[Relz] OBSE Plugin - MenuQue

Post » Mon May 02, 2011 8:24 pm

Thank you all, that will definitely shorten the amount of time needed to compile a list. And as such, I'll have more time to work on other stuff.

Which brings me to the reason for this post, what would you all say if I now have a GetMousePos function that (reliably) returns the X/Y position of the mouse in menumode (and even with just the console)....


That might be useful for me actually - when I get Oblivion XP on board. Thank you :)
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I’m my own
 
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Post » Tue May 03, 2011 4:07 am

Having decided to upgrade many of my mods that now use Menuque, I seem to have a problem. Menuque will not load! I've tried both V5 and V6, but mods complain it isn't available.
Checking OBSE.log I find (extract):-
plugin E:\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dll (00000001 OBSE_Elys_Pluggy 0000007D) loaded correctlychecking plugin E:\Oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dllcouldn't load plugin E:\Oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dllchecking plugin E:\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dllplugin E:\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 00004100) loaded correctly

I've searched but can't find any ref to this or any special steps needed for installation?
(A problem with the install being on E:?)
Any ideas?
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Marquis T
 
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Post » Mon May 02, 2011 8:02 pm

Having decided to upgrade many of my mods that use Menuque, I seem to have a problem. Menuque will not load! I've tried both V5 and V6, but mods complain it isn't available.
Checking OBSE.log I find (extract):-
plugin E:\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dll (00000001 OBSE_Elys_Pluggy 0000007D) loaded correctlychecking plugin E:\Oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dllcouldn't load plugin E:\Oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dllchecking plugin E:\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dllplugin E:\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 00004100) loaded correctly

I've searched but can't find any ref to this or any special steps needed for installation?
(A problem with the install being on E:?)
Any ideas?
Do you have OBSE v19? I may have forgotten to mention it somewhere. Else....not sure what could be the problem. :unsure:
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Budgie
 
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Post » Mon May 02, 2011 6:33 pm

Thanks for the swift response. Yes, I am using OBSE19b. It's making me scratch my head. At first I assumed I'd missed something important, but not that I can see. I'm baffled. Never had an OBSE issue before. Installing and using Wrye Morph was simple (for example). I do use Win2000, if that matters. Any additional diagnostics I can do for you?
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djimi
 
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Post » Mon May 02, 2011 9:05 pm

Thanks for the swift response. Yes, I am using OBSE19b. It's making me scratch my head. At first I assumed I'd missed something important, but not that I can see. I'm baffled. Never had an OBSE issue before. Installing and using Wrye Morph was simple (for example). I do use Win2000, if that matters. Any additional diagnostics I can do for you?
Hmmm, not really. I don't have the faintest idea why it would fail to load. Atleast, while it would only fail for you (I'd expect that if it wasn't working other reports would have been made).
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Gisela Amaya
 
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Post » Tue May 03, 2011 9:21 am

Thanks for the swift response. Yes, I am using OBSE19b. It's making me scratch my head. At first I assumed I'd missed something important, but not that I can see. I'm baffled. Never had an OBSE issue before. Installing and using Wrye Morph was simple (for example). I do use Win2000, if that matters. Any additional diagnostics I can do for you?

Did you also have the CS open at the time?
If so, try running the game without the CS open and see if the plugin loads successfully.
The log message means Windows couldn't load the .dll for some reason, including path not found, DLLMain() returned FALSE (does this ever happen, kyoma?), etc.
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Robert DeLarosa
 
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Post » Mon May 02, 2011 7:24 pm

The log message means Windows couldn't load the .dll for some reason, including path not found, DLLMain() returned FALSE (does this ever happen, kyoma?), etc.
If you mean the dllmain.c file then no, it should always return true (I haven't changed anything in it). If you mean the OBSEPlugin_Query and/or OBSEPlugin_Load then yes, they may return false (when interfaces aren't found or version mismatches, etc). But nothing special though. :(
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Sammygirl500
 
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Post » Mon May 02, 2011 6:19 pm

Nope. The CS was not open at the time. I launch OBSE via Wrye Bash and always have Bashmon running if it matters.
The only diagnostic I can add at present is that something is spamming messages to the console every few seconds:-

"OBSE ver was modified. 8.3 => 19.6."

In addition, I had (one) crash of a type I've never seen before. I'm sorry I don't have the exact error message but it was a complaint about a 'raw opcode' followed by a cleanish windows shutting down Obvlivion.exe.
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Anne marie
 
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Post » Tue May 03, 2011 3:29 am

Nope. The CS was not open at the time. I launch OBSE via Wrye Bash and always have Bashmon running if it matters.
The only diagnostic I can add at present is that something is spamming messages to the console every few seconds:-

"OBSE ver was modified. 8.3 => 19.6."

In addition, I had (one) crash of a type I've never seen before. I'm sorry I don't have the exact error message but it was a complaint about a 'raw opcode' followed by a cleanish windows shutting down Obvlivion.exe.

That message is from EDialog or Estrus, by cotyounoyume. See http://www.gamesas.com/index.php?/topic/1131224-relz-oblivion-script-extender-obse-0019/page__hl__+__st__40.
Yeah, confirmed MenuQue v6 is loading correctly here (editor & runtime).
If you get a crash with that error (or any other error) again, please post it.
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Oyuki Manson Lavey
 
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Post » Mon May 02, 2011 7:18 pm

Thanks. I had just disabled MenuQue and the mods that needed it and found that the message was still present. A text search found that mod. I've eliminated that as an issue I think.

If the crash recurs, I'll get fuller details.
Edit: As luck would have it, no Dr Watson for the incident. My guess it was something failing because MenuQue was needed but not available.
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Thomas LEON
 
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Post » Tue May 03, 2011 12:30 am

Thanks. I had just disabled MenuQue and the mods that needed it and found that the message was still present. A text search found that mod. I've eliminated that as an issue I think.

If the crash recurs, I'll get fuller details.
Edit: As luck would have it, no Dr Watson for the incident. My guess it was something failing because MenuQue was needed but not available.

PM'ed with a build which should output an error code to obse.log when plugin fails to load.
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N Only WhiTe girl
 
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Post » Tue May 03, 2011 8:09 am

Thanks. The result was:-
checking plugin E:\Oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dllcouldn't load plugin E:\Oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll (Error code 127 (0000007F)

Edit: Dealt with the Warning issue and without MenuQue Dependant mods, my game seems rock stable again. Strange indeed! Looks like is isn't an OBSE19b issue.
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Auguste Bartholdi
 
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Post » Mon May 02, 2011 10:57 pm

This seems like it might be a problem with Visual Studio 2010 not supporting Windows2000. (The dark day will come with WindowsXP, and that will be dreadful.) As requested:-
checking plugin E:\Oblivion\Data\OBSE\Plugins\\obse_plugin_example.dllcouldn't load plugin E:\Oblivion\Data\OBSE\Plugins\\obse_plugin_example.dll (Error code 127 (0000007F)

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Your Mum
 
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Post » Mon May 02, 2011 7:20 pm

This seems like it might be a problem with Visual Studio 2010 not supporting Windows2000. (The dark day will come with WindowsXP, and that will be dreadful.) As requested:-
checking plugin E:\Oblivion\Data\OBSE\Plugins\\obse_plugin_example.dllcouldn't load plugin E:\Oblivion\Data\OBSE\Plugins\\obse_plugin_example.dll (Error code 127 (0000007F)


Thanks. kyoma, there's not a good way to work around this using VS 2010. But if you build in VS 2008 (free Express edition is available from MS) it will generate a .dll compatible with Win 2000.
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Post » Mon May 02, 2011 6:40 pm

Thanks. kyoma, there's not a good way to work around this using VS 2010. But if you build in VS 2008 (free Express edition is available from MS) it will generate a .dll compatible with Win 2000.
Hmmmm, bummer, I kinda liked the new stuff in VS2010. :(
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Elisabete Gaspar
 
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Post » Tue May 03, 2011 2:42 am

Yeah, it's a shame Microsoft doesn't pay more attention to backwards compatibility!
If you can do a version in VS2008, it would be greatly appreciated.
I really want to use and investigate the abilities of this plugin.
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Lucky Girl
 
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Post » Tue May 03, 2011 12:09 am

Congrats to your release of MenuQue Kyoma. :celebration:

I've just installed Oblivion (again!!!) and here is the mods I want to use. I need your advice about these mods. :)

Installed
Spoiler
UOP+UOP (SI)+UOMP (latest version)
obse0019
Pluggy 1.31
HGEC Body 1.21
http://www.tesnexus.com/downloads/file.php?id=11280 1.6 omod
http://www.tesnexus.com/downloads/file.php?id=25912 omod
Official DLC (Castle Battlehorn, Frostcrag, Horse Armor, Spell Tomes, Thieves Den)
Bashed Patch (Already Rebuild in WryeBash290)

Not installed
Spoiler
TheNiceOne (almost every mod he had released)
Corepc's Tamriel Travellers 1.39
Emma's all cottages+Companion Vilja (omod)
Elven Map Redux (omod)
Vargr's http://www.tesnexus.com/downloads/file.php?id=31273
Arthmoor (almost every mod he had released)
mariedanj's West Roads 1.3 omod
UL 1.60 omod
Illiana's http://www.tesnexus.com/downloads/file.php?id=25023
Other released Elsweyr mods
Lady Nerevar's Hammerfall
Bartholm, Kvatch Rebuilt, Stirk
Cobl 1.72, Cobl Races, Summon Luggage
CM Partners Basic Mod 2.0 omod
Castle West Weald
AntiScamp's http://www.tesnexus.com/downloads/file.php?id=34584, http://www.tesnexus.com/downloads/file.php?id=35471

...it seems I forgot the rest of my mod list

Below is the mods I still consider to add to my game. Any suggestions?

Consider
Spoiler
T.I.EOOO 1.33ROM


Thanks in advance. :)
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Teghan Harris
 
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Post » Tue May 03, 2011 9:25 am

Woah, been away for quite some while. Seems like I missed much. ;)
Hopefully I get some time to play with these functions in the near future, they look amazing. :wub:
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Cat
 
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Post » Mon May 02, 2011 6:34 pm

Released version 7.0
Too tired to post full changelog, not that full anyways, all that matters is that TheNiceOne knows what's new....and sorry for the long wait


Congrats to your release of MenuQue Kyoma. :celebration:

I've just installed Oblivion (again!!!) and here is the mods I want to use. I need your advice about these mods. :)
Thanks in advance. :)
While I am flattered you would ask me for advice I'm not sure what kind of advice I could provide. I mean, I barely play Oblivion and I rarely search for mods these days.


Woah, been away for quite some while. Seems like I missed much. ;)
Hopefully I get some time to play with these functions in the near future, they look amazing. :wub:
In that case I'll let you in on a little secret, next version will finally have....*drums*.....X-Skills! Since I already made the transition from Oblivion-scripting to C++ many obstacles have already been cleared. Things I wouldn't have been able to do properly by simple scripting. Short list:
  • GetAllXSkills
  • CreateXSkill
  • DeleteXSkill
  • SetXSkillData
  • GetXSkillData
  • GetXSkillValues
Most of it is basically done but I wanted to test it some more before I released it. And I still need to make a decision on how to handle possible xskills as 'major' or 'class (x)skill'.

-kyoma
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Add Me
 
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Post » Mon May 02, 2011 6:39 pm

Great new stuff as always I'm sure.

I gave this an excited quick try. Same issue as before.
I take it this was still built with Visual Studio 2010?
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Emma Louise Adams
 
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Post » Tue May 03, 2011 7:05 am

Great new stuff as always I'm sure.

I gave this an excited quick try. Same issue as before.
I take it this was still built with Visual Studio 2010?
Yikes, I completely forgot about that. I was planning to compile it with 2008 but forgot. Will take another look tomorrow.
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Anna Kyselova
 
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Post » Tue May 03, 2011 4:14 am

In that case I'll let you in on a little secret, next version will finally have....*drums*.....X-Skills! Since I already made the transition from Oblivion-scripting to C++ many obstacles have already been cleared. Things I wouldn't have been able to do properly by simple scripting. Short list:
  • GetAllXSkills
  • CreateXSkill
  • DeleteXSkill
  • SetXSkillData
  • GetXSkillData
  • GetXSkillValues
Most of it is basically done but I wanted to test it some more before I released it. And I still need to make a decision on how to handle possible xskills as 'major' or 'class (x)skill'.

-kyoma


Well, not sure how to feel about that.
On the one side, I don't have that much time anymore, on the other that's sth. I totally want to see. ;)


Well, uhm, anyway: concrats to the update-Release. :thumbsup:
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Skrapp Stephens
 
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Post » Tue May 03, 2011 12:11 am

Released version 7.0
Too tired to post full changelog, not that full anyways, all that matters is that TheNiceOne knows what's new....and sorry for the long wait
Thanks for the release. Now I don't have any excuses for not releasing Dynamic Map 1.0 - well, except that it's christmas soon and I'm too busy preparing it with my family, so the release will probably be delayed a few days.

But it meant that I had time to add features to Dynamic Map in the meantime, so the delay was quite useful. Thanks :)
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Jose ordaz
 
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Post » Tue May 03, 2011 12:40 am

Yikes, I completely forgot about that. I was planning to compile it with 2008 but forgot. Will take another look tomorrow.

No problem, I'm happy to wait. Thanks for doing the extra work required.
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BlackaneseB
 
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Post » Tue May 03, 2011 3:04 am

Hi, just stumbled upon this, but i should let you know that MenuQue clashes with OBJA (the plugin that allows you to read japanese in game). Since i use many japanese mods, that is kinda essential for me. But i also want to use HudBars, and since that needs MenuQue, i am stuck. Can you see if you can fix that soon? Thank you in advance!
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Robyn Howlett
 
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