[Relz] Cobl No.16

Post » Wed Mar 30, 2011 4:22 am

Download: http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3508 or http://tesnexus.com/downloads/file.php?id=21104 (TESNexus has the latest)
Readme: http://wryemusings.com/Cobl.html (http://wryemusings.com/Cobl.html#Versions)
Related: http://www.uesp.net/wiki/Tes4Mod:Cobl/Mods
Modders Manual: http://www.uesp.net/wiki/Tes4Mod:Cobl/Modding at UESP.
Previous Topic: http://www.gamesas.com/index.php?/topic/1059126-relz-cobl-no15
Translations:
* http://www.ei-der-zeit.com/portal/index.php?option=com_content&view=article&id=854 by ThreeD
* http://tesall.ru/files/authors/svshu/?page=1#cobl by SvShu

This is both a RELZ and a WIPZ topic for Cobl (Common Oblivion). Cobl is essentially two things: 1) a shared library mod, and 2) a content mod that adds lots of little things (ingredients, beers, foods, alchemical sorters, and of course, The Luggage).

Cobl Races
Cobl has recently expanded to (optionally) include a moderate sized set of hairs, eyes and races. You'll find more info about this in the readme. For more discussion, see the http://www.gamesas.com/bgsforums/index.php?showtopic=1051762

Direct Additions
If you're using Cobl by itself, here's some of what you'll find added to the world:

Alchemical Catalogs
By default, these catalogs list all vanilla Oblivion ingredients by name and by effect. However, if you use Wrye Bash, the Bashed Patch will automatically update them to list all ingredients from all active mods. You'll find the catalogs for sale in Cheydinhal.

Screenshot: http://wryemusings.com/images/Cobl_Catalogs_01.jpg

Alchemical Sorters
Alchemical sorters are now available in all eight buyable Oblivion homes. No need to make an extra purchase -- each sorter is associated with one of the standard furnishing packages for each home (typically a storage or a dining room package).

Use the sorters to: put away your ingredients, or retrieve ingredients by name or by effect. By default, the sorter will handle all vanilla Oblivion ingredients. But if you have OBSE installed/active, the sorter will handle ALL ingredients from all mods.

Screenshot:http://wryemusings.com/images/ShelfGreen.jpg

The Luggage
The Luggage is a universal storage container that's available in most pre-existing sleep spots. You'll find it in Mage and Figther guild halls (if you've gained at least one rank); inns and taverns (if you've rented a bed); and in wilderness camps (if you've slept nearby in the last day or two). To get started with the luggage, visit the docks in Anvil and look for it.

Screenshot: http://wryemusings.com/images/Luggage_01.jpg

Lore Ingredients and Books
Cobl includes the full set of ingredients and books from previous games. You'll find these in loot, alchemist shops and bookstores. (Note that if you're currently using Tamrielic Ingredients, you should remove that and use Cobl instead.)

Foods and Drinks
Cobl contains the foods from Tarnman's Salmo the Baker and beverages from Tarnsman's Beer. You'll find these in inns and taverns and scattered around the world. (Additional foods will be added later.)

Screenshot: http://wryemusings.com/images/Oblivion%20beer%20bottles_CS.jpg, http://wryemusings.com/images/Bakery%20Shelves2.jpg

Options Menu
Cobl provides an in-game options menu for configuring various aspects of gameplay. Here, you'll find command like "Time Scale" which allows you to set how quickly time passes in-game. You'll also find commands that allow you to configure how Cobl (and possibly other mods) act.

Screenshot: http://wryemusings.com/images/Cobl_Options_01.jpg

Support for Modders
While Cobl adds many items into the game, it is primarily designed as a support library for other mods. All of the features listed above can also be used by Cobl aware mods. Mods that use Cobl have more features, are more consistent with each other and are quicker to download. Here's a listing of what Cobl provides to users...

All of the Above
Alchemical sorters; The Luggage; lore ingredients and books; foods and drinks; options menu. All of these can be and are used by other mods. By using Cobl, modders avoid inventory doubling (e.g. two or more different versions of "Pearl Dust" in your inventory). Also mods benefit from upgrades in Cobl (e.g. mods that were using Cobl's alchmical sorter recently received an automatic upgrade due to the addition of the OBSE sorting mode).

Survival Suport
Cobl provides standard water wells that can be placed in villages. Survival mods can then re-define the script for these, thus automatically making all such wells work with their mods. Cobl also provides a "Dinner Plate" interface for accessing foods in the player's inventory. Survival mods can override some scripts related to this so that they will accept foods from all mods that are Cobl aware (plus of course the Cobl foods themselves).

Various Signals
Cobl defines a number of signals that mods can use to signal each other. Current signals include: cobNoPCNeeds (PC temporarily exempt from survival needs -- e.g. while PC is in afterlife or dream); cobSigCompNoFollow (Companions should not follow pc into next location); cobSigQuestMarkers (whether or not the user wants to see quest markers). Plus many more (see http://www.uesp.net/wiki/Tes4Mod:Cobl/Modders/Signals.)

Death Handling
Cobl provides a safe and conflict-free mechanism for intercepting the player's death, and then passing it on for a client mod to handle. Useful for mods tha provide an "afterlife" or "resurrection" ability to the player.

Screenshot: http://wryemusings.com/Wrye%20Shivering%20Death.html

Beware of Finger Chomping Monkey God!
Wrye (main monkey god for Cobl) has a notoriously low tolerance for questions which could easily be answered by a) reading the readily available readme/manual, b ) reading back in the topic a little bit, c) doing a google search, and/or d) using your brain to put two and two together. He's also mostly retired (from modding) and thus even less patient than he was before. So, please, do a little research before asking your question. If Wrye http://www.uesp.net/wiki/User:Wrye#Warning in response to such a question, he later won't be available to help you if you have a more serious problem.
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Eve(G)
 
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Post » Tue Mar 29, 2011 11:09 pm

Cool I get the second Post

From Last Thread..


MMM 3.7b3 Cobl Update

*Requires http://www.tesnexus.com/downloads/file.php?id=21104 listed under Misc Downloads


This add Cobl Item to nearly almost every single creature, Xvilai and Khajiit Npcs in MMM!!!

http://www.4shared.com/file/149656474/a6bb36c9/MMM-Cobl.html

*Requires Cobl - Loot-Drop-Merchant changes Proposal listed under Misc Downloads

Do Not Use FCOM_Cobl patch with this,

*Intergrated all feature from Cobl Tweaks has needed into MMM Version, users do not need Cobl Tweaks anymore with MMM Cobl.
*Fixed all Liches to have correct faction added to them from 3.7b3 Changes
*Fixed Lvl on many creatures that where not set correctly to match MMM lvls
*Load before MMM Knights in load order, so that mmm cobl items get imported correctly and Knights patch work correctly.

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Lil Miss
 
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Post » Wed Mar 30, 2011 11:06 am

Corepc's update - ready
Vacuity's Item Interchange - ready

COBL 1.73 - NOT ready... :banghead: When can we expect it?
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Fluffer
 
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Post » Wed Mar 30, 2011 6:21 am

When can we expect it?
Ahh, well... It's all kind of tied up together, particularly II. The new Cobl stuff works with redesigned loot systems in both MMM and OOO, we can't release the new Cobl without the new OOO and MMM, but the new MMM and OOO stuff's still being tidied up, that means there's still adjustments being done with Cobl. II works with all of these and also with mods like Tamriel Travellers, which is also having its lists re-done behind the scenes, so I can't release II until the new OOO, MMM, Cobl and TT are all released. Oh, and each time something gets changed it needs to be tested too. Unfortunately it takes time, and Core's a very busy person, Haama's got a lot of real-life going on and for me, summer's the busiest time for work for me, and my computer has been having problems for a few weeks, so last week I gave up and had to swap HDDs out and re-install my OS. At the moment, all my WIP esps/textures/meshes are on an HDD that's not connected to my PC. And I've got little clue what was going on with the Cobl-OOO stuff, which I *think* (and I'm quite possibly wrong here, Corepc will know though) was where the current work was being done.

In short, it's happening, but it's happening slowly.

Vac
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jessica breen
 
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Post » Wed Mar 30, 2011 9:22 am

And I've got little clue what was going on with the Cobl-OOO stuff, which I *think* (and I'm quite possibly wrong here, Corepc will know though) was where the current work was being done.

In short, it's happening, but it's happening slowly.

Vac


I have to look over the patches that Haama sent and see what got changed or added etc and then I will have a clear idea where we are at on Cobl / OOO / MMM and what is left to get done which is going to mostly be OOO related.
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ANaIs GRelot
 
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Post » Wed Mar 30, 2011 2:59 am

Hi all. A couple of scripting questions that have been bugging me that I hope somebody can give me some help with. Not sure if these are better here or in the CS forum, so apologies if I'm in the wrong spot. This is all using COBL 1.72. I'm also not normally a COBL user, so I've been flying a bit blind. If I'm asking idiot questions, I apologize.

So, the COBL version of AFK_Weye 2.0 has a set of static alchemy equipment that becomes enabled at one point. I've set the pieces up according to the directions http://www.uesp.net/wiki/Tes4Mod:Cobl/Modding/Static_Alchemy_Equipment, including the script to add some novice equipment once everything is enabled. I've also created a new version of cobStaticAppReturnerObj with the same script (cobStaticAppOS).

The problem is that none of this actually works:

- In the case of the AppReturnerObj that I made, the problem is that it doesn't actually return anything, it just gives me the alchemy menu. I presume this isn't the intended effect, but have no idea what I might have done to cause it - except the name and the nif, my object is the same as the COBL one.

- In the case of the equipment itself, I'd like to have my static equipment appear with novice equipment already in place, and have modified the script provided like so:

Spoiler

begin gamemodeif ( Player.GetItemCount AFKWeyeHouseAlchemyLabReciept == 1 ) && ( Doonce1 == 0 )  AFKHouseWeyeAlchemyAreaRef.enable  set AFKWeyeStaticMortPestRef.rMortPest to MortarPestle  set AFKWeyeStaticMortPestRef.MortPestQual to 10  set AFKWeyeStaticMortPestRef.rCalc to Calcinator  set AFKWeyeStaticMortPestRef.CalcQual to 10  set AFKWeyeStaticMortPestRef.rRet to Retort  set AFKWeyeStaticMortPestRef.RetQual to 10  set AFKWeyeStaticMortPestRef.rAlem to Alembic  set AFKWeyeStaticMortPestRef.AlemQual to 10  set AFKWeyeStaticCalcRef.rMortPest to MortarPestle  set AFKWeyeStaticCalcRef.MortPestQual to 10  set AFKWeyeStaticCalcRef.rCalc to Calcinator  set AFKWeyeStaticCalcRef.CalcQual to 10  set AFKWeyeStaticCalcRef.rRet to Retort  set AFKWeyeStaticCalcRef.RetQual to 10  set AFKWeyeStaticCalcRef.rAlem to Alembic  set AFKWeyeStaticCalcRef.AlemQual to 10  set AFKWeyeStaticRetortRef.rMortPest to MortarPestle  set AFKWeyeStaticRetortRef.MortPestQual to 10  set AFKWeyeStaticRetortRef.rCalc to Calcinator  set AFKWeyeStaticRetortRef.CalcQual to 10  set AFKWeyeStaticRetortRef.rRet to Retort  set AFKWeyeStaticRetortRef.RetQual to 10  set AFKWeyeStaticRetortRef.rAlem to Alembic  set AFKWeyeStaticRetortRef.AlemQual to 10  set AFKWeyeStaticAlemRef.rMortPest to MortarPestle  set AFKWeyeStaticAlemRef.MortPestQual to 10  set AFKWeyeStaticAlemRef.rCalc to Calcinator  set AFKWeyeStaticAlemRef.CalcQual to 10  set AFKWeyeStaticAlemRef.rRet to Retort  set AFKWeyeStaticAlemRef.RetQual to 10  set AFKWeyeStaticAlemRef.rAlem to Alembic  set AFKWeyeStaticAlemRef.AlemQual to 10  set AFKAlchemy to 1  set TotalCount to ( TotalCount + 1 )  set Doonce1 to 1endifend



That's part of a much larger script, all of the parts of which work except the equipment showing up bits. All the actual static pieces are persistent refs and are named correctly.

Any ideas as to what I'm doing wrong here? Thanks.
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Bigze Stacks
 
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Post » Wed Mar 30, 2011 11:41 am

Usually returner doesn't have any apparati but the player has to provide them. To do that you don't have to do your own forms, but just drag the markers and set the ownership to correct faction.

But you want the returner to already have the novice equipment? Beats me...
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elliot mudd
 
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Post » Wed Mar 30, 2011 1:35 am

Apologies if this is a bit of a silly question, but should I have the OOO patch installed with OOO 1.34? I was going through my mods (removing FCOM stuff, I'm downgrading to OOO+MMM) and I noticed the Cobl readme said the patch was for OOO 1.32 and 1.33. Does this extend to 1.34, or is there an updated version somewhere I should be using instead?
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koumba
 
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Post » Wed Mar 30, 2011 1:51 pm

Apologies if this is a bit of a silly question, but should I have the OOO patch installed with OOO 1.34? I was going through my mods (removing FCOM stuff, I'm downgrading to OOO+MMM) and I noticed the Cobl readme said the patch was for OOO 1.32 and 1.33. Does this extend to 1.34, or is there an updated version somewhere I should be using instead?


It's a bit stupidly named - but it works just as well with OOO 1.34 beta5.
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jadie kell
 
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Post » Wed Mar 30, 2011 2:38 pm

Thanks for starting up the new thread Vacuity, and everyone else for answering questions. As Vacuity said, I've been busy with RL, and will continue to be busy for another month or two. At this point, I make no guarantees when I'll pop in, but I will try to.
- In the case of the AppReturnerObj that I made, the problem is that it doesn't actually return anything, it just gives me the alchemy menu. I presume this isn't the intended effect, but have no idea what I might have done to cause it - except the name and the nif, my object is the same as the COBL one.

washington had it right - Did you remember to set the ownership of the equipment? The above especially sounds like the ownership wasn't set. The only other thing I can see right now - the quest might not work correctly if the player is in the same room when it runs (don't remember if I tried it or not). If that's the issue, you can set the variables on cobStaticAppFAR instead (this is a bit more dangerous, but if the quest only runs once it'll be fine). The script looks correct and should be working.
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Guy Pearce
 
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Post » Wed Mar 30, 2011 11:44 am

It's a bit stupidly named - but it works just as well with OOO 1.34 beta5.

This is the answer I was looking for.
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Neil
 
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Post » Wed Mar 30, 2011 4:38 am

I'm not familiar with the scripts for static alchemy, but I reckon that there should be a variable that tells returner that he has all equipment and that it is novice. Dwip probably wanted a copy of static alchemy set with that variable on.

Alternative solution could be to use standard set and put the apparati in the some container or tossed around somewhere near so that player has to pick them up first and then put them on the returner.
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Patrick Gordon
 
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Post » Wed Mar 30, 2011 1:09 am

I'm not familiar with the scripts for static alchemy, but I reckon that there should be a variable that tells returner that he has all equipment and that it is novice. Dwip probably wanted a copy of static alchemy set with that variable on.

Alternative solution could be to use standard set and put the apparati in the some container or tossed around somewhere near so that player has to pick them up first and then put them on the returner.

The script looks right, and the "same room" problem was an oversight on my part. Let's see if the ownership stuff fixes it up a bit.

----

Translations - Cobl's rule has been one translation per language. It takes less research for the player, limits the number of possible avenues for bugs, and makes it a bit easier on us to keep in contact with the translation teams. I'm thinking of changing that rule to "Anyone can make a translation, but must include all links to other translations, in Cobl's Readme and on the download page". Any comments, suggestions - especially from those who frequent foreign sites?
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Tiffany Carter
 
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Post » Wed Mar 30, 2011 12:45 am

The script looks right, and the "same room" problem was an oversight on my part. Let's see if the ownership stuff fixes it up a bit.


In fact, this appears to have been the problem. Somehow kept missing the ownership bit in the instructions, and didn't understand Washington correctly. Oops. Both the equipment adding and the returner function appear to be working correctly now. Thank you both for the help. Appreciate it.

Unfortunately, they seem to have been replaced with a new bizzare problem - the models refuse to update themselves. The novice equipment is there, everything works correctly, but I still have a collection of blank stands, even if I return then re-add the equipment. Manually forcing playgroup forward commands works well enough the first time, but once you return/re-add the items, it goes straight back to looking empty, even though the equipment is all there. Likewise, placing equipment by hand into the world and then adding it to the static apparatus doesn't work - still empty-looking, but works ok.

Hate to keep bugging you all, but any ideas?
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Sammi Jones
 
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Post » Wed Mar 30, 2011 11:16 am

Ahh, I think I see why. You're using OBSE and have them parented (to AFKHouseWeyeAlchemyAreaRef), correct? The OBSE method requires temporarily Disabling the models, which can't be done because their Disable state is locked to the parent.

To get around the parent issue - remove the parent ref from each of them, set them to Initially Disabled, create a copy of the Trigger script for your mod (copy it, create a new script, paste, and change the top line scn cobStaticAppOS to a different name; you only need the one copy), look down at the bottom for the lines
				if (ChangeImage >= 1) ;Empty/Blank					PlayGroup JumpStart 1 ;Empty model					;PlayGroup Recoil 1 ;Completely blank model, uncomment and make your own script to use				endif

comment the JumpStart line and uncomment the Recoil line. Or even better
				if (ChangeImage >= 1) ;Empty/Blank					if AFKAlchemy						PlayGroup JumpStart 1 ;Empty model					else						PlayGroup Recoil 1 ;Completely blank model, uncomment and make your own script to use					endif				endif

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chloe hampson
 
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Post » Tue Mar 29, 2011 10:50 pm

Ahh, I think I see why. You're using OBSE and have them parented (to AFKHouseWeyeAlchemyAreaRef), correct? The OBSE method requires temporarily Disabling the models, which can't be done because their Disable state is locked to the parent.


Ah, yes. That was what I needed to know, thanks. Turns out I could deal with it by simply de-parenting the gear, then enabling it all in a different spot in the script. Now everything works like a charm. Thanks again for the help.
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casey macmillan
 
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Post » Wed Mar 30, 2011 4:35 am

Just coming back to Obl after a year or so, was wondering if there was a comparison of the races from cobl races rebalenced or is the only way atm by opening it up with the CS?
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StunnaLiike FiiFii
 
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Post » Wed Mar 30, 2011 11:22 am

Just coming back to Obl after a year or so, was wondering if there was a comparison of the races from cobl races rebalenced or is the only way atm by opening it up with the CS?


Comparsion of Cobl Races and Races balanced Features..I would say best bet would be the 9.x Race Balancing Project Readme which is what Cobl Races came from..

http://theelderscrolls.info/?go=9ReadMeBalancingProject

Else check the http://www.gamesas.com/index.php?/topic/1051762-relz-cobl-races-relz
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Jacob Phillips
 
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Post » Wed Mar 30, 2011 10:17 am

Comparsion of Cobl Races and Races balanced Features..I would say best bet would be the 9.x Race Balancing Project Readme which is what Cobl Races came from..

http://theelderscrolls.info/?go=9ReadMeBalancingProject

Else check the http://www.gamesas.com/index.php?/topic/1051762-relz-cobl-races-relz

Thanks for the quick reply Corepc, wasn't sure if cobl races had different stats/powers from rbp as I've been out of the loop for awhile.
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Matt Terry
 
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Post » Wed Mar 30, 2011 12:51 am

I just discovered / realized my object script for my Stealth Overhaul, Cobl mod doesn't work properly.
I attempted to add a Guide Book. It does appear in the menu, but it doesn't remove itself after closing the book.
Please, I need a bit of help. I don't want to muck up the cob scripts and I want to fix my mistake.
I can pm the script for someone to review or I can post it here. Until I can get it fixed, I must hide the mod on Nexus.
Thanks
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Sarah Knight
 
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Post » Wed Mar 30, 2011 7:31 am

I just discovered / realized my object script for my Stealth Overhaul, Cobl mod doesn't work properly.
I attempted to add a Guide Book. It does appear in the menu, but it doesn't remove itself after closing the book.
Please, I need a bit of help. I don't want to muck up the cob scripts and I want to fix my mistake.
I can pm the script for someone to review or I can post it here. Until I can get it fixed, I must hide the mod on Nexus.
Thanks

Let's see the script. Are you using the OBSE version or vanilla?
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Rob
 
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Post » Wed Mar 30, 2011 1:07 pm

Let's see the script. Are you using the OBSE version or vanilla?


OBSE 18

This is where I add the book to the guides and the config menu to the options:


Spoiler
if doonce == 0
cobOptChestRef.addItem CobStealthOpt 1
cobMenuGuidesRef.addItem cobStealthBook 1
set fQuestDelayTime to 0.5
set VBEnabled to 1
set BackstabMinSpeed1 to 1.00
set BackstabMinSpeed2 to 0.95
set Backstabminspeed3 to 0.90
set BackstabDaggerMult to 0
set BackstabIgnoreMarksman to 0
set WeaponPenaltyBase to 6
set DisableArmorPenalty to 0
set DisableUnarmoredBonus to 0
set LightArmorPenalty to 0
set Consoleoutput to 0
StartQuest SneakAbility
message "Stealth Overhaul Cobl initialized with default settings. Select +[Options] > JOG's Stealth Overhaul Settings to activate Quick Keys."
printc "Stealth Overhaul Cobl Initialized."
set doonce to 1
endif



This is the script on the book (literally a copy of the Cobl book script with my object):

Spoiler

scn cobStealthBookOS

short canRemove

begin onAdd player

if cobMenuGuidesRef.getItemCount cobStealthBook == 0
cobMenuGuidesRef.addItem cobStealthBook 1
endif

;--Ignore if added by optionsbox purge.
if cobMenuGuidesRef.state != 20
removeMe
elseif menuMode 1008
if cobSigSe.version >= 15
player.equipItemNS cobStealthBook
else
player.equipItem cobStealthBook
endif
endif
end

begin onEquip player

set canRemove to 1

end

begin menuMode 1002

if player.getItemCount cobStealthBook 1
player.removeitemns cobStealthBook 1
endif

end



Thanks for taking a look.
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Tiffany Castillo
 
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Post » Wed Mar 30, 2011 8:47 am

Not quite literal, you took a few liberties there :P
begin menuMode 1002if player.getItemCount cobStealthBook 1player.removeitemns cobStealthBook 1endifend

RemoveItemNS should be changed to RemoveMe. That might not make it work, but it will make it safer. (And if it does work, I guess scruggsy built in a safety for RemoveItemNS to not remove itself.)
...
Wait, no, the Cobl script can't work - onEquip doesn't run from EquipItem... did it ever work after it was changed in v1.64 (I ask to the ether)...
I'm not sure what bug Wrye mentions, or why it only happened in the non-OBSE script and the OBSE one was fine, or if the OBSE works... anyway, you get to be the guinea pig :)
Try
scn cobStealthBookOSshort canRemovebegin onAdd playerif cobMenuGuidesRef.getItemCount cobStealthBook == 0cobMenuGuidesRef.addItem cobStealthBook 1endif;--Ignore if added by optionsbox purge.if cobMenuGuidesRef.state != 20removeMeelseif menuMode 1008if cobSigSe.version >= 15player.equipItemNS cobStealthBookelseplayer.equipItem cobStealthBookendifset canRemove to -1endifendbegin MenuMode 1026 ;Book menuif canRemove == -1set canRemove to 1endifendbegin menuModeif canRemove == 1RemoveMeendifend

I'm guessing here that the bug Wrye ran into was - the book would remove itself before it opened.
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Kelsey Hall
 
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Post » Wed Mar 30, 2011 10:40 am

Not quite literal, you took a few liberties there :P

RemoveItemNS should be changed to RemoveMe. That might not make it work, but it will make it safer. (And if it does work, I guess scruggsy built in a safety for RemoveItemNS to not remove itself.)
...
snip

I'm guessing here that the bug Wrye ran into was - the book would remove itself before it opened.


Actually, that was just something I tried before asking for help.
the released version has removeme.

I'll give this a shot tomorrow. Thanks Haama!
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Kate Murrell
 
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Post » Wed Mar 30, 2011 9:55 am

snip...


That did the trick. TYVM!
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Kate Norris
 
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