I would like to understand how you creat this plugging for Oblivion, i am interresting to learn to creat my own plugging for script extention or adding fonction to OBSE (but i saw to much C file i don't know how all work and what file modify)
I already know programming in C and C++
Take a look at PluginAPI.h and the example plugin project, they are heavily commented with examples to get you started.
As far as the API goes it depends on what you're trying to do with your plugin. If you need to interface with game objects take a look at GameObjects.h and GameForms.h for class layouts.
Sorry, that was kind of a vague post. I've found three mods that are displaying problems: TQP, Keychain, and Ren Creature Mod. With the keychain mod, it keeps unhooking the keys when I close my inventory. Several people have posted complaints about it not working properly on the Nexus, so it makes me wonder. With Ren's, it's just creatures sometimes attacking when they shouldn't (the mod makes normal animals like wolves, rats, and lions non-aggressive). TQP... this one I found only after some testing. I'm experiencing the same problems I had back with OBSE 19 (or was it 18?) and SR Super Hotkeys - the game will randomly crash on transitions or when I open a container. Downgrading from TQP 3.2 to TQP 3.1.1 fixed the problem, but since the other two were still giving me problems, I downgraded to OBSE 19. Keychain still isn't working right, but I'm not sure if this is because it's broken with 19 (it worked before, so not likely) or because I was using 20 and went back to 19. I've never downgraded OBSE in the middle of a game before, so I don't know what effect it could have.
Hmm. You didn't have to downgrade to a previous version of any of those mods in order to revert to 0019, did you?
Link is in my signature, the latest version 2.03
Thanks, I'll take a look.
I've been meaning to replace the data structure we use to store string/array variables for 0021 to make lookup faster (constant time vs. logarithmic). If you've got a huge number of arrays then that could be a factor - I'll have a better idea after I've looked at your scripts.
Hi guys, I'm popping in from the Wrye Bash forum because I had a thought while testing an experimental version of Wrye Bash. In the future, more mods will become mergeable -- that is, their .esp plugin contents will be combined and copied into a single Bashed Patch plugin mod and the original mod will be deactivated. For example, Oscuro's Oblivion Overhaul.esp will be deactivated and all of its contents will be merged into the bashed patch. This will make the IsModLoaded command much less effective. Is there a way we can work together to provide OBSE with the list of mods that have been merged? Is there interest from the mod community in knowing which mods are merged into the bashed patch?
Some initial thoughts:
We could write a list into a text file
We could write the data into a record in the bashed patch
I had brief PM discussion about this with somebody a while ago. It'd be useful, I think, but it'd probably need to be made to also work with things like GetFormFromMod, GetModIndex, etc. I'll have to think about options for addressing it.