Attach the savegame or mod file that you were using when you discovered the problem.Include a list of other OBSE plugins you are using (OBGE, CSI, MenuQue, Oblivion Stutter Remover, etc.).Include the problem details and the version of Oblivion, TESCS, and OBSE you are using. ![]() When you do contact me, be sure to include: Send me an email at or PM me on the TESNexus/Bethesda forums.If it's a conflict, try to figure out which mod it's conflicting with. If it's a crash, restart the game or CS and try to make it crash again. To report a bug or ask for help with troubleshooting, follow these steps: If your question isn't answered there, I would be glad to answer it on the forum thread. It has a table of contents you don't have to read the whole thing to find what you're looking for. If you have a question, *look in the included 'Features' pdf*. If you get the chance, please be sure to thank them for this. The maintainers of these programs (Elminster and Waruddar, respectively) have graciously agreed to add support for OBME in future versions. WryeBash v287 can manage OBME mods just fine, but problems will arise if you try to build a bashed patch that includes magic items. TES4Edit v2.5.3 can load/save OBME mods just fine, but may crash if a magic effect or magic item is selected. Other programs that display or edit these files may run into trouble. OBME alters the savegame and esp format slightly. Compatibility with 3rd party Mod Editors (TES4Edit, WryeBash, etc): This is because both attempt to patch the same game code. OBME is incompatible with Custom Spell Icons v3.1. OBME is designed to be compatible with AddActorValues. Savegames made with OBME can be loaded after OBME is uninstalled, provided the 'Uninstallation' directions above are followed. Any OBME-specific features are disabled, so the mod may not be very useful. Mods made for OBME can be loaded even if OBME isn't installed. OBME doesn't add any actual content to the game, so there is no chance of conflicts with any traditional mods. Some obse functions will not work with OBME, and some have been deprecated. Compatibility with the Oblivion Script Extender: This file has background information and technical details. For more details and technical information, please see the accompanying document 'OBME Features.pdf'. A 3rd party mod like the included examples is required to actually use any of these features. All of it's features are modular, and are disabled by default. When an active effect is dispelled by recasting the spell or exceeding a summoning limit, its remaining magicka may be "reclaimed" to strengthen the effect that replaces it.Expanded Dispel effect handler to allow partial dispelling of effects, to selectively dispel effects based on magic effect, effect handler, hostility, and magic item type.Expanded ScriptEffect handler to allow scripts specified for an entire magic effect, not just individual effect items.Expanded SummonActor effect handler to allow custom summoning limits. ![]() Expanded ModifyActorValue handler to specify what modifier is affected.*Any* effect item may now override select properties of it's magic effect: Name, School, VFXCode, Hostility, Icon, Base Cost, Resistance AV, and numerous of other properties.Creating new magic effects, both in the CS and from scripts in-game.More control in editing Magic Effects and Effect Items in the CS.OBME does not alter Oblivion.exe or TESConstructionSet.exe in any way. This is the same principle behind OBSE itself - it's quite safe, and legal. ![]() It is a pair of plugin libraries for OBSE that hack the game/CS to change it's behavior. OBME extends the Oblivion magic system to make it more general and open to mod makers.
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