TES4Edit and OBSE scripts?

Post » Wed Mar 30, 2011 1:53 pm

While trying to manually remove non-referenced edits from an older and unsupported mod, I have found out that TES4Edit 2.23 does apparently not recognize OBSE-script related references.

In the aforementioned mod, a quest result script looks like this:

player.SetQuestItem 0 ItemX

While that seems to be a valid OBSE script, TES4Edit does not list the quest in the "referenced by" section of ItemX.

Is there any version of TES4Edit that fully supports OBSE or anything similar planned?
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quinnnn
 
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Post » Wed Mar 30, 2011 2:17 am

SetQuestItem takes one reference and turns off its quest item flag. This script has provided two - player and ItemX. I'd think that TES4Edit is correctly showing that the ItemX was the one that got ignored, and the script isn't working the way you thought.
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Gemma Flanagan
 
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Post » Wed Mar 30, 2011 9:39 am

As ghastley said, you're not reading the script correctly. The line you just posted does not reference any quest, thus there will not be a quest record in the Referenced By section. ItemX however should be listed in the Referenced By section, as should Player.
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des lynam
 
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Post » Wed Mar 30, 2011 2:39 pm

It will only be in the referenced by section if the script is valid and compiled. If it's not there, then TES4Edit is roundaboutly telling you that the script didn't compile properly. Which is really something the CS should have warned you about.
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yermom
 
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Post » Wed Mar 30, 2011 4:14 am

Thanks for the explanation :)

So, what's the difference between the standard SetQuestObject command and SetQuestItem?
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Bee Baby
 
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Post » Wed Mar 30, 2011 7:05 am

Honestly I'm not sure why there's even a different version of this. The OBSE command apparently acts on a reference while the vanilla command operates on the base NPC record. An explanation of the difference would be helpful. The OBSE guys will be the ones to know.
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Heather Stewart
 
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