OBSE FAQ

From The Elder Scrolls Construction Set Wiki

Located here You will find the answers to most questions and concerns about OBSE (Oblivion Script Extender)

If your questions are not answered here please visit here to ask your question to find the answer you are looking for

Contents

[edit] Do players need OBSE?

If you use OBSE to make a script for your mod, does the player also have to have OBSE in order for your script to execute properly?

Answer: If you use functions that OBSE provides, then yes the player needs to have OBSE installed for the mod to work. If you create the mod while OBSE used to load the Construction Set, but you do not use any OBSE functions, then the player will not need to have OBSE.

[edit] Xbox 360 or PlayStation 3 version?

Answer: Impossible.

[edit] Can OBSE and Oldblivion run at the same time?

Answer: Copy your oldblivion support files in to the Oblivion folder (oldblivion.dll, oldblivion.cfg, shaders.sdp), then run the loader with the -old command argument.

[edit] What versions of Oblivion are supported?

Answer:

  • Oblivion & Shivering Isles build 1.2.0.416. This is the latest version, strongly recommended.
  • Oblivion 1.2.0.214 This was the official downloadable 1.2 patch.
  • Oblivion 1.1.0.511 This was the original Oblivion that OBSE supported.

v0012 does not work with:

  • Oblivion 1.2.0.410: the Shivering Isles beta patch.
  • Oblivion 1.2.0.201: the Shivering Isles DVD build.
  • Oblivion 1.0: the original DVD build of Oblivion.
  • Any Direct2Drive version of Oblivion - these are encrypted and cannot be used.

If you have installed the Shivering Isles beta patch, use the autopatcher to revert to the original install of Shivering Isles and update that using the official patch.

[edit] How do I change the script editor font?

Answer: Hold F11 or F12 while opening the script editor. F12 will default to Lucida Console 9pt, and F11 will show a font picker dialog.

[edit] Custom Versions of OBSE

Can I modify and release my own version of OBSE based on the released source code?

Answer: This is strongly discouraged. Each command must be assigned a unique and constant opcode from 0x1000-0x7FFF. Bethesda started adding commands at 0x1000, and OBSE started adding at 0x1400. If you add new commands yourself, they may conflict with later releases of OBSE. The suggested method for extending OBSE is to write a plugin. If this does not meet your needs, please email the contact addresses listed in the contact section of this Wiki.

[edit] How do I write a plugin for OBSE?

Answer Start with the obse_plugin_example project in the OBSE source distribution. Currently the documentation for the plugin API can be found in the source distribution under obse/obse/PluginAPI.h. Note that due to the opcode allocation issues discussed above, you will need to request an opcode range for your plugin by emailing the contact addresses at the bottom of the readme. Also, note that plugins must have their source code available. The OBSE team has spent a very long time developing and documenting the interface to Oblivion's internals, so we request that plugin developers also share their findings with the public. This will also help us make sure that we keep Oblivion as stable as possible even when using third-party plugins.

[edit] What is the 'src' folder?

Answer: The 'src' folder contains the source code for OBSE. Feel free to delete or ignore it if you are not a programmer interested in contributing to the project.

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