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Name: Move Quest Items - OBSE
Version: 1.1
Date: 6/30/2007
Category: Utilities
Requirements: Oblivion Patch 1.2.0.214
Oblivion Script Extender (OBSE) v0010 or higher
Recommended: Oblivion Mod Manager
Author: Waruddar
Source: http://www.tessource.net/files/file.php?id=11531

What's New?
===========
A 15 second spell timer has been added to the 'Move Quest Items' spell.
This is simply a visual aid, and has no effect on the functionality of this
mod.

'Move Quest Items' and 'Permanently Remove Quest Status' may no longer be
cast when one of them is still active. This prevents items from losing
their quest status improperly.

What's Planned?
===============
Adding the ability to toggle the quest status of an item instead of simply
removing it. Items that have had their quest status removed (or added)
will be remembered so that they can be toggled back to their original state
whenever the player wishes.

Description
===========
Tired of quest items clogging your inventory? Want to move them out of
your inventory? Reluctant to use other Quest status mods that permanently
affect your Quest items? Move Quest Items adds two lesser powers that let
you move your Quest items around either temporarily or permanently.

Another Quest item mod? Aren't there enough of them?

Unfortunately, all of the other Quest item mods have various limitations:
1) Some only work via a script with a pre-defined list of Quest items,
and therefore don't work with any new Quest items added by other Mods.
2) Others modify the items directly via a plugin. This creates a plethora
of incompatibilities, as well as not affecting Quest items added by
other Mods.
3) Some work with all Quest items, but they permanently remove Quest
status from all items that you have in your inventory.
4) Some of them don't preserve script variables on the Quest items due to
how their scripts work.
5) None of them properly handle Quest items that were never meant to be
dropped. (When these are dropped, an error marker is displayed and
they cannot be picked back up)

Move Quest Items allows you to semi-safely* move quest items around. It
works with Quest items from all Mods without unwarranted permanent
effects. All script variables are preserved on the Quest items, and items
that would display an error marker are automatically fixed by assigning
them an arbitrary mesh.

OBSE v0010 or higher is required.

*Depending on how a Quest item is scripted, some weirdness may occur as
a result of dropping them, picking them up, moving them into containers,
etc. This is completely dependent on how the item is scripted, and every
Quest item mod suffers this problem. Some mods avoid this by refusing to
change an item's Quest status until it is safe to do so, but this is done
by scripting in special cases for every Quest item in vanilla Oblivion.
I could have done this, but it lulls the player into thinking that every
item had been accounted for; Quest items added by other mods could still
be susceptible. I would rather grant the player the ability to drop
items as they wish, and simply warn them of the possible consequences.
Move Quest items around at your own risk.

Location
========
'Move Quest Items Tome' may be purchased for a paltry sum at the
First Edition in the Imperial City.

Details
=======
Book: 'Move Quest Items Tome' allows you to learn or unlearn two lesser
powers at will.

Lesser Power: 'Move Quest Items' - temporarily removes Quest status from
all items in your inventory. Quest status is restored after
15 seconds.

Usage: 1) Cast 'Move Quest Items'
2) You now have 15 seconds to drop or place Quest items
into a container.
3) After 15 seconds these items will become Quest items
again.

Lesser Power: 'Permanently Remove Quest Status' - Permanently removes
Quest status from any item(s) in your inventory that you
wish.

Usage: 1) Cast 'Permanently Remove Quest Status'
2) A container will open, and all of your non-Quest items
will be hidden.
3) Place any quest items that you want to permanently
remove quest status from into the container.
4) When you exit the container, your non-quest items will
be unhidden, and whichever quest items you placed into
the container will permanently lose their quest status.

Install
=======
This archive is distributed in what lhammonds calls OMOD-Ready format.
It allows you to manually extract and install like most other mods but it
also allows you to use Oblivion Mod Manager and import this archive with
all the settings pre-configured for an OMOD file.

Pick which method you are going to use for installation:

Manual Installation
- = or = -
OBMM Installation

Manual Install
--------------
1. Extract this archive to any folder and then copy the contents to
Oblivion's Data folder. You can ignore or delete the
"omod conversion data" folder.
2. Start Oblivion Launcher, click Data Files, and enable
'MoveQuestItems (OBSE).esp'.

OBMM Install
------------
Create the OMOD (Do this section only once)
1. Copy archive to (install folder)\Oblivion\obmm\omod\
2. Start Oblivion Mod Manager.
3. Click the Create button.
4. Click the Add Archive button, find and select the archive, then click
Yes.
5. Click the Create omod button, then click OK when it finishes.

Install the mod using OBMM
1. Start Oblivion Mod Manager.
2. Double-click the name of the mod in the right-hand side of the OBMM
screen. (icon should turn blue)

Uninstall
=========
Pick which method you are going to use for uninstall based on how you
installed it:

Manual Uninstall
- = or = -
OBMM Uninstall

Manual Uninstall
----------------
1. Start Oblivion Launcher, click Data Files, uncheck
'MoveQuestItems (OBSE).esp'.
2. Delete 'MoveQuestItems (OBSE).esp' and this readme.

OBMM Uninstall
--------------
1. Start Oblivion Mod Manager.
2. Double-click the name of the mod in the right-hand side of the OBMM
screen,
click Yes. (icon should turn green)


Incompatibility
===============
It is possible that this mod MAY conflict with a mod that modifies Quest
items.

1) If another mod removes Quest status from all items, Move Quest Items
will simply have no items to work with. It simply makes Move Quest
Items pointless.
2) If another mod, such as Thieves Arsenal, dynamically sets the Quest
status on an item, that particular item will probably not work with
Move Quest Items.
3) If a mod depends on the lack of a mesh on certain Quest items, it will
be broken.

However, I know of no mods that would be affected by 3.

As a general rule, any Quest item mod will have the following conflicts:

1. If another mod depends on an item having Quest status, that mod will break.
2. If a Quest item is scripted in certain ways that depend on it being
stuck in the player's inventory once acquired, moving that item around
may cause weirdness to occur.

Known Issues or Bugs
====================
Thieves Arsenal adds several arrows that have their quest status
dynamically set by a script. Using either 'Move Quest Items' or
'Permanently Remove Quest Status' on these arrows will likely have no
effect as any change in their quest status will be overriden by their
scripts.

There is potential issue with The Art of Speedy Disrobing by Wolfhound.
If you cast 'Move Quest Items' and then cast 'Speedy Disrobing' while
'Move Quest Items' is still active, some weirdness MAY occur. Quest items
might be unintentionally sorted out by Speedy Disrobing, and it is
remotely possible that a Quest item would permanently lose its Quest
status. This would only happen if 'Move Quest Items' reset the Quest
status while 'Speedy Disrobing' was in a very specific section of
script. I am honestly unsure how often, if ever, this issue would arise.
If I get any reports of this happening, I will add some extra checks to
the script and make a compatibility patch.

History
=======
1.0, 2007/6/14 - Initial release.
1.1, 2007/6/30 - Added spell timer to 'Move Quest Items'
Added checks to prevent casting one spell while the
other is still active.

Contact
=======
You may contact me by leaving a post at
http://www.tessource.net/files/file.php?id=11531

You can find me on the official Elder Scrolls forums as 'Waruddar'
You can find me on TESSource.net as 'Waruddar'

Credits
=======
Thanks to Wolfhound for the inspiration of using a remote container as
a notepad.
Thanks to Ian Patterson (ianpatt) and Stephen Abel (behippo) for OBSE.
This mod would never have been made without their genius.
Thanks to Timeslip for OBMM. It makes handling mods so much simpler.
Thanks to Bethesda for creating Oblivion.
Thanks to TESSource.net for hosting.
Thanks to lhammonds for the Readme Generator this file was based on.

Tools Used
==========
Oblivion Mod Manager
http://www.tessource.net/files/file.php?id=2097
Oblivion Script Extender (OBSE)
http://obse.silverlock.org/
TES Construction Set
http://www.theelderscrolls.com/downloads/updates_utilities.htm
Readme Generator
http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Licensing/Legal
===============
You can do whatever you want with this mod but all I ask in return is
that you give me credit if you distribute any part of this mod.