[RELz] RefScope 2.0

Post » Fri Jul 09, 2010 6:04 pm

After lots of work throughout an extended OBSE beta period, I'm proud to announce the release of RefScope version 2.0. This is a major update with some significant new features intended to make RefScope more convenient to use, and to provide more information about objects in your game.

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 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 2.0 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 0018.

Highlights
RefScope now includes a "hotkey" feature, which lets you examine things quickly and easily without needing to open your spell list. RefScope is active as long as you hold the hotkey, and the moment you release it, you're back to normal gameplay. The default hotkey is X, but it can be changed or disabled in RefScope's new configuration menu.

RefScope also offers visual feedback on containers: those that are safe for storage glow green, and those that are unsafe glow red. Combined with the hotkey feature, this makes checking a container as easy as looking at it and briefly pressing X. If you're faced with a roomful of containers, you can hold X and just glance at each one.

Scoping a "missing mesh" warning will now tell you the actual path and filename of the missing file. This can be helpful in troubleshooting broken mod installations.

In addition to scoping visible objects in the world, you can now scope objects in an inventory, container, or barter menu, as well as spells in your spell list or a spell-purchase menu, and map markers on the world map.

The optional logging feature that was added in version 1.3.0 has been enhanced to support http://www.tesnexus.com/downloads/file.php?id=26510 as an alternative to http://tesnexus.com/downloads/file.php?id=23979 for writing log messages to a file. In fact, ConScribe is now the default if both OBSE plugins are installed. You can choose which type of logging to use, or disable logging entirely, using RefScope's new configuraiton menu.

Full Change List
  • Now requires OBSE v0018.
  • Completely rewritten with a new design based on OBSE function scripts.
  • New feature: Scope mode can now be activated with a hotkey, avoiding the need to open the spell menu to use RefScope.
  • New feature: Scope mode now highlights containers red or green to indicate whether they're safe for storage.
  • New feature: Paths of missing meshes and icons are now displayed.
  • New feature: Paged lists (e.g. inventory), can now be scrolled with the mouse wheel. Each step of the wheel acts as a click on the (Previous Page) or (Next Page) button.
  • New feature: Items in inventory, container, barter, spell, and spell-purchase menus, as well as map markers, can now be scoped.
  • New feature: Scoping a locked object now displays information about the associated key, if any.
  • New feature: The reference info window for an actor now has a link to the list of active magic effects, such as spells and abilities.
  • New feature: The logging feature now supports ConScribe in addition to Pluggy. If both are available, ConScribe is used by default.
  • New feature: A configuration menu has been added, and can be opened by right-clicking RefScope in the spell list. The menu currently has options for configuring the hotkey and logging features.
  • Bugfix: Attempting to display a percent sign in an info window no longer crashes the game.
  • Bugfix: Attempting to display a pipe character in an info window no longer produces a garbled message box. Pipe characters are replaced with underscores in the in-game info windows; they appear correctly in log files.
  • Bugfix: RefScope no longer gets patched by a Bashed Patch. Prior versions contained a cell record whose fog distances were zero, and building a Bashed Patch with the "nVidia Fog Fix" tweak enabled would cause the patch .esp to override the cell's fog values, putting RefScope.esp in the patch's master list. Disabling RefScope would thus disable the Bashed Patch too, which was an annoyance. RefScope no longer contains any cell records, so the problem no longer exists.
  • The "Travel Horse" button has been removed from the reference info window to make room for the new "Active Effects" button. (This tradeoff is necessary because it's possible for the window to reach the 10-button limit in certain cases.)
  • "Casting" RefScope on oneself now directly hooks the Cast key instead of actually casting a spell, so it's quicker.
  • Added a subtle pulse effect to the scope-mode highlight shader, just because it looks nice.
  • Timestamps in log files are now written in YYYY-MM-DD format rather than MM/DD/YYYY format, to avoid confusion with DD/MM/YYYY.
  • Documentation converted to HTML and largely rewritten.

Suggestions for further improvements to RefScope are welcome.
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Jessica Stokes
 
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Post » Sat Jul 10, 2010 12:54 am

Wow, nice new features it seems. Hotkey and glowing containers. Much easier to use. I just recently started using it actually...and I now need to get this version :P
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priscillaaa
 
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Post » Fri Jul 09, 2010 10:54 pm

I just saw the updated. Thank you so much!
- Tomlong75210
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Carlitos Avila
 
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Post » Fri Jul 09, 2010 11:28 am

I'm loving the hot key. Great release.
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Marilú
 
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Post » Fri Jul 09, 2010 3:10 pm

Oops! Found a minor bug after release: the crosshair selection didn't check whether you were actually looking at anything, so you could scope things like the sky or the ground and get a bogus info window and error messages in the console.

I've taken down 2.0.0 and put up 2.0.1 with the fix.
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Krystal Wilson
 
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Post » Fri Jul 09, 2010 4:42 pm

Downloading! Keep up the bad work :thumbsup:
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CHANONE
 
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Post » Fri Jul 09, 2010 11:57 pm

Ah, I'm glad I checked this topic again. That would be quite the annoying bug.
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Taylrea Teodor
 
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Post » Fri Jul 09, 2010 7:41 pm

Great to see this update. Already used it, and found it both easy to configure, and quick to find what I wanted.
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Dalley hussain
 
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Post » Fri Jul 09, 2010 11:55 am

I've updated RefScope to version 2.0.2, which fixes a bug that DANTE20XX reported on TES Nexus. RefScope's hotkey feature should no longer conflict with http://www.tesnexus.com/downloads/file.php?id=27746, or any other spellcasting mods that do their own custom handling of the Cast key for their spells. Pressing the hotkey now temporarily switches your current spell to RefScope, and switches back when you release the key.

I also modified the initialization code to detect when RefScope has been downgraded from a newer version to an older one, and display a warning that one should make a clean save when downgrading. (This is just for robustness and shouldn't affect anyone's day-to-day usage.)
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Micah Judaeah
 
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Post » Fri Jul 09, 2010 4:37 pm

fixed weorks like a charm now glad you got osme of those load bugs fixed
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Annick Charron
 
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Post » Sat Jul 10, 2010 12:49 am

So...how can I change the hotkey this uses? I see no simple way of doing it through an ini or anything.
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Miss Hayley
 
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Post » Fri Jul 09, 2010 7:33 pm

Full Change List
  • New feature: A configuration menu has been added, and can be opened by right-clicking RefScope in the spell list. The menu currently has options for configuring the hotkey and logging features.

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Janine Rose
 
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Post » Sat Jul 10, 2010 1:06 am

Right clicking the spell? The only thing I didn't try?

Actually I already have a mod that does something with right-clicking spells...might have to disable that temporarily
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renee Duhamel
 
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Post » Sat Jul 10, 2010 12:20 am

Actually I already have a mod that does something with right-clicking spells...might have to disable that temporarily

Hmm, I wasn't aware of any that did that. What's it called?
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louise hamilton
 
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Post » Sat Jul 10, 2010 1:03 am

Thought there was an update, my mistake that was last month..
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Lauren Denman
 
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Post » Sat Jul 10, 2010 2:49 am

I'm having trouble getting RefScope 2.0.2 to save a log with conscribe 8a. I have conscribe set for perload and LogBackups=-1 and I've tried LogBackups=3. The logging is enabled in refscope.
I'm getting this in the conscribe.log:
Registered Logs
================
Appending log headers...
Mod 'RefScope.esp' registered
Mod 'RefScope.esp' registered 'RefScope' as a log
Mod 'RefScope.esp' unregistered log 'RefScope'
Mod 'RefScope.esp' registered 'RefScope' as a log
Mod 'RefScope.esp' unregistered log 'RefScope'
Mod 'RefScope.esp' registered 'RefScope' as a log
Mod 'RefScope.esp' unregistered log 'RefScope'

The hotkey and selection works fine with the info windows popping up.

Directions on what to try or how to provide you more diagnostic information would be appreciated.
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Code Affinity
 
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Post » Fri Jul 09, 2010 8:40 pm

I'm having trouble getting RefScope 2.0.2 to save a log with conscribe 8a.

I see the same problem, and I'm looking into it. In the meantime, if you downgrade to ConScribe 7a, logging should work.
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Genocidal Cry
 
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Post » Fri Jul 09, 2010 10:48 pm

I see the same problem, and I'm looking into it. In the meantime, if you downgrade to ConScribe 7a, logging should work.
I tested v8.0 with RefScope 2.0.1 before its release and found no problems. I'll take a look at the code - I might have broken something in 8.0a.
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Samantha Wood
 
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Post » Sat Jul 10, 2010 12:23 am

Logging works with ConScribe 8.0 but not with 8.0a, so it looks like something did break in that revision.
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Roisan Sweeney
 
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Post » Sat Jul 10, 2010 12:53 am

Update on the ConScribe logging bug: http://www.tesnexus.com/downloads/file.php?id=26510 has been released, which seems to fix the problem. Anyone trying to use RefScope's logging feature with ConScribe but not getting any output should upgrade to that version.
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Vivien
 
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Post » Fri Jul 09, 2010 3:29 pm

Why would RefScope be giving me a Missing Mesh on it's ring token??
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:)Colleenn
 
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Post » Sat Jul 10, 2010 4:57 am

Why would RefScope be giving me a Missing Mesh on it's ring token??

I'm sorry for not responding sooner; I was away from home for the past few days.

Someone reported that same problem in a comment on TES Nexus too, but I've been unable to reproduce it. The ring has no mesh defined, so it'll show a missing-mesh warning if the game tries to display it, but inventory items are only displayed when they're equipped, and the ring is marked non-playable so it shouldn't be possible to equip it.

Is the ring actually equipped on your character somehow, and/or does it appear in your inventory window? If you scope it, does it say it's non-playable?
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Claire
 
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Post » Fri Jul 09, 2010 11:08 pm

Is the ring actually equipped on your character somehow, and/or does it appear in your inventory window? If you scope it, does it say it's non-playable?


When I started a new game, I had the WTF display on my right hand, it dosen't show anytthing in the inventory, but FormIDFinder*RefScope shows it as (I belive)"Ref Scope Targeting icon" equiped on right hand *ring, most gloves manage to cover it.

*corrections
**I don't have any "show Rings/Amulets" checked in BashPatch, I do have Unlimited and also "All Armor Playable"...

***current Load Order
Spoiler
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Cobl Main.esm  [Version 1.72]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  FCOM_Convergence.esm  [Version 0.9.9MB3]07  Armamentarium.esm  [Version 1.35]08  Artifacts.esm  [Version 1.1]09  CM Partners.esm0A  Unofficial Oblivion Patch.esp  [Version 3.2.6]0B  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0C  Oblivion Citadel Door Fix.esp0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  Shivering OOO.esp0F  Francesco's Optional Chance of Stronger Bosses.esp10  Francesco's Optional Chance of Stronger Enemies.esp11  Francesco's Optional Chance of More Enemies.esp12  Francesco's Optional Leveled Guards.esp++  FranDarkSeducerWeapFix.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]13  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]14  Fran Armor Add-on.esp15  Fran_Lv30Item_Maltz.esp16  FranOBSEConfig.esp  [Version 0.5]17  Display Stats.esp  [Version 1.1.1]++  Item interchange - Extraction.esp  [Version 0.78]18  Map Marker Overhaul.esp  [Version 3.4]19  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]++  MaleBodyReplacerV4.esp1A  Adonnays Elven Weaponry.esp1B  Adonnay's_Elven_Sabres-MOBS.esp++  RustyItems.esp**  Armamentium female.esp1C  Cobl Glue.esp  [Version 1.72]1D  Cobl Si.esp  [Version 1.63]1E  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]1F  Bob's Armory Oblivion.esp20  FCOM_BobsArmory.esp  [Version 0.9.9]21  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]22  Oblivion WarCry EV.esp23  FCOM_WarCry.esp  [Version 0.9.9MB3]24  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OMOBS.esp  [Version 1.0]++  OMOBS_SI.esp  [Version 1.0]25  OMOBS Optional Combat Settings.esp  [Version 1.0]26  ArmamentariumArtifacts.esp  [Version 1.35]27  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]28  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderhardcoe.esp  [Version 0.9.9]29  FCOM_RealSwords.esp  [Version 0.9.9]2A  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesSlightlyReduced.esp  [Version 0.9.9MB3]2B  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_NoSpiders.esp  [Version 0.9.9]++  Mart's Monster Mod - No Pests.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Swarms.esp  [Version 3.7b3p3]++  FCOM_NoReaversInGates.esp  [Version 0.9.9]2C  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]2D  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Fiends.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Adventurers.esp  [Version 3.7b3p3]2E  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]2F  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]30  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]31  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]32  MMM - Playable Undead Armors.esp++  MMM - Playable Undead Armors - Oblivion WarCry Compatability Patch.esp++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]**  FCOM_Archery.esp  [Version 0.9.9]++  FCOM_ArcheryArmamentarium.esp  [Version 2]++  FCOM_ArcheryRealSwords.esp  [Version 2]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]**  Fransfemale.esp++  MMM-Cobl.esp  [Version 1.69]**  EVE_StockEquipmentReplacer4FCOM.esp33  Artifacts.esp  [Version 1.1]**  ArtifactsFemaleArmor.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]34  Knights.esp35  Knights - Unofficial Patch.esp  [Version 1.0.9]**  EVE_KnightsoftheNine.esp++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]36  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]37  EVE_ShiveringIslesEasterEggs.esp38  P1DkeyChain.esp  [Version 5.00]39  RefScope.esp  [Version 2.0.2]++  Francesco's Slower skills x1.5.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.78]++  EVE_KhajiitFix.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]3A  IDKRRR_C_race.esp3B  CM Partners.esp3C  CM Partners NPC.esp3D  1em_Vilja.esp3E  Cobl Races.esp  [Version 1.52]**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]++  Cobl Races - Balanced.esp  [Version 1.52]++  Francesco's day lenght rescale 1-16.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]3F  Bashed Patch, 0.esp40  FormID Finder4.esp41  kuerteeActorDetails.esp42  Oblivion Graphics Extender Support.esp  [Version 0.2]43  Streamline 3.1.esp


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Gwen
 
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Post » Fri Jul 09, 2010 2:09 pm

and also "All Armor Playable"...

Do you also have All Clothing Playable? That would do it; making tokens visible is a known problem with that tweak.

Anyway, I need to know whether that item is flagged non-playable in your game. If not, something is overriding it (maybe a Bashed Patch, maybe something else) and turning the non-playable flag off. If it is non-playable, then I'm baffled as to how it got equipped; the game shouldn't allow that.

...but FormIDFinder*RefScope shows it as...

It's ironic that you used FormID Finder to examine a RefScope item. :)

Edit: Since you said the ring doesn't appear in your inventory, please note that it has no inventory icon, so it may be easy to overlook, especially if you use a UI mod (such as DarN) that displays only icons, no text, in the inventory window. If in doubt, use RefScope's inventory list.
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MISS KEEP UR
 
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Post » Sat Jul 10, 2010 2:28 am

I was actually using RefScope on myself, I Don't have All Clothing Playable checked in the Patch, and it IS flaged as Non-Playable... :shrug:

*That's doimg Strictly by the Ref Scope In game report...
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Meghan Terry
 
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