The Oblivion Script Extender, or OBSE for short, is a modder's resource that expands the scripting capabilities of Oblivion. It doesn't make any modifications to oblivion.exe, TESConstructionSet.exe, or any other files in your oblivion install, so don't worry about permanent side effects. As of v0017, OBSE requires the 1.2.0.416 version of Oblivion.
http://obse.silverlock.org/download/obse_0019b.zip - current stable version, recommended for general use
http://obse.silverlock.org/beta/obse_0020_beta.zip - beta version, recommended for testers and mod developers only
http://obse.silverlock.org/
http://obse.silverlock.org/obse_command_doc.html - newly reformatted documentation
0020 is now available for beta testing.
What's new:
-Compiler override for passing OBSE expressions and data types as arguments to any command
-Get/SetCellLighting
-IsNthActiveEffectApplied, GetNthEffectItem
-GetMapMarkers
-PlayIdle
-ar_CustomSort
-GetPathNodesInRadius/Rect
-Is/SetPathNodeDisabled
-GetPathNodePos
-PathEdgeExists
-GetPathNodeLinkedRef
-Get/SetCellClimate
-SetCellBehavesAsixterior, SetCellHasWater
-IsCellPublic, SetCellIsPublic
-IsOblivionInterior/World, IsInOblivion
-(Set)CanFastTravelFromWorld
-GetBoundingRadius, GetEditorSize
-GetTerrainHeight
-ResolveModIndex
-SetPos_T, SetOwnership_T, ClearOwnership_T
-GetRequiredSkillExp
-HasEffectShader
-Get/SetLightDuration, Get/SetTimeLeft
-SetCreatureSkill
-SetInputText, SetTextInputControlHandler, SetTextInputDefaultControlsDisabled
Readme (abbreviated):
by Ian Patterson, Stephen Abel, and Paul Connelly
(ianpatt, behippo, and scruggsywuggsy the ferret)
Additional contributions from Timeslip, The J, DragoonWraith, SkyRanger-1, badhair, JRoush, shademe, and kyoma.
The Oblivion Script Extender, or OBSE for short, is a modder's resource that expands the scripting capabilities of Oblivion. It doesn't make any modifications to oblivion.exe, TESConstructionSet.exe, or any other files in your oblivion install, so don't worry about permanent side effects. It is compatible with the 1.2.0.416 Oblivion patch, as well as the 1.2 version of the Construction Set. Versions of Oblivion downloaded via Steam are supported as well.
[ Installation ]
If you are using a retail (non-Steam) version of the game:
1. Copy obse_1_2_416.dll, obse_editor_1_2.dll, and obse_loader.exe to your Oblivion directory. This is usually in your Program Files folder, and should contain files called "Oblivion.exe" and "OblivionLauncher.exe".
2. Run oblivion by running obse_loader.exe from the Oblivion directory.
If you use a desktop shortcut to launch Oblivion normally, just update the shortcut to point to obse_loader.exe instead of oblivion.exe.
If you are using the Steam version of the game:
1. Copy obse_1_2_416.dll, obse_editor_1_2.dll, and obse_steam_loader.dll to your Oblivion directory. This is usually "C:\Program Files\Valve\Steam\SteamApps\common\oblivion".
2. OBSE will automatically be run along with Oblivion when launched. To disable this, rename or move obse_steam_loader.dll. You do not need to use obse_loader.exe unless you are running the editor.
Scripts written with these new commands must be written via the TESConstructionSet launched with obse_loader. Open a command prompt window, navigate to your oblivion install folder, and type "obse_loader -editor". The normal editor can open plugins with these extended scripts fine, it just can't recompile them and will give errors if you try.
For mod developers:
- http://home.comcast.net/~scruggsyW/obse/ScriptViewer.zip - View offsets into compiled scripts to help debug errors reported by OBSE at run-time