Version: 1.000
Category: Modders Resources and Tutorials
Author: XJDHDR
Source: http://tesnexus.com/downloads/file.php?id=37684
Details
=======
This mod provides a library of pre-created records for modders to use. This allows their mods to be mergeable into Wrye Bash's Bashed Patch, thus saving ESP slots for the end user.
Modders:
All you have to do is load your new mods into the Construction Set with Plugin Resources.esm loaded then ensure that every record needed by your mod is created from a modified version of a record provided by PluginResources.esm and this will allow your mod to be merged into the Bashed Patch.
What are the Rules?
1. You can only use records from my ESM that have been assigned for your mod. The reason for this is so that you don't use a record that someone else is using in their mod, which would cause overwrites and conflicts if an end-user used the two mods together.
2. Your finished mod must be mergable in Wrye Bash. If it isn't, you are simply making your mod dependent on another mod for no good reason. Additionally, you're wasting perfectly good blank records and wasting my time when I have to create new records prematurely.
So how do I get a record assigned to my mod?
Each listed record below has a link to a wiki page on the Oblivion Mods Wiki. The wiki page you visit will have a list of records present in the Plugin Resources ESM and whether or not they are available. To assign a record to your mod, simply edit the Wiki page so that the needed records are listed as being used by your mod. It would also be appreciated if you inform me that you are claiming records for your mod. Then you can and should change the Editor ID for the claimed records to something more appropriate for your mod. After that, simply modify the claimed records to suit your purposes
At the moment, you can use the following records in the ESM without any problems:
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Activator
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/AI_Package
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Alchemical_Apparatus
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Ammunition
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Armor
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Book
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Climate
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Clothing
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Combat_Style
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Container
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Creature
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Door
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Effect_Shader
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Enchantment
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Eyes
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Faction
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Flora
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Furniture
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Global
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Grass
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Hair
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Ingredient
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Key
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Light
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Load_Screen
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Landscape_Texture
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Leveled_Creature
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Leveled_Item
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Leveled_Spell
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Misc_Item
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Potion
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Quest
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Race
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Script
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Sigil_Stone
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Soul_Gem
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Sound
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Spell
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Static
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Subspace
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Tree
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Water
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Weapon
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Weather
The following are also provided, but there are some caveats:
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Conversation_Topic
- Conversation Topics can only be merged into the Bashed Patch if CBash is enabled. Since this is still a beta and disabled by default, most end-users won't have it enabled.
- The Editor ID for Dialog Topics can only be changed using TES4Edit.
- Conversation Topics can only be merged into the Bashed Patch if CBash is enabled. Since this is still a beta and disabled by default, most end-users won't have it enabled.
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Dialog_Topic
- Same as Conversation Topics.
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/Cell
- There are none available by default in the ESM. These have to be specifically requested. The reason is because after you create a new cell, you will have to place some objects in the cell. The problem with doing this is that each object placement is regarded by Wrye Bash as a new reference record and will refuse to merge it into the Bashed Patch. The solution then is to request a new cell and state how many objects you intend to place into the cell. I will then create a new cell with the required number of placeholder references which you then use the CS's Search and Replace function on.
- Cell edits can only be merged into the Bashed Patch if CBash is enabled. Since this is still a beta and disabled by default, most end-users won't have it enabled.
- There are none available by default in the ESM. These have to be specifically requested. The reason is because after you create a new cell, you will have to place some objects in the cell. The problem with doing this is that each object placement is regarded by Wrye Bash as a new reference record and will refuse to merge it into the Bashed Patch. The solution then is to request a new cell and state how many objects you intend to place into the cell. I will then create a new cell with the required number of placeholder references which you then use the CS's Search and Replace function on.
- http://www.oblivionmodwiki.com/index.php/Plugin_Resources/NPC
- If you open an NPC record that you are not going to use, don't click on "OK". This saves the NPC record in your plugin as a dirty edit with only the "Class" parameter modified.
The following are not provided and won't be provided until the conditions noted are met:
- Animated Object
- My attempts to create Animated Object records causes my CS to crash. If there is a demand for these and the cause of my crashes is found, I will make some blank records.
- Birthsign
- All blank birth signs created by my ESM will appear in the Birth signs menu when the player is creating their new character. I will not create blank Birth sign records unless either I am wrong or there is a way to hide blank birth signs.
- Class
- Same as Birth Signs.
- Game Setting
- The game won't recognize any new settings created by my ESM unless someone hacks Oblivion in such a way that new settings can be recognized. Additionally, Game Setting changes can only be merged into the Bashed Patch if CBash is enabled.
- Idle Animation
- Probably more trouble than it's worth.
- Region
- Haven't really investigated this but it's probably associated with world spaces.
- Skill
- The game won't recognise any new skills created by my ESM unless someone hacks Oblivion in such a way that new skills can be recognised.
- Worldspace
- World space edits are only mergable if CBash is enabled. Also, any new objects placed in the world space is a new reference, so I would have to custom create blank world spaces with reference placeholders. Nah, I think interior cells are bad enough.
What if I'm trying to claim a record at the same time as someone else?
Whoever gets their edit in first wins (IE gets the record).
What if there aren't enough available records for my mod?
Simply send me a message requesting some more and I will release an updated ESM with more blank records.
Incompatibility
===============
None.
Known Issues or Bugs
====================
None.
History
=======
1.0, 2011/03/21 - Initial release.
Tools Used
==========
http://www.tesnexus.com/downloads/file.php?id=15579
http://www.tesnexus.com/downloads/file.php?id=11367
http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp
http://www.wryemusings.com/#WryeBash
Credits
=======
My thanks goes to:
God for creating us all.
Bethesda for creating Oblivion.
TESNexus.com for the a one-stop-shop resource for authors and players.
LHammonds for the Readme Generator this readme was based on.
Licensing/Legal
===============
Do not redistribute or modify this mod without my permission. If you need this mod to do something more, contact me about
it.