[Rel] Construction Set Extender

Post » Tue Jan 04, 2011 5:53 pm

Construction Set Extender
Showing the CS the love it deserves
version 4.0

Requires http://obse.silverlock.org/



Download : http://www.tesnexus.com/downloads/file.php?id=36370


Next Thread: http://www.gamesas.com/index.php?/topic/1158265-rel-construction-set-extender/


Description

A wise old person once started a thread in the BGS forums with these words:

We've all done it at some point - Wished that Bethesda would fix the damned thing *show of rage* ... and add some of those godsend features that would make life so much easier.

Unfortunately, nothing ever came of it. Beth moved on to creating more trouble with the GECK, leaving us in the dust with an aging, one-legged buzzard. But hope springs eternal. I've created this thread just in case a lone (and handsome) vagabond chances upon it and takes to themself the task of fattening the damned bird.


*tumbleweeds fly* *the wind makes an obscene sign in the sand* *the snow…oh* *the smoke clears, albeit slowly*

“Well, I’ve been told that I’m handsome…”




Fine Print

The Construction Set Extender is a lone and handsome vagabond OBSE plugin that enhances the TES4 CS by fixing various bugs and adding new tools. One may say it makes the CS what it was meant to be, but that would be a lie [snip]*.

* - Modified for political correctness.

By popular request, here's the abridged version of the manual:
Spoiler

Changes to existing tools
Creation and modification of master files:
Master files can be actively edited and saved in the CS by setting them as active plugins. They will retain their master file status upon saving.

Modification of master file header info:
The Author and Description fields of master files are no longer disabled by default and can be edited like any other plugin file.

Removal of the need for mod de-isolation:
The CS will now automatically save loaded ESP files as masters of the active plugin.

Enhanced Find Text tool:
Entries in the find text dialog can directly be invoked for editing, i.e., double clicking the results of a search will bring up the corresponding item’s dialog box or load the object into the render window if it is a reference.

Loading of plugins with missing masters:
The CS no longer exits with an error message when a loaded plugin has a missing master. It will now skip the master altogether.

Door markers have property dialogs:
Double clicking on door markers will now bring up their reference properties dialog box.

Warning message boxes are forever banished:
Warnings generated by the CS are now logged to the new Console window.

Fast Exit for the CS:
Similar to the FastExit plugin for the runtime; quickly exits the CS.

Saving plugins as ESM files:
The CS can now save plugins as either ESP or ESM files.

Enhanced Save Script confirmation box:
The confirmation message box now has a cancel option.

Enhanced Recompile All Scripts tool:
The recompile all scripts tool now only parses scripts in the active plugin.

Logging of recompile results:
The results of a recompile operation are logged to the Console.

Icons with mipmaps are allowed as usable textures:
Icons with mipmaps can be previewed correctly and the CS no longer generates errors about the matter.

Unknown record and group types are allowed:
Plugins containing unknown records, sub records or group types no longer crash the CS.

Maximum compiled script size doubled:
Compiled bytecode size has been increased to 32KB.

Script compiler errors accumulate:
Compiler errors are displayed on a per-script basis.

Saving plugins when there are open dialogs:
The ?Allow Unsafe Saves? CS INI setting is permanently enabled.

BSA Archives are no longer loaded selectively:
All BSA archives in the Data folder are loaded at startup, regardless of their connection to an active plugin.



Fixes for existing bugs
Response editor microphone bug:
Fix for the CTD that occurs on machines with Realtek soundcards, when the response window is initialized without a microphone plugged in its socket.

Topic info data reset bug:
Fix for the bug that automatically clears result script text and info flags if they are visible when a new topic is added to the topic list.

Face-Gen bug:
Fix for the CTD that occurs due to the improper initialization of the facegen renderer in NPC and creature dialogs.

Identical-to-master dialog and worldspace edit bug:
Fix for the version control related bug that makes unnecessary edits to cells, dialogs and worldspaces should one of the plugin’s masters have an active record of the same.

Race description dirty-edit bug:
Fix for the bug that copies race description from one race record to another if the latter were to invoke the spell checker.

Pink water bug:
Not a bug per-se, but what the heck! Fix for the ugly pink water used by default.

BS-Assertion bug:
This bug is deep rooted in the editor code and tends to cause a fairly large number of CTDs for no reason.

Render window menu item bug:
Fix for the bug that prevented the Render window for being closed when using the View > Render Window main menu item.

Topic info copy bug:
Fix for the bug that caused the wrong topic info record to be flagged as modified during a copy operation.

Lip Sync Generator:
The infamous lip sync tool has been finally fixed! More details in the next section.



New tools
Script Editor:
The CSE Editor is a complete replacement for the CS’ vanilla script editor. It has been written from scratch and is basically superior to the vanilla in every way. Its design is supposed to be intuitive enough to allow even new CS users to get used to it and its many advanced features.

Centralized Use Info Listing
The use info listing tool is basically a conglomeration of the use reports of every loaded record in the CS. It allows easy look up of cell andobject use lists through its centralized listing.

Batch Reference Editor
The batch editor for references lives up to its name in most areas of the batch editing of references.

Enhanced Asset Selection Tool
Asset selection i.e., selection of textures, meshes, sound files, speedtree files and animationfiles, has been overhauled for intuitive access.

Console Window
The console window is the standard output for all of the construction set’s (and CSE’s) output operations.

Quick-Load Plugin
When checked, the CS loads the active plugin exclusively.

Startup Plugin
‘Set As Startup Plugin’, is used to auto-load a plugin on CS startup.

Load Script Window & Script on Startup
CSE comes with INI settings to allow the spawning of a script window on CS startup, as well as loading a script into it.

Hide Unmodified Forms
This tool toggles the visibility of records that aren’t modified by the active plugin.

Save As
This tool allows the active plugin to be saved under a different name.

Hide Deleted Forms
This tool toggles the visibility of records that have been marked for deletion.

Set Form ID
This context menu tool allows the modification of the formID of the selected record.

Mark as Unmodified
This context menu tool marks the selected record as unmodified.

Undelete
This context menu tool restores deleted records.

Jump to Central Use Info List
This context menu tool opens CSE’s Use Info Listing tool and selects the selected record.

Unload Current Cell
Unloads the cell loaded into the render window.

Enhanced Response Editor
The response editor has been modified to provide a more streamlined interface to mod authors.



API
CSE comes with an API of its own that exposes some of its components to 3rd party OBSE plugins.


Update: Please refrain from using any preprocessor directives in scripts - The preprocessor component is being rewritten and serialization format may change with the next build. This message may be ignored if you don't mind manually copying the preprocessed text b'ween this build and the next. Apologies for the inconvenience.



Compatibility

This mod is, and should be, compatible with every other mod there is.



Credits

Special thanks to :
  • Ian Patterson, Stephen Abel and Paul Connelly (The OBSE Team) – For keeping up the Oblivion Modding spirit and providing the modding community with TES4 Oblivion's Elixir of Immortality
  • LHammonds – For his Readme generator
  • Scruggsywuggsy the ferret - For putting up with me over the course of CSE's development, providing advice, adding stuff to OBSE as I needed and letting me do all sorts of immoral stuff to the code. Kudos to you, mate!
  • IanPat – Same as above.
  • Cipscis - For inspiring the very first version of the plugin that came to become CSE.
  • haama, Waruddar, Corepc, kyoma, DragoonWraith, PacificMorrowind, tejon, JRoush and Vacuity - For taking interest in and testing the plugin and working with me through the many arduous months of development. Hats off to you guys!
  • Sen-Chan, CorePC, lilith, daemondarque and the rest of the ... group - For being such a friendly bunch and keeping me company.
  • Lilith – For proof-reading the manual.
  • All the modders who contributed to the 'CS Wishlist' and 'Script Editor Wishlist' thread - CSE's chock-full of your suggestions and requests.
The Rest of the Modding Community – For the inspiration I needed to start modding and all the wonderful mods which I use.
Bethesda – For providing a great game Construction Set with enough flaws to keep us me busy.


Change Log

Spoiler
4.0 - Initial (Public) Release

User avatar
sara OMAR
 
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Post » Wed Jan 05, 2011 3:08 am

Beat my magnificent octopus, Skyrim!
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Carlitos Avila
 
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Post » Wed Jan 05, 2011 2:51 am

Yay! :D

EDIT: With my post secured as first, I can now spam emotes at will: :tops: :clap: :hugs: :woot: :happy: :drool: :bowdown: :goodjob: :celebrate: Darn, there appears to be a limit.

2011 sure is shaping up to be a great year.
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Shannon Marie Jones
 
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Post » Tue Jan 04, 2011 10:45 pm

And we are GO :cake:
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Sudah mati ini Keparat
 
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Post » Tue Jan 04, 2011 12:14 pm

Hahaha, ShadeMe, Beth should be paying you for buying their games, because you bring so much out of them that I'm sure Beth is left staring in awe.
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Crystal Clear
 
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Post » Tue Jan 04, 2011 5:42 pm

One may say it makes the CS what it was meant to be, but that would be a lie given how uncreative Beth’s talent is - Take a look at Oblivion.


That's just simply rude and arrogant.
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Laura Simmonds
 
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Post » Tue Jan 04, 2011 7:53 pm

That's just simply rude and arrogant.

And completely true, when you compare what they've created after years of work getting paid with what some modders have created in a year or two or less with nothing but their wills and free time. Sure, Oblivion is a great game, but if you took out all of Beth's content, I'm sure you could make just as good a game if not better from mod content (minus things like voice acting, but that's one of the few things that has been done better professionally). I doubt more than a tiny percentage of us would still be here playing the game if it weren't for mods.

Beth has a lot of talented professionals, but it's almost as if they lack the sort of creative vision that many of the best modders possess. (Did Beth think of CSE? No. I rest my case. :P) I understand that's just part of what happens when you go from 'we do this for fun' to 'we do this so we can eat', but that doesn't mean shadeMe's statement was wrong.
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Bones47
 
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Post » Wed Jan 05, 2011 12:30 am

That's just simply rude and arrogant.
Heh, you should read my other threads :D

PS: Please don't take what I post to heart - I jest. Most of the time.
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Latino HeaT
 
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Post » Tue Jan 04, 2011 12:18 pm

Awww....I wanted to have the first post! :P
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Chloe Yarnall
 
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Post » Tue Jan 04, 2011 10:20 pm

Heh, you should read my other threads :D



Aaaah, that reminds me of something I wanted to ask, ShadeMe, on your flyspeck creations page, what's up with the last entry, the one entitled 'ShadeMe' with no description?
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OTTO
 
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Post » Tue Jan 04, 2011 6:40 pm

Aaaah, that reminds me of something I wanted to ask, ShadeMe, on your flyspeck creations page, what's up with the last entry, the one entitled 'ShadeMe' with no description?
hehe :shifty:
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Rachel Hall
 
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Post » Tue Jan 04, 2011 11:40 pm

hehe :shifty:


Why do you vex me so :sadvaultboy:
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gemma
 
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Post » Tue Jan 04, 2011 6:06 pm

wrinklyninja:
My point is that it's always easier to iterate someone else's work than develop a whole system from the ground. Therefore discrediting the team that gave us the tools to improve their game (or should I say, make it cater to specific tastes) is like biting a hand that feeds you. Plain silly.

I'm not dissing the mod community; in fact I've been lurking in the shadows since Morrowind was released and it too would not be playing TES games if it was not for mods. But I'm not getting this sense of entitlement and superiority among some (not all) modders. Many people don't seem to realize the amount of work and skills that goes into professional games development, of course that's the case with many modding communities not only this one.

shadeMe:
Perhaps my comment was a little bit uncalled for; I too voice harsh criticism online without realizing how rude does it sound. But ever since Skyrim was announced, the level of, often irrational, criticism aimed at Beth had went through the roof. I do feel that this is partially fuelled by modders; even if you're not serious, there's a lot of kids around here who may take your words for granted.

Maybe I should just stop reading Skyrim general for the next few weeks. :brokencomputer:
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Sheila Esmailka
 
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Post » Wed Jan 05, 2011 12:21 am

:trophy:

This mod is incredibly awesome. So awesome, in fact, that it's not really a mod at all - this is something that every Oblivion modder should have by default. It's in the same category as Wryebash, TES4Edit, and OBSE itself.
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Alexandra Louise Taylor
 
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Post » Tue Jan 04, 2011 11:09 pm

So far this is just a thread of people who know each other having a good laugh together, posting smilies and arguing about who's the best - modders or Beth.



The Description lacks ANY description with regards what CSE is/does.

Care to put out a bit of detail as to exactly what this does to extend the CS?
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CHangohh BOyy
 
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Post » Tue Jan 04, 2011 8:14 pm

The Description lacks ANY description with regards what CSE is/does.

Care to put out a bit of detail as to exactly what this does to extend the CS?
I was relying on the timing and hype to pique folks enough to download the package and read its 8-pages long manual :P

Nevertheless, here's an http://www.gamesas.com/index.php?/topic/1104351-discussion-cs-wish-list/ the vaguely alludes to some of the stuff CSE includes.
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Charleigh Anderson
 
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Post » Tue Jan 04, 2011 12:59 pm

Finally! :celebration:

Continuing to jerk ShadeMe's chain...:)

Oh, and btw, I got my husband that game for Christmas - it is truly bent. That it's your avatar is perfect :) He got me the 3d tactile vest, but it's stuck in the mail, so I haven't actually received it yet...
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danni Marchant
 
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Post » Tue Jan 04, 2011 11:46 pm

The Description lacks ANY description with regards what CSE is/does.

It makes modders [this description is not appropriate for family viewing]
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Rodney C
 
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Post » Tue Jan 04, 2011 4:43 pm

I was relying on the timing and hype to pique folks enough to download the package and read its 8-pages long manual :P


Bah. Fine. Interest piqued. *goes to download*
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willow
 
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Post » Tue Jan 04, 2011 2:11 pm

So far this is just a thread of people who know each other having a good laugh together, posting smilies and arguing about who's the best - modders or Beth.



The Description lacks ANY description with regards what CSE is/does.

Care to put out a bit of detail as to exactly what this does to extend the CS?

I'm kind of here with respect to the opening post, but this sounds like a great addition the Oblivion modding tool set.


Thanks!
- Tomlong75210
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CSar L
 
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Post » Tue Jan 04, 2011 1:35 pm

I watched a presentation from Todd, after fallout, where they addressed some of the concerns developing the games. One aspect was stopping improvement because they had to - perhaps it had to do with the certification methods and portability to other platforms. Something in those lines, since I am by no means an "expert".
They presented the (extreme, rather bad) example of diablo iii - still patching and testing and the game still hasnt come out - but I got the impression beth are improving future games on an ongoing basis (hope so for skyrim at least).

Anyway, I thank you for this.
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Red Sauce
 
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Post » Tue Jan 04, 2011 8:38 pm

Well, I've looked through the manual and it looks too good not to use. It seems to fix all the things I needed to be fixed...

Are there any issues with it though that you know of? I don't want to risk messing up my mod and losing potentially large amounts of work...
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Chelsea Head
 
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Post » Tue Jan 04, 2011 4:02 pm

Are there any issues with it though that you know of? I don't want to risk messing up my mod and losing potentially large amounts of work...

Always keep back ups, because vanilla CS will randomly* add and modify records. But, no, I've been using it for Cobl and it's worked wonderfully... at least for the leveled list, few world changes, and script changes that I've done... oh, and the ability to load up the master file without needing to switch back and forth :celebrate:

The only issue at this point - if you have Windows XP, don't use "Load Script"... or at least use it with care - after loading the script, bring up the load dialogue again, navigate to your Oblivion directory (the one with the exe), load up one of the texts there, and Ctrl-Z to go back to the real script. It seems that when you navigate away from the Oblivion directory while looking for your scripts, it changes a variable in CSE so it starts treating the script directory as your Oblivion directory. Of course, your script directory doesn't have a /Data/ folder full of mods, so CSE gets confused and can't save (yep, I'm sticking with those terms). This only happens with Windows XP, not Windows 7, and I don't know if Vista has been tried but I'd guess it doesn't happen.

*As with all Bethesda bugs, random means only under certain conditions... however those conditions are either unknown, incredibly complex so we're not quite sure, well known but so odd that they sneak up on you, or, because the CS was written by followers of the Old Ones, all three at once.
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Ana Torrecilla Cabeza
 
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Post » Tue Jan 04, 2011 10:13 pm

http://www.tesnexus.com/downloads/file.php?id=16288 crashes TESCS.
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Katey Meyer
 
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Post » Tue Jan 04, 2011 7:54 pm

I cannot figure out how to get this to work. I put everything in the right file paths, have OBSE 20, and yet when I load up the CS it's the exact same as it was. :(
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Lloyd Muldowney
 
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