Edit: It's not the game settings, it's the hasmagiceffect function:
if vActor.HasMagicEffect LGHT == 1 is killing it. Looks like it's time to hit the wiki.
if vActor.HasMagicEffect LGHT == 1 is killing it. Looks like it's time to hit the wiki.
That line references the Light magic effect. Magic effect formIDs are assigned by the first file to modify the effect (http://www.gamesas.com/index.php?/topic/1232385-relz-oblivion-script-extender-obse-0020/page__view__findpost__p__18980059), so this creates a dependency on Oblivion.esm. And you can't just recompile the script without Oblivion.esm, either, because then the Light effect won't have a formID at all, and the script will fail in game.
Replace it with:
let effectRef := MagicEffectFromChars "LGHT" ;; effectRef is a ref variableif vActor.HasMagicEffect effectRef == 1...This should fetch LGHT by effect code rather than formID, and effect codes are hard-coded into the engine.