[RELz]Plugin Resources

Post » Tue Mar 29, 2011 10:52 pm

Name: Plugin Resources
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.

  • 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.

  • 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.
User avatar
no_excuse
 
Posts: 3380
Joined: Sun Jul 16, 2006 3:56 am

Post » Wed Mar 30, 2011 2:03 am

Holy crap! So are you saying that I could register Oblivion XP and my patches would be mergeable? My patches would consist of one quest and a quest script. I would need one patch for each mod that Oblivion XP supports. Currently that's about 30. The quest and script are only needed to evaluate which quests have been completed in the third party mod. So, for example, I would have a quest and script that would determine if the Anvil Sanctuary has been reclaimed in A Brotherhood Renewed. The quest would test if A Brotherhood Renewed is loaded and if so, then it would test if the appropriate quest has been completed.
User avatar
Solina971
 
Posts: 3421
Joined: Thu Mar 29, 2007 6:40 am

Post » Wed Mar 30, 2011 8:43 am

So are you saying that I could register Oblivion XP and my patches would be mergeable?

That is exactly the purpose.

My patches would consist of one quest and a quest script. I would need one patch for each mod that Oblivion XP supports. Currently that's about 30. The quest and script are only needed to evaluate which quests have been completed in the third party mod. So, for example, I would have a quest and script that would determine if the Anvil Sanctuary has been reclaimed in A Brotherhood Renewed. The quest would test if A Brotherhood Renewed is loaded and if so, then it would test if the appropriate quest has been completed.

I'm fairly certain that could all those patches can be condensed into a single quest and script in one plugin using something similar to this:
If FileExists "Bethesda Softworks\Oblivion\Data\A Brotherhood Renewed.esp"   RunScriptLine ""   RunScriptLine ""   EndIfIf FileExists "Bethesda Softworks\Oblivion\Data\Another Mod.esp"   RunScriptLine ""   RunScriptLine ""   EndIfIf FileExists "Bethesda Softworks\Oblivion\Data\Some Other Mod.esp"...

All of this requires at least OBSE v16
More info on those two commands can be found here:
http://cs.elderscrolls.com/constwiki/index.php/FileExists
http://cs.elderscrolls.com/constwiki/index.php/RunScriptLine
User avatar
Breanna Van Dijk
 
Posts: 3384
Joined: Mon Mar 12, 2007 2:18 pm

Post » Tue Mar 29, 2011 11:35 pm

Yes, it could be condensed into one quest and plugin and that's what I was planning to do if the patches weren't mergeable. I was looking at separate patches so the the player could pick and choose the patches depending on the mods they have loaded. However if it would be too taxing, then I would still be happy with one mergeable plugin.

Edit: Actually it would be several quests, but one plugin.
User avatar
Stephani Silva
 
Posts: 3372
Joined: Wed Jan 17, 2007 10:11 pm

Post » Wed Mar 30, 2011 1:44 pm

Very well, pick whichever method is most convenient for you. And if you choose the multiple plugins method, just inform me of exactly how many extra records you need.
User avatar
Roberto Gaeta
 
Posts: 3451
Joined: Tue Nov 06, 2007 2:23 am

Post » Tue Mar 29, 2011 10:33 pm

I am a big fan of merging as I am always running short of esp slots. Would love to see more modders take up and use this fantastic resource, though I do not understand the technicalities of it.

Thanks JdeRau for another great mod :goodjob:
User avatar
Sheila Esmailka
 
Posts: 3404
Joined: Wed Aug 22, 2007 2:31 am

Post » Wed Mar 30, 2011 9:47 am

Very well, pick whichever method is most convenient for you. And if you choose the multiple plugins method, just inform me of exactly how many extra records you need.


Right now it's 30 - is that too many? Oblivion XP already supports 22 mods and I've had lots of requests for more. 35 would give me a bit of space for a few extras. But if that's too many, I can look at combining them somehow.
User avatar
Laura Elizabeth
 
Posts: 3454
Joined: Wed Oct 11, 2006 7:34 pm

Post » Wed Mar 30, 2011 11:28 am

JdeRau: This is a great idea, and could well be useful for many mods, however...

Holy crap! So are you saying that I could register Oblivion XP and my patches would be mergeable? My patches would consist of one quest and a quest script. I would need one patch for each mod that Oblivion XP supports. Currently that's about 30. The quest and script are only needed to evaluate which quests have been completed in the third party mod. So, for example, I would have a quest and script that would determine if the Anvil Sanctuary has been reclaimed in A Brotherhood Renewed. The quest would test if A Brotherhood Renewed is loaded and if so, then it would test if the appropriate quest has been completed.
For your case, it would be even easier to do this yourself andalaybay: Just create all those additional quests and scripts in the main Oblivion XP esp file, but let the scripts be empty. Then make the plugins have this esp as a master (they probably do already), and just have a modified version of the script there (no need to repeat the quest). And voila, the patch is mergeable! (It only contains one script that is declared in its master).
User avatar
Ruben Bernal
 
Posts: 3364
Joined: Sun Nov 18, 2007 5:58 pm

Post » Wed Mar 30, 2011 9:20 am

JdeRau: This is a great idea, and could well be useful for many mods, however...

For your case, it would be even easier to do this yourself andalaybay: Just create all those additional quests and scripts in the main Oblivion XP esp file, but let the scripts be empty. Then make the plugins have this esp as a master (they probably do already), and just have a modified version of the script there (no need to repeat the quest). And voila, the patch is mergeable! (It only contains one script that is declared in its master).


Huh, interesting idea. Warrudar and I had a long discussion about this and he felt that the best way to go was a single plugin with multiple quests that represented each mod. Basically the quests would exit immediately once they determined that the mod in question wasn't loaded. I think the issue was that we determined that there was a bit of overhead to process every quest, even if the scripts were empty. So if it's possible, I would still like to go with the individual mergeable patches. Now I would still create one massive patch because I have some users who don't want to run Wrye Bash...

I like your idea though and I don't think it would represent any more overhead than Warrudar's idea. Now, would it still be better for players to install individual patches based only on the mods they have loaded?
User avatar
Sasha Brown
 
Posts: 3426
Joined: Sat Jan 20, 2007 4:46 pm

Post » Wed Mar 30, 2011 12:48 am

Any overhead you'd get from having empty scripts running would be so minuscule as to be unmeasurable.
User avatar
Tamika Jett
 
Posts: 3301
Joined: Wed Jun 06, 2007 3:44 am

Post » Wed Mar 30, 2011 8:14 am

Any overhead you'd get from having empty scripts running would be so minuscule as to be unmeasurable.


Yeah, I'm inclined to agree... So the only downside is that those that don't use WB might have a ton of patches to load! Well if they are running that many mods that it matters, I'd love to know how they succeed in doing so without WB! :D

Ok, let me explore this further - so don't reserve any slots for Ob XP right now :)
User avatar
Bethany Watkin
 
Posts: 3445
Joined: Sun Jul 23, 2006 4:13 pm

Post » Wed Mar 30, 2011 12:24 pm

Thanks JdeRau for another great mod :goodjob:

You're welcome.

Yeah, I'm inclined to agree... So the only downside is that those that don't use WB might have a ton of patches to load! Well if they are running that many mods that it matters, I'd love to know how they succeed in doing so without WB! :D

Ok, let me explore this further - so don't reserve any slots for Ob XP right now :)

Even if I don't need to create blank records for you, if this mod gains popularity, I have a feeling that I have underestimated the number of scripts that will be required.


Otherwise, I just want to announce the creation of the first mod that requires Plugin Resource's records (well actually, it's a port of one of my old mods):
http://tesnexus.com/downloads/file.php?id=25895 by myself

The only problem is that this mod modifies the result scripts on dialog topics so it is only mergable in the Bashed Patch if CBash is enabled.
User avatar
Hope Greenhaw
 
Posts: 3368
Joined: Fri Aug 17, 2007 8:44 pm

Post » Wed Mar 30, 2011 2:20 am

I would like to announce that I have created a new mod page http://tesnexus.com/downloads/file.php?id=37983 for mods that I have converted to use Plugin Resources (and are now mergable in the Bashed Patch) and uploaded (with permission from the author[s], of course). At the moment, the page only contains an entry for http://tesnexus.com/downloads/file.php?id=33627.
User avatar
Lauren Dale
 
Posts: 3491
Joined: Tue Jul 04, 2006 8:57 am

Post » Wed Mar 30, 2011 8:46 am

I have added a new mod to http://www.tesnexus.com/downloads/file.php?id=37983 of other people's mods that I have made mergable in the Bashed Patch.

The mod in question is http://tesnexus.com/downloads/file.php?id=18640 by Aesino. Other than making it mergable in the Bashed Patch, I have also fixed a number of bugs and optimized the scripts a bit. The most glaring bug I have fixed is that the main menu music will no longer play for up to 5 seconds after a game has loaded; it will stop at the end of the first loading screen.
User avatar
how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am


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