[Rel] Construction Set Extender

Post » Wed Jan 05, 2011 7:08 am

I just wish this came out in 07 when I still had some motivation in me, this is excellent!
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Alan Whiston
 
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Post » Wed Jan 05, 2011 5:18 am

Err I'm feeling thick headed here.

The instructions say:
1. Extract this archive to any folder and then copy the contents to Oblivion's folder.
2. Extract Construction Set v1.0’s executable into the game’s root directory and rename it as ‘TESConstructionSetOld.exe’.
3. Open the ‘ConstructionSet.ini’ file in your ‘Documents\My Games\Oblivion’ directory and set the ‘bAllowMultipleEditors’ key’s value to ‘1’.

So no. 2 - do you mean the original CS.exe? Because this is not version 1 - at least not be documentation ... it is version 4.0

This exe - is that the lame.exe - rename it to TESConstructionSetOld.exe ... if so why if one is loading via the OBSE loader.

If not then what is and where does the lame.exe go.

thanks
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Nice one
 
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Post » Wed Jan 05, 2011 4:52 pm

What? No. lame.exe is something else entirely; it's used by CSE but you're not supposed to rename it. Those are the instructions for getting the lip synching function to work (the v1.2 update of the CS broke it) by installing the original CS (as in, v1.0, where the lip synch worked) and renaming it as TESConstructionSetOld.exe.
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tegan fiamengo
 
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Post » Wed Jan 05, 2011 2:12 pm

Construction Set v1.0 means the original TESCS. You only need to worry about step 2 at all if you need to generate lip files for voiced dialogue.

lame.exe goes where the rest of CSE's files go. It should end up in the same folder as Oblivion.exe. Lame.exe is an mp3 encoding utility.
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Emmie Cate
 
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Post » Wed Jan 05, 2011 11:22 am

OK very glad I asked - thought that does not make the readme clear at all.

Without reference to that issue I can see how those who don't know would make this mistake - as in wait what exe?

thanks
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Jennifer May
 
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Post » Wed Jan 05, 2011 2:07 pm

2. Extract Construction Set v1.0’s executable into the game’s root directory and rename it as ‘TESConstructionSetOld.exe’.
3. Open the ‘ConstructionSet.ini’ file in your ‘Documents\My Games\Oblivion’ directory and set the ‘bAllowMultipleEditors’ key’s value to ‘1’.

Instructions #2 and #3 need to be carried out only if the lip sync tool is sought after.

What's not to get? It plainly says that you need "Construction Set v1.0's executable" - why would you assume it meant lame.exe?
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tannis
 
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Post » Wed Jan 05, 2011 3:09 am

Suggestion for future update: When duplicating a placed reference in the render window, can we get that to also copy the enable parent settings? The CS currently copies things like the disabled flag, but it never copies the enable parents.

Also, are any more things from the original wish list topic being planned for later?
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yermom
 
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Post » Wed Jan 05, 2011 5:36 pm

What's not to get? It plainly says that you need "Construction Set v1.0's executable" - why would you assume it meant lame.exe?

The only two places that the lame.exe are mentioned in the rtf readme is in the uninstall section and under tools used. Not explaining what it is for.

It seems odd that there would be instructions for that without background as to why that isn't a footnote. It reads like this "to start using this, back up a version of the CS that you don't even own."

I don't live with my nose in the CS and I certainly haven't written a wiki about it - I've never even owned CS version 1 - having bought the GOTY version as my first and only purchase of Oblivion (version 1.2).

Further I asked a question to clarify and got the answer - just giving feedback that to someone not so 'in the know' the instructions for installing were a bit confusing.

All that is why. And whether these reasons are sufficient and reasonable for you - they are me.
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Vicki Blondie
 
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Post » Wed Jan 05, 2011 4:47 am

1) For me there are no changes to the water its still that horrible purple colour
2) The loading of exterior cells takes at least 10 times longer with this running for example loading an area with 1600 or so objects takes at least 10mins (note i dont have low end pc and am running Windows 7 with all the annoying crap turned of eg..UAC)

1. The water fix was kinda iffy to begin with. I'll see if I can reproduce your issue on my end.
2. Were there a lot of warnings dumped to the console during loading ? Hiding the console should help speed up things in that case.

But one suggestion would be to have something in this that fixes the Lod land meshes/textures problems that TES4 has
Please elaborate.


Your right, it does work with gust pluggy and CSE and the CTD does seem to be caused by having either too many OBSE plugins or, more likely, to many commands.

I have played around a bit with what OBSE plugin I have installed and the highest number of commands I was able to get before the CS would crash is 2068.

Oh well, no more NifSE for me I guess.
The amount of commands parsed is irrelevant. Did the crashes stop after removing NifSE ?


Just one thing I was wondering, it says you fixed the "bug" with the pink water, I didn't know if you made it possible to tweak the color or if it was just going to be changed. Right now it's still pink in mine.
Look above.

A suggestion: Safeguard Oblivion.esm against being loaded as an editable master file. If you even try, the CS simply locks up, at least for me, but I'd imagine it might cause a bunch of serious problems if that were to be allowed to be edited directly.
Done.

For me the Dump Script (for active tab) doesn't work:
Fixed, thanks.
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Isaiah Burdeau
 
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Post » Wed Jan 05, 2011 3:47 am

Well, someone accused me of whining, so I sulked and threw a spanner in the works! :evil:
I have full faith that shadeMe will be able to fix this though.
Glad you finally have CSE installed :)

Do you have any plans to add more features? Turn a magnificent octopus into a magnificent giant squid? If so I'd still like to request "snap to bounding box" as an alternative to "snap to grid", and to make the default group scaling (ie by holding "s" and moving the mouse) to keep the group's objects retain their relative positions (As at the moment the group scaling through holding "s" in the render window is equivalent to batch editing)
I'll look into it.

I haven't read through this whole thread, so this may have been posted, I don't know. I found a problem with the script editor. When you copy a script, it doesn't save the format. Like line breaks and indenting. I went to copy a script to notepad, and the script was pasted on one line. Very hard to read.
Fixed, thanks.


[oh, a request] Any plans to tackle the search and replace window? Would be nice to switch out, say, every cobViNewLootBalliwogDrop list with cobViNewLootBalliwogHeader on every creature :)
Well, there are now ;)

Suggestion for future update: When duplicating a placed reference in the render window, can we get that to also copy the enable parent settings? The CS currently copies things like the disabled flag, but it never copies the enable parents.

Also, are any more things from the original wish list topic being planned for later?
Added to the scroll. And yes - I haven't forgotten about your LOD-centric ramblings :P
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Avril Churchill
 
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Post » Wed Jan 05, 2011 11:59 am

But one suggestion would be to have something in this that fixes the Lod land meshes/textures problems that TES4 has

Please elaborate.

I suspect that Brendan means the problems mentioned http://cs.elderscrolls.com/constwiki/index.php/Landscape_LOD_Tutorial.
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Trent Theriot
 
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Post » Wed Jan 05, 2011 6:28 pm

So how about adding http://cs.elderscrolls.com/constwiki/index.php/The_Elder_Scrolls_Construction_Set to the readme to avoid any potential questions, like "where to get or what is this thing"?

Edit: Removed the "offensive" part. The point of my reply was to suggest to add the link in the readme, not to teach you, Psymon.
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Yvonne Gruening
 
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Post » Wed Jan 05, 2011 3:58 am

Go ShadeMe! You're making the impossible come true. I'm trying this as soon as OBSE 20 gets out of beta.

For all I know you already did it, but would it be possible to hack the CS to have fully-resizable columns and windows (or maybe read the same data in brand new forms)? Trying to read 30-characters-long IDs in 5-characters-wide columns was never my definition of fun.

Now if only Beth would get the idea to provide the source to their tools, basic documentation for their file formats, and maybe part of the game engine in a .dll with source just like Civ IV (and soon V)... We could have this level of custom tools a few months after release instead of a few years.
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Catherine N
 
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Post » Wed Jan 05, 2011 7:32 am

@Psymon
I don't know what's the problem if one knows how to use Google, and I'm sure you do. The first result for "oblivion Construction Set v1.0" gives you the cswiki's page with the download link and description.

So how about adding http://cs.elderscrolls.com/constwiki/index.php/The_Elder_Scrolls_Construction_Set to the readme to avoid any potential questions, like "where to get or what is this thing"?

Nice reply there.

Yes of course why didn't I open up google and start searching for previous versions of the exe that I wasn't even sure was being referenced. Man I'm stupid - thank you so much for going out of your way to not only provide a link for that but also to correct me on even stating that it might not be clear what is being stated on the basic install section. How incredibly daft of me to think that I could figure out an install without using google and relying on the readme. But thanks to you and others who I'm sure can't wait to go on correcting me on this issue that is all crystal clear. Yes why didn't I just use google instead of asking in the relz thread for a bit of clarity.

Thankfully I've paved the way on this issue and it really doesn't need to be gone over again.
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kelly thomson
 
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Post » Wed Jan 05, 2011 9:53 am

I suspect that Brendan means the problems mentioned http://cs.elderscrolls.com/constwiki/index.php/Landscape_LOD_Tutorial.
I see. Thanks for the link.

For all I know you already did it, but would it be possible to hack the CS to have fully-resizable columns and windows (or maybe read the same data in brand new forms)? Trying to read 30-characters-long IDs in 5-characters-wide columns was never my definition of fun.
Unfortunately this can't be done easily. The CS makes heavy use of the Win32 API in its interface code, which doesn't support control docking.

/snip
For what it's worth - The readMe clearly states 'Construction Set v1.0' in its header, under the requirements subheading. I expect the user to know enough to find and install the plugin's prerequisites correctly. I don't see how the instructions can be any clearer. There aren't any links to the CS v1.0 for the same reason there aren't links to the latest Oblivion Patch or OBSE - They are bound to become broken or outdated over time.

All said and done, I'm glad you finally have it set up correctly.
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Jaki Birch
 
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Post » Wed Jan 05, 2011 4:45 pm

I might have missed it if it's here, but would it be possible to include a button in the script editor to automatically reformat the indentation of an existing script?
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Chloe Yarnall
 
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Post » Wed Jan 05, 2011 8:53 am

You have created the "Devils tool." Now what you do with it from here on forward will show you're merit & worth.

Just Curious: What if... a esp tries to load and has a mile long descripppppppptttttiooo.error. nnn
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Nicole Mark
 
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Post » Wed Jan 05, 2011 8:40 am

Wishlist feature: would it be possible to teach CS to recognize and compile '\n' in strings into '0Ah' newline symbol? Oblivion itself allows to format multi-lined messageboxes, but there's no way for CS to describe them, so you have to manually hex-edit the .esp if you want to format your text. Allowing CS itself to do it would make things much easier.

Does a similar project for Morrowind CS exist?
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Stace
 
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Post » Wed Jan 05, 2011 1:30 pm

I might have missed it if it's here, but would it be possible to include a button in the script editor to automatically reformat the indentation of an existing script?
Added to the scroll.

Just Curious: What if... a esp tries to load and has a mile long descripppppppptttttiooo.error. nnn
Please clarify.

Wishlist feature: would it be possible to teach CS to recognize and compile '\n' in strings into '0Ah' newline symbol? Oblivion itself allows to format multi-lined messageboxes, but there's no way for CS to describe them, so you have to manually hex-edit the .esp if you want to format your text. Allowing CS itself to do it would make things much easier.

Does a similar project for Morrowind CS exist?
OBSE allows line breaks to be added to message(box) strings. This plugin cannot be ported to TES3 CS due to technical limitations.
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Brad Johnson
 
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Post » Wed Jan 05, 2011 12:26 pm

Type this into the description box of an esp and try opening the editor.

wtffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff

Crash. with CSE

Before, the CS would only complain about a long description.


EDIT: and Pluggy 132 does need to be uninstalled for me to get the CSE to work also.
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Chloe Mayo
 
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Post » Wed Jan 05, 2011 7:34 pm

The amount of commands parsed is irrelevant. Did the crashes stop after removing NifSE ?

Well yes, but at the time i first tried using CSE I had 11 obse plugins installed.

Spoiler
  • ConScribe.dll
  • Construction Set Extender.dll
  • Elys_USV.dll
  • EnhancedMusicControl.dll
  • FastExit2.dll
  • NifSE.dll
  • OBGEv2.dll
  • OBSE_Elys_Pluggy.dll
  • OBSE_Elys_Uncapper.dll
  • SoundCommands.dll
  • sr_Oblivion_Stutter_Remover.dll

I removed all of them except Construction Set Extender.dll and slowly added them back, testing the CS after each one. The last one I added back was pluggy, so I assumed that was the problem until I read haamas post. I then went back and tried removing each dll individually, checking the more *complex* ones first.

Removing any of NifSE.dll, OBGEv2.dll, OBSE_Elys_Pluggy.dll and CSE worked fine. Removing all dlls except these and it would also work fine.

So, yeah, I have no idea whats going on.
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Ladymorphine
 
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Post » Wed Jan 05, 2011 7:14 am

Type this into the description box of an esp and try opening the editor.

Crash. with CSE

Before, the CS would only complain about a long description.
Thanks.


Well yes, but at the time i first tried using CSE I had 11 obse plugins installed.

Spoiler
  • ConScribe.dll
  • Construction Set Extender.dll
  • Elys_USV.dll
  • EnhancedMusicControl.dll
  • FastExit2.dll
  • NifSE.dll
  • OBGEv2.dll
  • OBSE_Elys_Pluggy.dll
  • OBSE_Elys_Uncapper.dll
  • SoundCommands.dll
  • sr_Oblivion_Stutter_Remover.dll

I removed all of them except Construction Set Extender.dll and slowly added them back, testing the CS after each one. The last one I added back was pluggy, so I assumed that was the problem until I read haamas post. I then went back and tried removing each dll individually, checking the more *complex* ones first.

Removing any of NifSE.dll, OBGEv2.dll, OBSE_Elys_Pluggy.dll and CSE worked fine. Removing all dlls except these and it would also work fine.

So, yeah, I have no idea whats going on.
Neither do I. I'll keep an eye out nevertheless.
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roxxii lenaghan
 
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Post » Wed Jan 05, 2011 6:13 am

Type this into the description box of an esp and try opening the editor.



Crash. with CSE

Before, the CS would only complain about a long description.


Consider yourself lucky. Everyone I've ever known who has used the CS to edit the description field has ended up with a corrupt ESP for their efforts. CSE did you a favor by crashing, your ESP should still be in one piece.
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Alina loves Alexandra
 
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Post » Wed Jan 05, 2011 5:32 am

Small annoyance with the new script editor - if a script won't compile and you press "save and save plugin" the script window will close without saving the script or warning you that it intends to close the script editor.
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Chad Holloway
 
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Post » Wed Jan 05, 2011 7:17 pm

Small annoyance with the new script editor - if a script won't compile and you press "save and save plugin" the script window will close without saving the script or warning you that it intends to close the script editor.
I'm unable to reproduce this on my end. Could you walk me through it?
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Adam
 
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