.dll, obse_editor_1_2.dll, and obse_loader.exe to your Oblivion directory. If you are using a retail (non-Steam) version of the game:ġ. Versions of Oblivion downloaded via Steam are supported as well. It is compatible with the 1.2.0.416 Oblivion patch, as well as the 1.2 version of the Construction Set. 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. The Oblivion Script Extender, or OBSE for short, is a modder's resource that expands the scripting capabilities of Oblivion. (ianpatt, behippo, and scruggsywuggsy the ferret)Īdditional contributions from Timeslip, The J, DragoonWraith, SkyRanger-1, badhair, JRoush, shademe, and kyoma. SetInputText, SetTextInputControlHandler, SetTextInputDefaultControlsDisabledīy Ian Patterson, Stephen Abel, and Paul Connelly SetPos_T, SetOwnership_T, ClearOwnership_T SetCellBehavesAsixterior, SetCellHasWater IsNthActiveEffectApplied, GetNthEffectItem Compiler override for passing OBSE expressions and data types as arguments to any command Fix issue with IsKeyPressed2 introduced in 0020 beta SetCellWaterHeight now works with cells that aren't defined in editor as having water GetRaceVoice now returns "this" race if no voice race is defined Fix OnHitWith event being reported multiple times per event if weapon enchanted Fix crash in GetRaceHairs/Eyes if race has no hairs/eyes defined Fix compiler override not being deactivated at end of script block %B, %b format specifiers for colored text in console GetEditorID optionally does not return formID if no string editorID exists OnDrinkPotion, OnActorDrop, OnSpell/ScrollCast, OnFallImpact, OnMapMarkerAdd events GetGameLoaded now returns true when the player starts a new game ar_Erase erases all elements if second argument omitted Update active effect commands to work on non-actor magic targets (doors, furniture, etc) (Set)IsHidden/Automatic/MinimalUseDoor, SetIsOblivionGate Internal changes to handling of parallel script execution SetVerticalVelocity now operates in game units instead of centimeters OnHealthDamage event can now be filtered by the damaged actor OnActorEquip event now triggered by actors equipping items due to changes in their AI New events: OnHealthDamage, OnCreateSpell, OnEnchant, OnAttack, OnRelease, OnBowAttack, OnBlock, OnDodge, OnStagger, OnRecoil Make compiler override accept string_var as argument for old sv_* commands Make SetInputText accept extremely long strings Prevent GetDescription using cached value of skill perk text. Fix misnamed OnPlayerDrop event to OnActorDrop Fix IsDigit always returning true regardless of character type Fix issues with input functions arising from conflicts between mods using GetKeyPress and Enable/DisableControl. SetDoorTeleport now accepts an optional argument specifying the change should not be recorded in the savegame Fix GetActiveSpell returning zero if the player has not switched from the default starting spell Prevent power-attacking generating multiple OnAttack events Prevent equipping an item from generating multiple OnActorEquip events Fix IsNthEffectItemScriptHostile returning inconsistent values Fix compiler override using localized actor value strings
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