[RELz] RefScope 2.1

Post » Mon Nov 01, 2010 2:19 pm

I'm proud to announce the release of RefScope version 2.1. This update adds more detailed information about AI packages, and also adds support for scoping quests (a requested feature).

Have you ever come across an unusual building, item, or NPC in the world of Oblivion and wondered whether it was part of the original game or added by a mod, and if so, which one? Or wondered where that NPC got his cool armor that you've never seen before? If you play with a lot of mods, it's easy to lose track of all the content that each one adds to the game. Sometimes (hopefully not too often) you might even get a big yellow warning sign telling you that something's missing because one of those mods isn't properly installed, and you want to know which one it is so that you can fix it.

RefScope is a powerful tool that lets you explore the internals of objects in the game. Using RefScope, you can browse through all of the following:

  • RefID and FormID of any object you can see or select in the console, as well as map markers on the world map
    (Also tells you the name of the .esp or .esm file which defined it)
  • FormID of items in inventory, container, barter, spell, and spell-purchase menus
    (As above, also tells you the name of the .esp or .esm file which defined it)
  • Contents of containers
    (Also tells you whether the container is safe for storage)
  • Paths of missing mesh and icon files
  • NPC, creature, and player equipment
  • NPC, creature, and player inventory (including non-playable items)
  • NPC, creature, and player spell list
  • NPC, creature, and player factions (including hidden ones)
  • NPC and creature AI packages
  • NPC and player race, class, hair, and eyes
  • NPC merchant container, if applicable
  • Active, current, and completed quests (including hidden ones)
  • Active magic effects (such as spells and diseases) on an NPC or creature
  • Parent/child relationships between references
  • Which key is needed to unlock a locked container or door

All this information can be valuable in resolving conflicts, debugging mods, or just keeping track of where your game content is coming from.

Download RefScope 2.1 from http://www.tesnexus.com/downloads/file.php?id=21862 or http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5204. You'll also need the http://obse.silverlock.org/, version 0019.

Highlights
An actor's AI package listing now shows descriptive summary strings for the packages, such as "Ambush Martin in Great Chapel of Talos" or "Eat at The Feed Bag", instead of their hexadecimal FormIDs. These strings are generated algorithmically from the package's type, location, and target data, and may not always be as natural-sounding as a human might write them, but they should be readable enough for browsing and finding the package(s) whose details you want to see.

An AI package's details window displays its type, schedule data, and flags, as well as links to its location and/or target if applicable. Clicking the "AI Packages >" button for an NPC or creature provides summary information about the currently-active package, and lets you choose whether to jump directly to the details for the current package or browse the full list.

Activating RefScope while viewing the game's "Active Quest" screen will display information about your current active quest. Activating RefScope while viewing the game's "Current Quests" or "Completed Quests" screens will display lists of those, including hidden quests that the game normally doesn't show. (Unfortunately, RefScope can't tell which quest you're pointing your mouse at in the game's quest lists, so you can't scope specific quests directly; you have to choose the quest from RefScope's own quest-list menu. This may change in future releases if OBSE enhancements or plugins make it possible.)

This release includes a workaround for the problem that some people have reported with RefScope's token rings becoming equipped somehow: the tokens now check whether they're equipped, and unequip themselves if so. I still haven't been able to reproduce the problem so I can't actually test that this resolves it, but hopefully it will.

Full Change List
  • Now requires OBSE v0019.
  • New feature: Now displays type, schedule, location, and target data for AI packages.
  • New feature: Now displays information about active, current, and completed quests.
  • New feature: Info windows for cells and quests now display the editor ID.
  • Bugfix: RefScope's token rings now automatically unequip themselves from the player if they become equipped. This shouldn't be possible since they're flagged non-playable, but a few people have reported it happening somehow. I haven't been able to reproduce the problem but I'm hoping this helps.
  • Bugfix: Resolved the longstanding (but minor) problem that if one activates scope mode and then loads an old save from before RefScope was initialized, the iActivatePickLength game setting would remain at the large distance used in scope mode, allowing objects to be activated from half a mile away. I don't know if anyone ever actually encountered that, but it's nice to be able to finally remove it from the "Known Limitations" section of the documentation.
  • Added "Name:" on the line that displays the name of a map marker, for consistency with the way names are displayed in other info windows.
  • Moved the "Type:" line above the "Defined in" line in a spell's info window, because it looks better there.
  • Made some internal design changes to take advantage of new OBSE features, allowing a few function scripts to be removed.
  • Modified Reuse/Distribution section to clarify the rules for releasing modified versions.
  • Reversed the order of entries in the changelog so that newer versions are at the top.

Suggestions for further improvements to RefScope are welcome.
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michael flanigan
 
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Post » Mon Nov 01, 2010 3:41 pm

Thanks. I'm grabbing the update now. I'm finding this to be a really useful mod.
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Jesus Duran
 
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Post » Mon Nov 01, 2010 8:01 am

I wonder for quest stuff, is it possible to like.... check what scripts are attached to an item. Like say if you refscoped a Septim it'd list every time gold is used as a check for something. (Dialogue options when buying houses, giving a septim to beggars, etc.) It'd be nice for quests like Kragenir's where you're constantly finding quest items and have no idea what they're for.

Also what information is displayed for active/current/completed quests.. Stuff like the name and what stages the quest has? That should be helpful for fixing some of the quest stopping bugs some quest mods have. :)
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Rachel Eloise Getoutofmyface
 
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Post » Sat May 28, 2011 10:04 pm

Thanks for the update! :) This is my fav identifier mod.

I'll ask a Mod to update the title to add the relz tag.
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Shianne Donato
 
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Post » Sat May 28, 2011 1:34 pm

A very useful update to an already useful tool. AI pack details are great!
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Joey Bel
 
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Post » Sat May 28, 2011 1:14 pm

I wonder for quest stuff, is it possible to like.... check what scripts are attached to an item. Like say if you refscoped a Septim it'd list every time gold is used as a check for something. (Dialogue options when buying houses, giving a septim to beggars, etc.) It'd be nice for quests like Kragenir's where you're constantly finding quest items and have no idea what they're for.

Unfortunately, that's not really feasible. It'd require either runtime anolysis of compiled scripts, or extensive changes to many of the game's script commands, neither of which OBSE is likely to ever support.

Also what information is displayed for active/current/completed quests.. Stuff like the name and what stages the quest has? That should be helpful for fixing some of the quest stopping bugs some quest mods have. :)

Just the name and editor ID of the quest, and the ID of any script that may be associated with it. No quest stages yet because OBSE doesn't provide that information — maybe in a future release.

I'll ask a Mod to update the title to add the relz tag.

Oops! Thanks, I forgot about that. :)
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Marcin Tomkow
 
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Post » Sat May 28, 2011 10:08 am

Fantastic, thanks for the update to what is already one of the most useful in-game tools. The AI stuff sounds great!
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how solid
 
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Post » Sat May 28, 2011 6:19 pm

This was posted in the http://www.gamesas.com/index.php?/topic/1088059-relz-refscope-20/ thread over a month ago, but I didn't see it until yesterday. (I'd been away from Oblivion for awhile, and RefScope's threads aren't active enough for the forum's subscription feature to be of any use.) My apologies.

Thanks for this great mod, I'm mainly using it. I have some requests:

- Add some a functionality similar to "Display Stats" for weapons and armor to display stats infos in a window (not in the right menu when highlighting an item) to keep things minimal.
- Add some infos about the cell name and position where an item is located.

I'm not familiar with Display Stats, but I'll take a look. Are you talking about displaying the stats in RefScope's normal info window for the item? It doesn't sound difficult, assuming OBSE provides access to the necessary data.

I've thought about adding a "Containing Cell >" button to the reference info window, which would link to information about the cell itself. There's a complication with adding new buttons to that window, however: the engine has a limit of 10 buttons in a MessageBox window, and it's already possible for the reference info window to reach that limit in certain cases. (It's an uncommon occurrence, though: you'd need to have logging turned on, and scope an NPC who has both parent and child references, as well as a merchant container, and you'd have to get to him through something like the parent/child links of another reference so that there's a "< Back" button.) It's always bugged me that I need to account for that possibility (I want my code to be robust) even though few if any users are likely to actually encounter it. It's the reason why I removed the "Travel Horse >" button from NPCs in version 2.0 to make room for the new "Active Effects >" button.

Thinking about it further, though, I can handle that situation in a better way. Right now RefScope's menu framework just ignores any buttons past ten, but I can change it to show a "(More Choices)" button that can be used to page through the available buttons if there are too many to show all at once. Shouldn't be too difficult, and I can even put flags on the "< Back" and "Done" buttons to make them appear on all the button "pages" instead of just the first. I like that idea.

So, long story short, I'll put the "Containing Cell >" button on the list of things to consider for version 2.2. I could add "Travel Horse >" back, too.

XYZ coordinates are pretty easy to add to the reference info window, assuming that's what you mean by "position".



Unrelated to the above, the other main idea on the table for 2.2 is using shadeMe's http://www.gamesas.com/index.php?/topic/1139425-rel-runtimeeditorids/ OBSE plugin, if installed, to display editor IDs throughout RefScope. (The plugin doesn't support this yet, but shadeMe has indicated that the capability may be added in a future version.)
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Amber Ably
 
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Post » Sat May 28, 2011 10:12 am

Got some messages :

part of the obse.log:
...Loading strings  WARNING: substantial numbers of string variables exist for the following files (may indicate savegame bloat):    DarNifiedUI Config Addon.esp (158 strings)    RefScope.esp (198 strings)Loading array variables...


Perhaps some variables should be destructed after use.
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Karine laverre
 
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Post » Sat May 28, 2011 4:30 pm

Need to watch the OBSE thread. There appears to be some issues with OBSE that need fixing and this issue may not be caused by this mod.
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-__^
 
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Post » Sat May 28, 2011 9:38 am

I normally check for string leaks before doing a release. I knew I was forgetting something this time… :facepalm:

It's not an OBSE bug, it's a last-minute change that I made before releasing and neglected to test thoroughly enough. I was calling a function that returns a string, checking whether the returned string is non-empty, and only calling sv_Destruct within the "if" block. So if the string was empty (which it usually is), it wouldn't be destroyed.

I've uploaded version 2.1.1 with the fix. Sorry for the trouble.
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Mrs shelly Sugarplum
 
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Post » Sat May 28, 2011 8:18 pm

Thanks for that info. I will grab the upload now.
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Alan Whiston
 
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Post » Sat May 28, 2011 8:54 pm

...and I just realized that my 2.1.1 upload still calls itself 2.1.0 in the message it displays when it's first loaded. One bug begets another, but at least this one's too trivial to warrant another upload.

(Edit: Found a few other places I'd forgotten to update the version number, including the omod conversion data, so I did re-upload it after all. It's still version 2.1.1, but no longer has an identity crisis about that fact. Ysne58 and the handful of others who'd downloaded it, sorry for the churn.)

I really ought to come up with a more rigorous test plan. None of the 1.x releases needed any bugfix updates, but both 2.0 and 2.1 have...
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Robert Devlin
 
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Post » Sat May 28, 2011 8:51 am

You could always enlist help over at TESAlliance for testing.

http://www.invision.tesalliance.org/forums/

We have a pretty darn good team of testers.
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Kaylee Campbell
 
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Post » Sat May 28, 2011 11:12 pm

Are you talking about displaying the stats in RefScope's normal info window for the item? It doesn't sound difficult, assuming OBSE provides access to the necessary data.

Yes, it would be cool to have that additional feature.

Now I'm having an installation problem with the last 2.1.1 version.

When first I upgraded from 2.1 to v2.1.1 I got a pop window saying that my version was downgraded and I must do a blank save ... etc.
So I made a blank save, installed Refscope 2.1.1, and saved. Then the next time when I loaded this savegame I got the same pop message saying that my version was downgraded and I must do a blank save...
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Louise Dennis
 
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Post » Sat May 28, 2011 11:20 am

OK, I really fail at testing, it seems. That's the one place I still forgot to update the version number.

I'm going to do some proper testing this evening — none of the "oh no, string leak, gotta push out a quick fix" that 2.1.1 was — and upload a 2.1.2 tonight.

Edit: In the meantime, anyone encountering this bug in version 2.1.1 can just ignore the erroneous message about having downgraded RefScope. It happens because it's still checking whether you're using a version newer than 2.1.0; I forgot to update it to check for versions newer than 2.1.1 instead.
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Roy Harris
 
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Post » Sat May 28, 2011 12:20 pm

Thanks Wyzard.
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xemmybx
 
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Post » Sat May 28, 2011 11:35 pm

OK, I'm proud to announce the release of RefScope version 2.1.2, now featuring testing! (Cue fanfare)

I apologize to anyone who's been inconvenienced by the bugs in 2.1.0 or 2.1.1, and thank those who brought the problems to my attention.

In addition to fixing the erroneous downgrade warning, I added an in-game message, when upgrading from 2.1.0, recommending a clean save. Fortunately, not a lot of people had downloaded 2.1.0 yet; I'm glad the bloat was caught early.
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Rachell Katherine
 
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Post » Sat May 28, 2011 5:29 pm

OK, I'm proud to announce the release of RefScope version 2.1.2, now featuring testing! (Cue fanfare)

I apologize to anyone who's been inconvenienced by the bugs in 2.1.0 or 2.1.1, and thank those who brought the problems to my attention.

In addition to fixing the erroneous downgrade warning, I added an in-game message, when upgrading from 2.1.0, recommending a clean save. Fortunately, not a lot of people had downloaded 2.1.0 yet; I'm glad the bloat was caught early.

Thanks, can I assume everything is going well from now? This little utility actually helped me identify the origin of a mysterious NPC not too long ago. :goodjob:
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Sabrina Schwarz
 
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