[BETA] Oblivion Script Extender (OBSE) v0020

Post » Sat Sep 04, 2010 2:35 am

A couple of requests to celebrate the new year (Happy New year to all :foodndrink: ):

These should be straightforward.
Not sure if this is a wish list forum, but I'm going to ask anyways and see what everyone thinks:

This is the right place. Added to the list of things to investigate.
Could something be implemented to allow you to let a certain block be run on an external target? I need to let a Begin OnTrigger block run on many/all horses. This type of block doesn't work when it is in a Magic Ability script, it needs to be attached directly to the object through an Object script. I did this for all vanilla horses, but it means that for every mod that adds a horse to the game, a compatibility patch needs to be created.

Either an Event Handler for OnTrigger would be nice, or an expansion of ref.Call that allows you to run an Object script with vanilla begin/end blocks on the reference in that frame. With the latter solution, I could just Call for that script every frame in a Magic Ability script.

I'll see what can be done for this.
There's not much documentation for OBSE's slice notation, and I haven't used it much. I assume it's supposed to imitate Python's implementation, in which case this is inconsistent:
aString[-x] yields null.
aString[-x:-x] works fine.

Thanks, fixed.
If you are still taking requests, I would love SetIsPlayersLastRiddenHorse and/or SetPlayersLastRiddenHorse and/or SetPlayerHasLastRiddenHorse, so I could change (or nullify) the active horse without the player having to actually mount another horse.

I'll look into it.
Pinpointed the IsKeyPressed2 issue a little further:

The first text does not print. The second does.
And, after this, any other "IsKeyPressed2 0" returns true on that frame, including from a different mod.
Crazy!!

if  IsKeyPressed2 0    Print "IsKeyPressed2  TRIGGERED  - Before " endifdisablecontrol 	6 	;	Block 6if  IsKeyPressed2 0    Print "IsKeyPressed2  TRIGGERED  - After " Endif


Does not happen in v19b

That's weird. Investigating.
Does GetNthAEData return an actor value when appropriate? It's specified to return a ref, but I can't find anything else that would.

Alternately/additionally, were the various GetTotalAE's updated with built-in IsNthAEApplied?

Edit: Docs indicate GetNthAEMagicItemIndex as a shortening of GetNthActiveEffectMagicItemIndex, but it doesn't compile.

GetNthAEData appears to have been added before the active effects were fully decoded.
For a script effect, returns the script. For a bound weapon/armor, returns the base weapon/armor. For a summon, returns the base summoned creature.
The GetTotalAE cmds were updated with a final boolean arg. Pass 1 to ignore unapplied effects; omit or pass zero to include them. The arg never made it into the docs - sorry.
Yeah, the alias for GetNthActiveEffectMagicItemIndex is GetNthAEIndex.
Question about the compiling override and plugin functions. What happens when a non-supported plugin function is used in an override block and an expression is used as an argument? A simple error I presume (in the sense that the modder is informed)?

Same thing that would happen if you tried to do it in a normal script block - most likely an error about "couldn't parse this line".
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Laura-Lee Gerwing
 
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Post » Fri Sep 03, 2010 7:48 pm

This isn't exactly a helpful post, but I just wanted to say thankyou for making the OBSE. I've been making my new mod using OBSE since I started and I haven't run into any of the problems I used to. Anything I need to be able to do I'm able to do somehow, usually due to something you have added. Keep up the good work.
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Rachel Eloise Getoutofmyface
 
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Post » Sat Sep 04, 2010 1:29 am

A question about handlers: from my testing so far, only one reference can be using a handler script at any given time, right? So I guess ref walking to set an OnHit handler for every ref like if the handler script were a token doesn't really work?
Or would simply using 'SetEventHandler "OnHit" functionscript', with no arguments for target or attacker, catch all the hits in the game? EDIT2: YESSS :twirl:

Edit: oh, and happy new year everyone. Lets hope that this year's OBSE versions and wonderful modders will bring about a new era in Oblivion modding... or something like that...
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Elizabeth Falvey
 
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Post » Sat Sep 04, 2010 6:29 am

GetNthAEData appears to have been added before the active effects were fully decoded.
For a script effect, returns the script. For a bound weapon/armor, returns the base weapon/armor. For a summon, returns the base summoned creature.

Right then... request GetNthAEAV, if you'd be so kind. :) I can work around its absence if it would delay a release.
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Claire Mclaughlin
 
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Post » Fri Sep 03, 2010 8:26 pm

I'm getting a very strange error when using compiler overrides on this script.

Spoiler
Scn aaZZZZZZZTesterref			actorref			selfRefshort			baseDataIndex	Begin _OnUnEquip	call aaUUFUnEquipItem actor Initialize.baseData[baseDataIndex]["tokenItem"], 2, ""EndBegin OnDrop	if (actor.getItemCount selfRef == 0)		call aaUUFRemoveItem actor, Initialize.baseData[baseDataIndex]["tokenItem"], 2, ""	endifEnd


When I try to compile the script i get this warning:
Script 'aaZZZZZZZTester', line 12:Mismatched brackets.

If I remove the compiler overrides on the OnUnEquip block the script compiles fine.
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Harry-James Payne
 
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Post » Fri Sep 03, 2010 8:44 pm

Two requests:

An OnMapMarkerAdd event - personally I don't need the distinction between a normal discovery and a scripted discovery but I suppose it might be useful to some.

A SetTextInputTextPath - used to change the path/element that the TextInputJournal (or TextInputMessageBox) updates with the input text. I'm mostly thinking of being able to sort of make sub-textinput boxes within a menu (like being able to type a smaller string in another place of the book menu).

EDIT:
And a question about the new kParamType_Array for plugin functions. How should I extract it, just as before?
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Ray
 
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Post » Fri Sep 03, 2010 10:30 pm

@the OBSE team:

Is it okay with you guys if we (the MERP team) host an extracted copy of OBSE on our own server? We created a launcher for MERP with an auto-updating feature, and we'd love to make sure people always have the right OBSE version installed by using this updating feature. The link to this download wouldn't be published on forums or the like, it's merely for the launcher to connect to if people want to make use of it. The user will be informed of what will be updated, and naturally full credit will be given to the authors.
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Christie Mitchell
 
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Post » Sat Sep 04, 2010 1:24 am

If two of my mods both include a quest of a given name, e.g. aaaDBUtilityQuest, what will be the effect of:

RunSctiptLine "set aaaDBUtilityQuest.SomeVar to 1"

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kat no x
 
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Post » Fri Sep 03, 2010 8:26 pm

I'm getting a very strange error when using compiler overrides on this script.

Thanks, fixing.
And a question about the new kParamType_Array for plugin functions. How should I extract it, just as before?

From PluginAPI.h:
*	UPDATED v0020*	-Plugin commands can now accept arrays as arguments provided the script calling the *	 command is compiled with OBSE's compiler override enabled. Array params should be defined*	 as kParamType_Array. The argument can be extracted at run-time to an Array*, e.g.:*		OBSEArrayVarInterface::Array* arr;*		ExtractArgs(PASS_EXTRACT_ARGS, &arr);

Is it okay with you guys if we (the MERP team) host an extracted copy of OBSE on our own server?

You should probably get in touch with Ian about this.
If two of my mods both include a quest of a given name, e.g. aaaDBUtilityQuest, what will be the effect of:

RunSctiptLine "set aaaDBUtilityQuest.SomeVar to 1"


The same thing that would happen if you typed it into the console. The game would use whatever quest it finds first with that name.
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Tiff Clark
 
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Post » Fri Sep 03, 2010 11:45 pm

From PluginAPI.h:
*	UPDATED v0020*	-Plugin commands can now accept arrays as arguments provided the script calling the *	 command is compiled with OBSE's compiler override enabled. Array params should be defined*	 as kParamType_Array. The argument can be extracted at run-time to an Array*, e.g.:*		OBSEArrayVarInterface::Array* arr;*		ExtractArgs(PASS_EXTRACT_ARGS, &arr);

Ok, please bear with me, so if I use an array param for a function it must be called from within an override block?
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Cassie Boyle
 
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Post » Sat Sep 04, 2010 2:33 am

Ok, please bear with me, so if I use an array param for a function it must be called from within an override block?

Yes; if used in a normal block the CS will (correctly) give an error about an unrecognized param type.
If you prefer to accept arrays by integer ID instead as described in the PluginAPI for 0019 you still can.
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Skrapp Stephens
 
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Post » Sat Sep 04, 2010 4:15 am

The same thing that would happen if you typed it into the console. The game would use whatever quest it finds first with that name.

Thanks.

Is it possible to call a subroutine defined in another mod?
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des lynam
 
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Post » Fri Sep 03, 2010 8:06 pm

Is it possible to call a subroutine defined in another mod?
Like a User Function? Yes it's possible, first use GetFormFromMod to get the script as a ref and then use Call rRef .....
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Dalton Greynolds
 
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Post » Sat Sep 04, 2010 10:45 am

Thanks.

Is it possible to call a subroutine defined in another mod?

Thank you.
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Isabell Hoffmann
 
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Post » Sat Sep 04, 2010 6:01 am

OK, myself and Mythgaard have recently reported the following errors in the MMO thread, but due to discussion with Andalaybay of similar errors cropping up in Oblivion XP, we're reposting them here:

Mine (0019b):

Error in script 1f013526
An expression failed to evaluate to a valid result
File: Map Marker Overhaul.esp Offset: 0x0462 Command:
Error in script 7400ac85
Too few operands for operator :=
File: SupremeMagicka.esp Offset: 0x030D Command:
Error in script 7400ac85
An expression failed to evaluate to a valid result
File: SupremeMagicka.esp Offset: 0x030D Command:

Mythgaard (0020):

Error in script 33013526
An expression failed to evaluate to a valid result
File: Map Marker Overhaul.esp Offset: 0x046F Command:
Error in script b100ac85
Too few operands for operator :=
File: SupremeMagicka.esp Offset: 0x030D Command:
Error in script b100ac85
An expression failed to evaluate to a valid result
File: SupremeMagicka.esp Offset: 0x030D Command:

As you can see, both of these errors are exact duplicates of each other.

Savegames are available should you need them.

Spoiler
Active Mod Files:00  Oblivion.esm01  TR_OoT_Main.esm02  All Natural Base.esm  [Version 1.0]03  Cobl Main.esm  [Version 1.73]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]07  Armamentarium.esm  [Version 1.35]08  Kvatch Rebuilt.esm09  Better Cities Resources.esm  [Version 4.8.3]0A  Progress.esm  [Version 2.2]0B  Unofficial Oblivion Patch.esp  [Version 3.3.3]0C  Oblivion Citadel Door Fix.esp0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0F  Better Cities .esp10  LoadingScreens.esp11  All Natural.esp  [Version 1.1]12  All Natural - SI.esp  [Version 1.0]13  AN Scripts.esp14  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Symphony of Violence.esp15  MIS Low Wind.esp16  Rainbows.esp17  All Natural - Real Lights.esp  [Version 1.1]18  WindowLightingSystem.esp19  Akatosh Mount By Saiden Storm.esp++  Item interchange - Extraction.esp  [Version 0.78]1A  Enhanced Economy.esp  [Version 5.1]1B  FF_Real_Thirst.esp1C  DropLitTorchOBSE.esp  [Version 2.4]1D  Duke Patricks - Friendship Ring For Companion Detection.esp  [Version 1.8]1E  FormID Finder4.esp1F  Map Marker Overhaul.esp  [Version 3.8]20  Map Marker Overhaul - SI additions.esp  [Version 3.5]21  Enhanced Hotkeys.esp  [Version 1.4]22  DLCHorseArmor.esp23  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]24  DLCOrrery.esp25  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]26  DLCVileLair.esp27  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]28  DLCMehrunesRazor.esp29  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]2A  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]2B  Adonnays Elven Weaponry for NPCs.esp2C  DLCThievesDen.esp2D  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.7]2E  Cobl Glue.esp  [Version 1.73]2F  Cobl Si.esp  [Version 1.63]30  FF_Real_Thirst, Cobl.esp++  Cobl Tweaks.esp  [Version 1.73]31  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]32  OMOBS.esp  [Version 1.0]33  OMOBS_SI.esp  [Version 1.0]++  Adonnays Elven Weaponry for NPCs - Armamentarium piggyback.esp34  OOO 1.32-Cobl.esp  [Version 1.72]35  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod for OOO - LessReaversInGates.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - No Balrogs.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b3p3]36  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Friendlier Factions OOO.esp  [Version 3.7b3p3]37  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]38  LoadingScreens-OOO.esp++  MMM-Cobl.esp  [Version 1.73]39  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp3A  Kvatch Rebuilt Weather Patch.esp3B  The Ayleid Steps.esp  [Version 3.4]3C  TR_Stirk.esp3D  DLCBattlehornCastle.esp3E  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]3F  DLCFrostcrag.esp40  Kvatch Rebuilt_Frostcrag Reborn.esp41  FrostcragRebornCobl.esp42  Knights.esp43  Knights - Unofficial Patch.esp  [Version 1.1]++  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]44  The Lost Spires.esp45  AFK_Weye.esp  [Version 2.2.COBL]46  MannimarcoRevisited.esp47  MannimarcoRevisitedOOO.esp  [Version 0.1]48  road+bridges.esp  [Version 4.5.8]49  xuldarkforest.esp  [Version 1.0.4]4A  LostSpires-DarkForest patch.esp4B  xulStendarrValley.esp  [Version 1.2.2]4C  xulTheHeath.esp4D  XulEntiusGorge.esp4E  xulFallenleafEverglade.esp  [Version 1.3.1]4F  LostSpires-Everglade patch.esp  [Version 1.2]50  xulColovianHighlands_EV.esp  [Version 1.2.1]51  xulChorrolHinterland.esp  [Version 1.2.2]52  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]53  xulBravilBarrowfields.esp  [Version 1.3.2]54  xulLushWoodlands.esp  [Version 1.3.1]55  xulAncientYews.esp  [Version 1.4.3]56  xulAncientRedwoods.esp  [Version 1.6]57  xulCloudtopMountains.esp  [Version 1.0.3]58  xulArriusCreek.esp  [Version 1.1.3]59  xulPatch_AY_AC.esp  [Version 1.1]5A  xulRollingHills_EV.esp  [Version 1.3.3]5B  xulPantherRiver.esp5C  xulRiverEthe.esp  [Version 1.0.2]5D  xulBrenaRiverRavine.esp  [Version 1.1]5E  xulImperialIsle.esp  [Version 1.6.6]5F  xulBlackwoodForest.esp  [Version 1.1.0]60  xulCheydinhalFalls.esp  [Version 1.0.1]61  KvatchRebuilt-CheydinhalFalls patch.esp62  xulAspenWood.esp  [Version 1.0.2]63  xulSkingradOutskirts.esp  [Version 1.0.1]64  xulSnowdale.esp  [Version 1.0.1]65  FrostcragReborn-Snowdale patch.esp66  SnowdaleOOOPatch.esp67  xulCliffsOfAnvil.esp68  OOOCliffsofAnvilPatch.esp  [Version 1.0]69  NRB4+UL-II Patch.esp  [Version 5.0.1]6A  ImpeREAL Empire - Unique Forts.esp6B  ImpeREALForts+LostSpires Patch.esp  [Version 1.0.1]6C  Better Cities - House price patch.esp  [Version 1.0]6D  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]6E  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]6F  HUD Status Bars.esp  [Version 2.0.1]70  kuerteeInventoryIsABackpack.esp71  Enhanced Economy - House prices.esp  [Version 1.0]72  RealisticFatigue.esp73  RealSleepExtended.esp  [Version 2.5]74  SupremeMagicka.esp  [Version 0.89]75  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]76  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]77  SM Bounty.esp  [Version 1.22c]++  CoblDeathFix.esp  [Version 1.20]78  Duke Patricks - Combat Archery.esp  [Version 3.6]79  Duke Patricks - Actors Can Miss Now.esp7A  nGCD.esp7B  nGCD Oghma Infinium.esp++  nGCD Skeleton Key.esp7C  ProgressArmorer.esp  [Version 1.0]**  Let There Be Darkness - Cyrodiil + SI.esp**  Let There Be Darkness - Knights.esp**  Let There Be Darkness - Mehrunes Razor.esp**  Let There Be Darkness - Thieves Den.esp**  Let There Be Darkness - OOO.esp**  Let There Be Darkness - Kvatch Rebuilt.esp**  Let There Be Darkness - Lost Spires.esp**  Let There Be Darkness - UL Colovian Highlands.esp**  Let There Be Darkness - UL Lost Coast.esp**  Let There Be Darkness - UL Brena.esp**  Let There Be Darkness - UL Blackwood Forest.esp++  Item interchange - Placement.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.78]7D  Cobl Races.esp  [Version 1.52]++  Cobl Races - Balanced.esp  [Version 1.52]7E  Better Cities Full.esp  [Version 4.8.3]7F  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.7.0]80  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 4.7.0]81  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 4.8.1]82  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 4.8.1]83  Better Imperial City.esp  [Version 4.8.1]84  Better Imperial City FPS Patch.esp  [Version 4.8.1]85  Better Cities - COBL.esp  [Version 2.1]86  Better Cities - Unique Landscape Imperial Isle.esp  [Version 4.8.1]87  Better Cities Full FPS Patch.esp  [Version 4.8.1]88  Real Hunger, Cobl.esp  [Version 1.6.1]**  NRB4 Standard Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]89  Bashed Patch, 0.esp8A  MergedMaps.esp

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Baylea Isaacs
 
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Post » Fri Sep 03, 2010 10:13 pm

Posted this in the Map Marker Overhaul and Supreme Magicka threads, but it was suggested that they be posted here as well, so there it be. I'm currently running the OBSE 20 beta.

Spoiler
Error in script 33013526
An expression failed to evaluate to a valid result
File: Map Marker Overhaul.esp Offset: 0x046F Command:
Error in script b100ac85
Too few operands for operator :=
File: SupremeMagicka.esp Offset: 0x030D Command:
Error in script b100ac85
An expression failed to evaluate to a valid result
File: SupremeMagicka.esp Offset: 0x030D Command:


Additionally, and I have no idea what is causing this just tossing it in here since it may or may not be relevant; I am having some very strange issue with Messages not displaying. Most of the time, I dont get any messages for anything, harvesting, locations, etc., and the loading... message gets stuck on my screen a lot. I'm leaning towards I'm just running too many scripts in my game (Crowded Roads, FCOM, More Wilderness Life, Diverse Waterlife, etc.) but as I said it may be relevant.

Spoiler
Masters for: Save 609 - Yiff - Reaper's Sprawl, Level 55, Playing Time 103.22.56.ess00  Oblivion.esm01  All Natural Base.esm  [Version 1.0]02  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]03  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]04  Cobl Main.esm  [Version 1.73]05  Harvest[Containers].esm06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  TamrielTravellers.esm  [Version 1.39c]09  FCOM_Convergence.esm  [Version 0.9.9MB3]0A  Armamentarium.esm  [Version 1.35]0B  Artifacts.esm  [Version 1.1]0C  Better Cities Resources.esm  [Version 4.8.4]0D  NNWAEMaster.esm0E  CustomSpellIcons.esm0F  PMSneakySummons.esm  [Version 1]**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles no helms.esp10  Unofficial Oblivion Patch.esp  [Version 3.3.3]11  DLCShiveringIsles.esp12  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]13  Better Cities .esp14  Francesco's Optional Chance of Stronger Bosses.esp15  Francesco's Optional Chance of Stronger Enemies.esp16  Francesco's Optional Chance of More Enemies.esp17  Francesco's Optional Leveled Quests-SI only.esp18  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp19  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1A  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1B  Fran_Lv30Item_Maltz.esp1C  FranOBSEConfig.esp  [Version 0.5]1D  Atmospheric Loading Screens - Random Quotes.esp1E  Natural_Habitat_by_Max_Tael.esp1F  All Natural.esp  [Version 1.1]20  All Natural - SI.esp  [Version 1.0]++  phinix-waterfix.esp++  Real Lava 1.3.esp++  Louder Nirnroot Sound.esp++  Symphony of Violence.esp21  AmbientTownSounds.esp22  MIS.esp23  MIS New Sounds Optional Part.esp24  Atmospheric Oblivion.esp25  Storms & Sound.esp26  WindowLightingSystem.esp27  Ayleid Loot EXtension.esp28  Ayleid Loot EXtension - OOO Dungeons.esp**  Book Jackets Oblivion.esp29  DID3_DoubleTrouble.esp2A  Happyhannah's Wines.esp  [Version 1.1]++  Item interchange - Extraction.esp  [Version 0.78]2B  More_Vegetables.esp2C  Never die.esp2D  Q - More and Moldy Ingredients v1.1.esp2E  RAEVWD New Sheoth.esp  [Version 1.6.1]++  Regrowing Nirnroot - Dissappear Reappear.esp  [Version 1.01]++  Harvest[Containers] - SI - Ore Respawn.esp++  Harvest[Containers] - Vanilla - Ore Respawn.esp2F  Enhanced Economy.esp  [Version 5.1]30  Crowded Roads Revisited.esp  [Version 1.1]31  DropLitTorchOBSE.esp  [Version 2.4]32  Vacuity.esp  [Version 0.2]33  Map Marker Overhaul.esp  [Version 3.8]34  Map Marker Overhaul - SI additions.esp  [Version 3.5]35  Enhanced Hotkeys.esp  [Version 2.1.1]36  DLCHorseArmor.esp37  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]38  DLCOrrery.esp39  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]3A  DLCVileLair.esp3B  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]3C  DLCMehrunesRazor.esp3D  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]3E  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]**  Book Jackets DLC.esp**  GrimbotsSpellTomes.esp++  MaleBodyReplacerV4.esp++  CM_Better Wine_SI.esp3F  Nicoroshi Creations DW Light.esp40  Nicos Kynareth Archery.esp  [Version 1.0]41  Mart's Monster Mod - Hemingweys NPC and Guard Capes.esp  [Version 1.0]42  DLCThievesDen.esp43  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.7]44  Slof's Oblivion Robe Trader.esp45  Cobl Glue.esp  [Version 1.73]46  Cobl Si.esp  [Version 1.63]47  Bob's Armory Oblivion.esp48  FCOM_BobsArmory.esp  [Version 0.9.9]49  Oblivion WarCry EV.esp  [Version 1.09]4A  FCOM_WarCry.esp  [Version 0.9.9MB3]4B  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]4C  OOO-No_Guild_Ownership.esp  [Version 1.33]4D  Alluring Wine Bottles.esp**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]4E  ArmamentariumArtifacts.esp  [Version 1.35]4F  OOO 1.32-Cobl.esp  [Version 1.72]50  FCOM_Convergence.esp  [Version 0.9.9Mb3]51  Mart's Monster Mod - Diverse Runeskulls.esp  [Version 1.1]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]52  FCOM_RealSwords.esp  [Version 0.9.9]53  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]54  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  FCOM_LessRats.esp  [Version 0.9.9]55  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]56  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]57  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]58  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]59  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]5A  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]5B  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]++  TamrielTravellerAdvscript.esp  [Version 1.39c]5C  TamrielTravellers4OOO.esp  [Version 1.39c]5D  TamrielTravellersItemsCobl.esp  [Version 1.39c]5E  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]5F  kuerteeWanderingEncounters.esp++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]60  SSEE-OOO.esp61  Geomancy & Gem Dust OOO (No Spell Change).esp++  MMM-Cobl.esp  [Version 1.73]**  EVE_StockEquipmentReplacer4FCOM.esp62  AdenseEpicDungeon.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]63  AyleidArrows.esp  [Version 1.8]64  Bottomless Cavern.esp65  CaveOfWishcraft 1_1.esp66  Halls of Fortitude.esp67  LetThePeopleDrink.esp  [Version 2.5]68  NNWAREAyleidDungeons_Series1EV.esp  [Version 2.2]69  NNWAEDungeons-Series2EV.esp6A  NNWARE06-RhyeliaEmeroEV.esp6B  Shady Sam Plus.esp6C  Shivering Isles Root System.esp6D  The Ayleid Steps.esp  [Version 3.4.1]6E  Ayleid Respawn v1.0 - For The Ayleid Steps.esp6F  VaultsofCyrodiil.esp70  VaultsofCyrodiilBC.esp71  DLCBattlehornCastle.esp72  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]73  DLCFrostcrag.esp74  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]75  Knights.esp76  Knights - Unofficial Patch.esp  [Version 1.1]**  DLC_MOBS.esp77  The Lost Spires.esp78  AFK_Weye.esp  [Version 2.2.COBL]79  AFK_Weye - Oblivion XP Patch.esp  [Version 1.0]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]7A  road+bridges.esp  [Version 4.5.9]7B  xuldarkforest.esp  [Version 1.0.5]7C  LostSpires-DarkForest patch.esp7D  xulStendarrValley.esp  [Version 1.2.2]7E  xulTheHeath.esp7F  MMMMWL-TheHeath patch.esp80  XulEntiusGorge.esp81  xulFallenleafEverglade.esp  [Version 1.3.1]82  LostSpires-Everglade patch.esp  [Version 1.2]83  xulColovianHighlands_EV.esp  [Version 1.2.1]84  xulChorrolHinterland.esp  [Version 1.2.2]85  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]86  xulBravilBarrowfields.esp  [Version 1.3.2]87  xulLushWoodlands.esp  [Version 1.3.1]88  xulAncientYews.esp  [Version 1.4.3]89  xulAncientRedwoods.esp  [Version 1.6]8A  xulCloudtopMountains.esp  [Version 1.0.3]8B  xulArriusCreek.esp  [Version 1.1.3]8C  xulPatch_AY_AC.esp  [Version 1.1]8D  xulRollingHills_EV.esp  [Version 1.3.2]8E  MMMMWL-RollingHills patch.esp8F  xulPantherRiver.esp90  xulRiverEthe.esp  [Version 1.0.2]91  xulBrenaRiverRavine.esp  [Version 1.1]92  xulImperialIsle.esp  [Version 1.6.6]93  UL Imperial Isle Adense Epic Dungeon Patch.esp94  xulBlackwoodForest.esp  [Version 1.1.0]95  xulCheydinhalFalls.esp  [Version 1.0.1]96  xulAspenWood.esp  [Version 1.0.2]97  xulSkingradOutskirts.esp  [Version 1.0.1]98  xulSnowdale.esp  [Version 1.0]99  OOO-Snowdale Patch.esp9A  NRB4+UL-II+LtPD Patch.esp  [Version 3.0.1]9B  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]9C  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]9D  Pitcher Plant and Lily Ingredients.esp9E  phinix_portable_tent.esp9F  Cliff_BetterLetters.esp  [Version 1.2]A0  DS Portable Sorters.esp  [Version 1.3]A1  DS Storage Sacks.esp  [Version 1.3]++  more books teach.espA2  P1DkeyChain.esp  [Version 5.00]A3  RTSWelkyndClstrTreasure.esp  [Version 2.0]A4  Enhanced Vegetation [150%].espA5  Storms & Sound - AFK_Weye.espA6  Storms & Sound - The Lost Spires.espA7  Storms & Sound - Better Cities.espA8  Toggleable Quantity Prompt.esp  [Version 3.2.0]A9  ATakesAll.espAA  Wayshrines Improved.espAB  Quest Award Leveling SI.espAC  Quest Award Leveller.esp++  Quest Award Leveller - Battlehorn Castle.esp++  Quest Award Leveller - Vile Lair.esp++  Quest Award Leveller - Mehrunes Razor.esp++  Quest Award Leveller - Knights of the Nine.espAD  RealisticForceMedium.espAE  RealisticMagicForceMedium.espAF  EnchantmentMastery.espB0  RefScope.esp  [Version 2.1.2]B1  SupremeMagicka.esp  [Version 0.90]B2  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]B3  ArcaneArchery.espB4  RshAlchemy.espB5  RshAlchemyRecipes.espB6  EnchantmentRestore.esp++  EnchantmentRestore_Wells.espB7  SM Combat Hide.esp  [Version 1.2]B8  attack and hide medium v2.0.espB9  No psychic guards v1.2.espBA  Enhanced Grabbing.esp  [Version 0.5]BB  kuertee MMM OnLoadCS disabled hmf effects.espBC  Oblivion XP.espBD  Legendary Abilities-Reflect MOJ.esp  [Version 2.0]BE  Grandmaster of Alchemy.esp**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.78]BF  bgBalancingEVCore.esp  [Version 10.52EV-D]C0  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]C1  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]C2  bgMagicEVPaperChase.esp  [Version 1.68EV]++  PMSneakySummonCompatibility.esp  [Version 1]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]C3  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]C4  bgIntegrationEV.esp  [Version 0.993]C5  Better Cities Full.esp  [Version 4.8.4]C6  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.7.0]C7  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 4.8.4]C8  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 4.8.1]C9  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 4.8.1]CA  Better Imperial City.esp  [Version 4.8.4]CB  Better Imperial City FPS Patch.esp  [Version 4.8.1]CC  Better Cities - COBL.esp  [Version 2.1]CD  Better Cities - Unique Landscape Imperial Isle.esp  [Version 4.8.1]CE  Better Cities Full FPS Patch.esp  [Version 4.8.4]CF  TheOubliette.esp**  [GFX]_Initial_Glow-all.espD0  bgMagicLightningbolt.espD1  Detect Life Shader [New].espD2  DS Flaming Arrows.esp  [Version 1.2]++  LightSpellWhiteDimmer.espD3  qazFingerSnap.espD4  Hemingweys Capes.esp  [Version 2.00]**  NRB4 Standard Road Record.esp++  OOO Harvest Containers Filter patch for mods.esp  [Version 1.03]D5  AN Scripts.esp**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]D6  P-Froggys Automatic NPC-Respawner (1).espD7  Bashed Patch, 0.esp

User avatar
Mason Nevitt
 
Posts: 3346
Joined: Fri May 11, 2007 8:49 pm

Post » Sat Sep 04, 2010 11:45 am

Ok, here are the errors that have been reported by Oblivion XP users. For these two, both are using OBSE 19b:

Error in script 1400909a
Attempting to call a function on a Null reference or base object
Error in script 1400909a
An expression failed to evaluate to a valid result
File:Oblivion XP.esp Offset:0x088a Command: Let

loading from C:\Users\Lorenzo\Documents\My Games\Oblivion\Saves\Save 20 - Bahamut - Porto, Level 3, Playing Time 00.57.37.obse
HandleLoadGame: exception during load
Error in script 8b0030fb
Invalid array access - expected string index, received numeric.
File: Oblivion XP.esp Offset: 0x0389 Command: Let
Error in script 8b0030fb
Operator [ failed to evaluate to a valid result


I've had more of these, but up to now I've been attributing them to installation issues. I usually tell the user to do a clean save and then re-install Oblivion XP and that seems to resolve the error. There have not been any recent changes to Oblivion XP and now that other mods are having similar issues, Thomas and I thought we should post here.

Edit: I saw Thomas' comment about Supreme Magicka - SM doesn't use arrays. I think it came out before they were added. I just did a quick search for array_var on SM and nothing came up. Also, I'm using SM, Map Marker Overhaul, Oblivion XP and several of TNO's mods and am not having a problem - yet, anyway :)
User avatar
Yung Prince
 
Posts: 3373
Joined: Thu Oct 11, 2007 10:45 pm

Post » Sat Sep 04, 2010 12:44 pm



Edit: I saw Thomas' comment about Supreme Magicka - SM doesn't use arrays. I think it came out before they were added. I just did a quick search for array_var on SM and nothing came up. Also, I'm using SM, Map Marker Overhaul, Oblivion XP and several of TNO's mods and am not having a problem - yet, anyway :)


Yeah, I've been playing around with the wording trying to figure out what might've went wrong, but I'm definitely no master of scripting. All I'm getting out of this right now is two MMO users have just received the exact same error (and reported it at the exact same time, no less, perhaps the planets have aligned and the Hellmouth has opened). If SM doesn't use arrays then I can't really see how MMO could cascade its effects into it, especially since the array thrashing problem (and the errors in TNO's scripts) was supposedly dealt with when 0019b hit.

Ah, well, I'm tired right now. Time for bed. :sleep2:
User avatar
Chloé
 
Posts: 3351
Joined: Sun Apr 08, 2007 8:15 am

Post » Sat Sep 04, 2010 9:05 am

Do you have any plans to include the silent equip/unequip (equips/unequips an item but does not play the relevant sound) command I mentioned a thread or two ago? It would definetly get me back into modding.
User avatar
cutiecute
 
Posts: 3432
Joined: Wed Sep 27, 2006 9:51 am

Post » Sat Sep 04, 2010 12:05 am

Ok, here are the errors that have been reported by Oblivion XP users. For these two, both are using OBSE 19b:I've had more of these, but up to now I've been attributing them to installation issues. I usually tell the user to do a clean save and then re-install Oblivion XP and that seems to resolve the error. There have not been any recent changes to Oblivion XP and now that other mods are having similar issues, Thomas and I thought we should post here.Edit: I saw Thomas' comment about Supreme Magicka - SM doesn't use arrays. I think it came out before they were added. I just did a quick search for array_var on SM and nothing came up. Also, I'm using SM, Map Marker Overhaul, Oblivion XP and several of TNO's mods and am not having a problem - yet, anyway :)



Yeah, I've been playing around with the wording trying to figure out what might've went wrong, but I'm definitely no master of scripting. All I'm getting out of this right now is two MMO users have just received the exact same error (and reported it at the exact same time, no less, perhaps the planets have aligned and the Hellmouth has opened). If SM doesn't use arrays then I can't really see how MMO could cascade its effects into it, especially since the array thrashing problem (and the errors in TNO's scripts) was supposedly dealt with when 0019b hit.Ah, well, I'm tired right now. Time for bed. :sleep2:


Ok, I've done a little more investigating. Strategy Master actually dropped in and admitted that Supreme Magicka isn't playing nice with OBSE 19+ because it uses a lot of tokens. It appears that it's in need of an update to use some of the newer functions. The one thing that Supreme Magicka has in common with Oblivion XP is that Oblivion XP does have one script that uses a scripted effect. When you poison a weapon, Oblivion XP clones that weapon and adds the poison as a scripted effect to the cloned weapon. This has been working for years, but lately, since OBSE 19, it seems to be quirky at times. As I said, I'm not having any problems and I think most users are fine, but every once in a while an error will pop up. That's the source of the first error I reported earlier (the one with the error in script 1400909a). I'm not quite sure what to do with that script. There may not be anything that can be done.

The second error is likely an installation issue and can probably be ignored. That user was having a lot of problems and I think he was a little over ambitious on his load list.
User avatar
Chica Cheve
 
Posts: 3411
Joined: Sun Aug 27, 2006 10:42 pm

Post » Sat Sep 04, 2010 10:15 am

Well, we aim for backwards compatibility. I'll get in touch with StrategyMaster to find out what he thinks may be going on here and see about resolving it on our end.
User avatar
Tamara Primo
 
Posts: 3483
Joined: Fri Jul 28, 2006 7:15 am

Post » Sat Sep 04, 2010 6:00 am

In the meantime, I'll keep playing with the debug module you sent me and see if I can get some better info as to what went wrong.
User avatar
jessica robson
 
Posts: 3436
Joined: Mon Oct 09, 2006 11:54 am

Post » Sat Sep 04, 2010 11:25 am

Yeah it's really odd I'm not seeing the same errors. I suspect that it depends on the spells you use. Similar situation to Oblivion XP. Players won't see any problems unless they use a lot of poisoned weapons. Even at that, most are ok. It really makes tracking these down hard.

Thomas, could you try to record what you are doing when you get the errors? This might actually be a problem that could crop up in multiple mods, so if we can narrow down the activities that cause the errors then we can look for common denominators amongst these scripts. That would help Scruggsy as well if it is a backwards compatibility issue with OBSE.
User avatar
Facebook me
 
Posts: 3442
Joined: Wed Nov 08, 2006 8:05 am

Post » Sat Sep 04, 2010 9:36 am

Well, the activities I performed during the play-session the scripts errored on were mostly horseback travel, but I also did battle with a hedge wizard (who was using a frost shield) and a couple of animals, and ended it by completing the Bravil Recommendation quest. (Thank you photographic memory)

I've already ruled out the quest completion causing the problem, so I'll need to try and re-create the travel scenario and do battle with a magic user, hopefully. Thankfully, my character will be traveling to Leyawiin soon, so I'll do my best to re-create the previous play session.
User avatar
Ella Loapaga
 
Posts: 3376
Joined: Fri Mar 09, 2007 2:45 pm

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