Version: v1.beta2
Date: 2010-07
Category: Magic - Gameplay
Author: JRoush
Source: http://www.tesnexus.com/downloads/file.php?id=31981
Previous Version: http://www.gamesas.com/index.php?/topic/1099722-relz-oblivion-magic-extender-v1beta1/
Contact: jroush.tesmods@gmail.com
Partial Readme:
Requirements:
=============
- Oblivion v1.2.0416
- TESCS v1.2.404 (only if you are planning to make mods using OBME)
- OBSE v0018 or higher
Description:
============
OBME extends the Oblivion magic system to make it more general and open to mod makers. In a nutshell, it is a pair of plugin libraries for OBSE that hack the game/CS code to change it's behavior. Note that this is the same principle behind OBSE itself - it's quite safe, and will not alter Oblivion.exe or TESConstructionSet.exe in any way. In this version, the key features are:
- More control in editing Magic Effects in the CS, and the ability to create new magic effects, both in the CS and in-game from scripts
- Support for 'dynamic' effect codes that are (almost) automatically managed by OBME.
- Expanded SummonActor effect handler to allow custom summoning limits
- Expanded ScriptEffect handler to allow useable magnitudes, and scripts specified for an entire EffectSetting rather than each individual effect item.
- Expanded Dispel effect handler to allow partial dispelling of effects, and to selectively target effects based on their effect code, effect handler, hostility, and the type of magic item that applied them.
- "Reclaiming" of some of the lost magicka when an effect is removed by recasting its spell, or when a summoning limit is broken.
** IMPORTANT NOTES: **
======================
- Most of the OBSE script functions that did not work in 1.beta *are* working in 1.beta2, including but not limited to GetScriptActiveEffectIndex, AddFullEffectItem, GetMagicEffectCode, and GetNthEffectItem.
- The following v0018 OBSE script functions will not work with dynamic effect codes: GetMagicEffectCounters, GetNthEffectItemScriptVisualEffect, and GetActiveEffectCodes. There are actually quite a few others, but these are the ones I haven't patched myself. I'll be requesting a fix for all incompatible OBSE functions; in the meantime remember that these three might not work as expected.
- Because this is a beta version, I have left the debugging output on. This means that long sessions in the game or CS will generate rather large log files.
- While it is *possible* to add new effects that use any of the existing handlers, it's possible some of them won't work as expected. Most haven't been tested, so feel free to experiment, and please notify me of any interesting results. Details on the handlers that have been tested can be found in 'OBME Features.pdf'
Feedback:
=========
If you encounter problem, something that is confusing or doesn't seem to work as expected, *please* *please* *please* do the following:
- Read this readme carefully. Often I've addressed the problem already, or at least included a warning.
- Reproduce the problem. If it's a crash, restart the game or CS and try to make it crash again.
- Narrow down the cause. Try to figure out the circumstances that lead to the problem. Specific bug reports are easy to fix, while bug reports like "the game crashed after I installed OBME" are just a waste of my time.
- Send me an email at jroush.tesmods@gmail.com. Include the details, and attach the log files "OBME.log" and "OBME_CS.log", which can be found in your "Oblivion\" folder.
Included Demo Mods:
===================
Included are several small demo mods with names like "OBME_*_example.esp", each of which demonstrates a different feature of OBME, and provides an assortment of spells, items, etc. that can be used to test it. See the individual file descriptions for details.
This is the second beta release. Comments and suggestions welcome. For specific bug reports, please send me a private message.
In particular, I'm open to suggestions on ways to expand the existing effect handlers.
Many thanks to everyone who took an active interest in the previous version.