[BETA] Oblivion Script Extender (OBSE) 0018

Post » Fri May 27, 2011 5:06 am

quick question . normaly i always go with the latest stable version of something. however it seems as though one of the mods i want Weather - All Natural is requireing at least version
OBSE 0018
so my question is since ive already installed 0017 which files would i have to replace to up date i went ahead and got the 5 update as well .
since i have 0017b i currently have
obse_1_2_416.dll, obse_editor_1_0.dll, obse_editor_1_2.dll, and obse_loader.exe installed

do i just replace whats currently in there with the obse_1_2_416.dll from 0018b5 and the obse_editor_1_2.dll from 0018 and use the loader form 0018

or do i have to remove obse_editor_1_0.dll

thank you
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Nana Samboy
 
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Post » Fri May 27, 2011 4:09 pm

I would remove the OBSE_editor_1_0.dll if you are going to use the new loader. After 18, older versions of Oblivion and the CS are no longer supported, I believe, and you don't want to confuse the system.

If you don't use the Construction Set, then the editor dll is not going to affect you in any case.
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Benji
 
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Post » Fri May 27, 2011 8:33 am

ok so would it just be best to remove all files from the oblivoin folder that currently pertain to obse and just follow the instructions from 0018b4 and then use the new up date file from 5 ?
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Marguerite Dabrin
 
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Post » Fri May 27, 2011 3:04 am

That is always the recommended method.

Personally, I only copy the loader and the two dll files I need. The rest is fairly useless unless you are modding with it.
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Juanita Hernandez
 
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Post » Fri May 27, 2011 3:37 pm

Has there ever been any discussion as to whether OBSE could make some non-functional commands actually work?

The "SetAtStart" command for instance, exists and compiles okay, but seems to do nothing according to the wiki.

If OBSE could make it work, then it would function properly for OBSE users, without making the mod OBSE dependent because it's not an OBSE command.
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NEGRO
 
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Post » Fri May 27, 2011 5:31 pm

First off I'm sorry I couldn't provide any feedback on new functionality I definitely was about to use in my scripts yet, but I was unable to play-test my own mods or anything else to begin with for 3 months now... still counting...

I've got just a quick question about reliable checks for requirements here.

What are the actual return values to check for with GetOBSEVersion and GetOBSERevision to check for the presence of OBSE v0018 beta 5 explicitly? And (how) are they going to change once the first final release comes out? Will a currently implemented check with ">=" comparisons still be valid by then?

Thanks in advance for any info.
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Chris Cross Cabaret Man
 
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Post » Fri May 27, 2011 2:06 pm

What are the actual return values to check for with GetOBSEVersion and GetOBSERevision to check for the presence of OBSE v0018 beta 5 explicitly? And (how) are they going to change once the first final release comes out? Will a currently implemented check with ">=" comparisons still be valid by then?
The commands return an integer. The check for 18b5 would be : if ( getOBSEVersion >= 18 && getOBSERevision >= 4 ). But IIRC, the revision number hasn't been incremented in beta 5 - It still says 3.
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bimsy
 
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Post » Fri May 27, 2011 5:56 am

What are the actual return values to check for with GetOBSEVersion and GetOBSERevision to check for the presence of OBSE v0018 beta 5 explicitly? And (how) are they going to change once the first final release comes out? Will a currently implemented check with ">=" comparisons still be valid by then?
If you're asking if the revision number is reset to 0 when v18 goes into the final release then the anwser is no.
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Fluffer
 
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Post » Fri May 27, 2011 5:55 am

Alright, then I'll stick to 18 and 3 for now and update accordingly as soon as a new release comes out.
It sure won't hurt enforcing a slightly higher requirement than really necessary. Who will keep using the beta once the final is out anyways?

Thanks for your help.
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Crystal Clarke
 
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Post » Fri May 27, 2011 10:01 am

As someone who isn't trying to make mods of his own, how can a player help test the latest beta. I've been playing with beta 5, but i don't know what's because of OBSE, and whats because of the mods that use it, y'know? I'd be happy to help, if I knew how ;)
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Jessica Nash
 
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Post » Fri May 27, 2011 11:09 am

As someone who isn't trying to make mods of his own, how can a player help test the latest beta. I've been playing with beta 5, but i don't know what's because of OBSE, and whats because of the mods that use it, y'know? I'd be happy to help, if I knew how ;)

im the same i dont make mods with it. but i look for odd things happening with mods that may depend on it. if i find a problem i see if its related to another mod first then narrow it down. so far though i havent had any problems from a players perspective with the latest beta .
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lisa nuttall
 
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Post » Fri May 27, 2011 4:20 am

hey obse team.
something weird occured to my game last night.
this error popped-up (after 45 minutes or so of playing) and affected several mods from that point onwards.
(Conscribe reported errors in Horse commands, but i saw an unexpected message in-game from my Clean up mod - so i know that other mods may have been affected.)

i saved the game and reloaded that and the problem persisted.
(it seemed all my array vars were reset.)
however, i loaded a game that was saved before the error, and it was ok.

what's weird about it?
the error message "ar_Find must be called within an OBSE expression." suggests that the problem is the context ar_Find is used.
but the mod working fine (in this regard) before and with it working fine now suggests that the context of ar_Find was and is correct.

i'm just guessing here:
so it seems that at one point in my game last night, there was a corruption of data.
and that the command ar_Find was not called on an Array variable - even though it previously was (for 45 minutes prior).
Error in script 640011f5ar_Find must be called within an OBSE expression.Error in script 640011f5Operator := failed to evaluate to a valid result    File: kuerteeHorseCommands.esp Offset: 0x00001DA0 Command: Let (0x1765)...


what do you guys think?

thanks, guys!
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Brandi Norton
 
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Post » Fri May 27, 2011 5:41 am

I just found out something absolutely horrible....I mean at least I had no idea after all these YEARS! :shocking:

I?m posting here in hopes of a quick Obse alternative...you know that effect, that last slight hope you have when the [censored] really hits the fan...



DisablePlayerControls DISABLES COMBAT AI FROM ALL NPCS

(at least from those that are fighting player).




It?s crazy, just try it...type "disableplayercontrols" during combat - the NPC will simply keep running where ever he was running like a zombie. This explains the NPCs sometimes backtracking oddly far away when running combat mods like DR, which obviously rely on being able to use that function to lock the player in all ways possible - especially when that is not even enough.

And why it?s so damn hard to make NPCs attack straight away after staggering the player. After doing anything that affects player, which requires locking player.



Because it locks NPC as well??!!! Aaargh!!!! :banghead:



I know there?s other ways...but...oh god...I know you guys have LOTS on your plate...but could you at least look into it? Maybe it would be a trivial task to cut the NPCs out of the equation?

If not...well just let me know, so that I can throw up on my computer, to celebrate all the wasted hours tweaking the scripts to fix oddities caused by this, all that less-than-perfect behaviour, and to honor all the rewriting that awaits... :yuck:
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T. tacks Rims
 
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Post » Fri May 27, 2011 5:03 pm

i have a serious problem with my mod. after a few hours of gaming (with interruption and restarting) the time it takes to save a game increases to 15 - 20 seconds. the save game size increase is normal. i compile with beta 4, but played with 4 and 5.

loading without OBSE or making a clean save solves this problem temporarily for the next few hours. i don't know if this is caused by or has something to do with OBSE. but my mod is mainly a script with strings and arrays that uses many OBSE-functions. i also found another mod that increases saving duration: MMO, that also uses arrays. i first noticed this issue after upgrading to win7 x64, so it may not appear with xp, vista or 32bit systems...

does OBSE something on saving that can take that long? can switching between beta 4 and 5 mess something up? is it a problem to access arrays in menumode? (do scripts run while saving at all?)

i don't even know where to start searching...

EDIT:

ok, i found another mod that increases save time to more than 30 secs on my system after a few minutes of playing: enhanced economy, which also uses arrays. i think it has likely to do with obse...
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C.L.U.T.C.H
 
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Post » Fri May 27, 2011 8:34 am

I just found out something absolutely horrible....I mean at least I had no idea after all these YEARS! :shocking:

I?m posting here in hopes of a quick Obse alternative...you know that effect, that last slight hope you have when the [censored] really hits the fan...



DisablePlayerControls DISABLES COMBAT AI FROM ALL NPCS
I've noticed this behaviour occasionally, but when I had detection turned off. In any case, why don't you disable every control using the disableControl command ? That, and a disableMouse call should essentially substitute the effects of disablePlayerControls. You can add them to a user function to make frequent calls easier.
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Marcia Renton
 
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Post » Fri May 27, 2011 5:32 pm

Thanks for the feedback and bug reports, folks. I intend to devote time to addressing them as the semester winds down. I'm not thrilled about having to leave 0018 in an interminable beta state but I've been following the thread and noting the issues raised.
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Shae Munro
 
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Post » Fri May 27, 2011 2:57 am

...as the semester winds down.

Ah, now I understand. :) I was getting worried that you seemed to have disappeared.

OT, are you by any chance a Lehigh student? (I ask because your profile says you're in Allentown, and because that's where my degree is from.)
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Pawel Platek
 
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Post » Fri May 27, 2011 3:45 am

Really good to hear from you again scruggsywuggsy. I got a bit worried too - with dev_akm, Wrye and the OBSE team all MIA.

As you may know, I have really pushed the OBSE array use in Enhanced Economy and Map Marker Overhaul, and it seems to work fine. There are however a few players that report excessive save times with those mods, which I believe is related to the OBSE arrays. It doesn't seem to be a general problem though.
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Christine
 
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Post » Fri May 27, 2011 6:52 am

Thanks for the feedback and bug reports, folks. I intend to devote time to addressing them as the semester winds down. I'm not thrilled about having to leave 0018 in an interminable beta state but I've been following the thread and noting the issues raised.

Really good to hear from you again scruggsywuggsy. I got a bit worried too - with dev_akm, Wrye and the OBSE team all MIA.
Likewise. :)
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Eddie Howe
 
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Post » Fri May 27, 2011 6:30 am

I encountered a strange compiler error with user-functions in my latest scripts.

Here's the function:
scn DrakeDragonRaceReplacerUpperFunctionstring_var tagIdref itemref templatelong slotmaskbegin Function {tagId, item}	;this one is getting a bit complex. select the fitting replacer template according to occupied slots	set slotmask to getBipedSlotMask item	if eval (slotmask & 20 == 20)		let template := DrakeEmptyItem ;soon to be DrakeDragonChestWraps_upper+hands	elseif eval (slotmask & 12 == 12)		let template := DrakeEmptyItem ;soon to be DrakeDragonChestWraps_upper+lower	elseif eval (slotmask & 28 == 28)		let template := DrakeEmptyItem ;soon to be DrakeDragonChestWraps_upper+lower+hands	elseif eval (slotmask & 44 == 44)		let template := DrakeEmptyItem ;soon to be DrakeDragonChestWraps_upper+lower+feet	elseif eval (slotmask & 60 == 60)		let template := DrakeEmptyItem ;soon to be DrakeDragonChestWraps_upper+lower+hands+feet	else		let template := DrakeDragonChestWraps	endif	setFunctionValue templateend


Here's the calling script (for environmental reference):
scn DrakeDragonRaceReplacerSelectFunctionstring_var slotIdstring_var tagIdref itemref templatebegin Function {slotId, tagId, item}	;select proper function according to slot	if eval (slotId == "upperbody")		let template := DrakeDragonRaceReplacerUpperFunction tagId item	elseif eval (slotId == "lowerbody")		let template := DrakeDragonRaceReplacerLowerFunction tagId item	elseif eval (slotId == "hands")		let template := DrakeDragonRaceReplacerHandsFunction tagId item	elseif eval (slotId == "feet")		let template := DrakeDragonRaceReplacerFeetFunction tagId item	elseif eval (slotId == "hair")		let template := DrakeDragonRaceReplacerHairFunction tagId item	elseif eval (slotId == "tail")		let template := DrakeDragonRaceReplacerTailFunction tagId item	endif	setFunctionValue templateend


And the line "let template := DrakeDragonRaceReplacerUpperFunction tagId item" throws an error "More args provided than expected by function or command."
If I'm counting right though it's 2 expected against 2 provided... or did I miss something obvious?

Where did I mess up?
Any help will be greatly appreciated. Thanks in advance as usual.
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RaeAnne
 
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Post » Fri May 27, 2011 10:44 am

That's because you have to write: "let template := Call DrakeDragonRaceReplacerUpperFunction tagId item"
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Daniel Holgate
 
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Post » Fri May 27, 2011 10:12 am

Any chance of a GetNthSummon and GetNumSummons for in the future? Currently GetNthFollower and GetNumFollowers does not include summons while GetFollowers does. From a novice point of view this means you are able to distinguish between the two, or not? :unsure:

Another thing, I just discovered Call works without problems when used in result script (quest stages, probably dialogue aswell). I always thought any sort of 'temp' script would not work with Call/Arrays/etc. Is there a difference between how result scripts work and how the console works? Or was it a design choice to not have it work from the console? :mellow:

-kyoma
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Bad News Rogers
 
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Post » Fri May 27, 2011 2:53 pm

Feedback - The crashes I was experiencing with the beta 5 prototype were fixed in the latest build.
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Sharra Llenos
 
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Post » Fri May 27, 2011 7:08 am

Feedback - The crashes I was experiencing with the beta 5 prototype were fixed in the latest build.

Latest build?

Public, or private test?
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Andrew Tarango
 
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Post » Fri May 27, 2011 5:03 pm

Latest build?
Latest build = The one linked in the 1st post. Prototype - The early test version of the beta 5 fix (unreleased).
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Rachel Tyson
 
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