OBSE Known Bugs

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[edit] Known Bugs (v0008)

  • GetEquippedObject: 14 (torch) doesn't return anything. 9,10,11,12 don't work either and seem to be obsolete anyway.

[edit] Intended Nuisances (v0008)

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[edit] Resolved Issues

  • MoveMouseX: Parameter is interpreted as unsigned integer and thus a negative value moves the mouse to the far right of the screen. (v0008)
  • MoveMouseY: Parameter is interpreted as unsigned integer and thus a negative value moves the mouse to the bottom of the screen. (v0008)
  • GetControl: The value isn't updated in-game. When you change a control you need to exit and restart the game before GetControl returns the new value (Workaround introduced in v0013 with RefreshControlMap)


GetNthSpell and GetSpellCount only work on spells that have been added to the reference with AddSpell.
However, all of the player's spells will show up with both functions, including abilities (and possibly diseases).

[edit] Known Bugs

[edit] Bugs

SetEnchantment doesn't work on arrows. Other enchantment functions (i.e., SetEnchantmentCost) might not work as well.

[edit] Oddities

Note that the CS compiler doesn't expect some types to be returned as a ref. If you set the ref to a Spell, Door, or Container, and then change it via function (i.e., GetNthPlayerSpell, GetNextRef) the ref value won't change and will remain the original Spell, Door, or Container. You need to assign that variable to some other type (say a weapon) before setting the ref to another Spell, Door, or Container. Example:

  • This will always return the first Door reference.
ref pDoor
set pDoor to GetFirstRef
Label 1
if pDoor
  set pDoor to GetNextRef
  Goto 1
endif
  • Set pDoor to Apple before using GetNextRef, and pDoor will have the expected values (all the different doors in the cell).
ref pDoor
set pDoor to GetFirstRef
Label 1
if pDoor
  set pDoor to Apple
  set pDoor to GetNextRef
  Goto 1
endif

If you're trying to change the values of items, you may have to mess with the Auto-Calc flag. It seems that you have to have Auto-Calc flagged to change the Gold value and Weight value of item (at least, ingredients and potions), but you have to leave it unchecked to change the charge and cost of enchantments. (Further nuisances have not been reported, so please update this if you find any.)

[edit] Intended Nuisances

All linked lists (inventory lists, effects lists, spell lists, etc.) start from 0 (i.e., the first item in an inventory would be called with GetInventoryObject 0).

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