Q: The CSE fails to load or initialize. A: Fully uninstall the plugin and its components and reinstall while following the installation instructions in the readMe. There's more to installing the CSE than just extracting the contents of the package.
If the problem persists, look into the plugin's log file (found in the game's root directory) - It may contain troubleshooting suggestions. If you're playing the Steam version of the game, make sure that you also installed the OBSE loader (the 'obse_loader.exe' file found in the OBSE archive).
Q: The CSE shows a message about missing DLL files during launch. A: Ensure that you've installed all the prerequisites linked in the readMe file, particularly the Visual C++ redistributables (download the x86 version).
Q: The CSE crashes on opening the script editor. A: Uninstall any ENB Series mod you may have installed (remove the d3d9.dll file from the game's root directory). Make sure you followed the installation instructions to the letter, particularly the one about unblocking the archive/package.
Q: Why doesn't the CSE work when... a) ...the game is installed to the Program Files directory? b) ...the OBSE loader/the editor executable do not have elevated (admin) privileges? c) ...a DirectX wrapper-based mod such as ENBSeries, ReShade is installed? A: Put simply, those checks are there to prevent potentially undefined behaviour. That being said, every one of those checks can be overridden if need be. To do so, simply follow the instructions in the Installation/Compatibility sections of the readMe.
Q: The script editor window doesn't appear. A: Sometimes, the script editor window can spawn outside the monitor's viewport (especially in multi-monitor setups). Close the editor, go to `Documents\My Games\Oblivion` and open the `ConstructionSet.ini` file. Look for entries that begin with `Script Edit` and set the X, Y, W, H entries to sane values, save and restart the editor.
Q: Antivirus applications flag the package as potential malware. A: It's a false positive and can be safely ignored. VirusTotal report of the v11.0 build - Link.
The false-positives are due to over-protective heuristics used by certain antivirus and exclusively limited to the DLL files in the Dialog Templates folder. These DLLs actually have no executable code and only serve to encapsulate dialog resources (these are the enhancements made by the CSE to the interface of the vanilla CS). The antivirus apps then misidentify the payload in the resources section of these DLLs as something obfuscated/malicious.
Please report issues in the Bugs section. And provide as much information as you can. Look into the Reporting Bugs section of the readMe to find out what I expect to see in a bug report.
Idk why but Data window (where plugins should be loaded) is not sizeable and I cannot even see a buttons down on it because this window is larger than my laptop screen, it even sounds like a joke.
Worked here using CapsLock key on windows neither maximised or minimised. The script was run as Administrator with latest AHK V1 1.1.37.01 on W10 22H2. Tested window moves for the following window: object, render, cell view window, console, auxiliary viewport.
The eventual goal is to implement a "Remastered" mode that lets folks create plugins for the remaster without requiring extra "post-processing" steps with xEdit and the like (or a way to convert an existing mod to support the remaster).
But it's still very early days - there will be some fundamental differences in how modding works in the remaster due to the interop b'ween two game engines (the original Oblivion engine and UE5). It'll take a while before the community lands on a standardized spec, so no ETA atm.
Is there a guide anywhere for getting a dev environment set up for the source code? I was getting errors for a missing project file for xSE Common and undefined types. I assume I'd need an older IDE than VS 2022 as well?
Some things aren't working properly, so I'm trying to make sure I have all the requirements installed. I can't find MicrosoftVisual C++ 2019 Redist (x86) - the only one availabe is 2022. Will that still work?
(Oh, and the readme link to Directx 9.0c is no longer valid.)
working fine for me with DirectX 12 and Microsoft Visual C++ 2015-2022 Redistributable (x86) and Microsoft Visual C++ 2015-2022 Redistributable (x64) installed
Yeah. I reinstalled the base CS, and that helped a bit. I also found Visual 2015-2022 and got both of those, but I'm still having issues. Specifically, when I click on a container, it doesn't show the NPC and Faction dropdowns under the Ownership tab. I also can't see the conditions for AI packages. There's probably some other stuff... that's just what I can see now. All this works in the base CS, so I know it's not that.
Figured it out. I thought it might be a registry issue, so I ran a check and found some unused keys related to the CS. Deleted those, and now it works perfectly. Yay.
You can open a .doc or a .docx with almost any free writer program, like libreoffice, freeoffice, openoffice. Definitely go the readme route rather than someone posting a summary. There are several specific requirements to install first.
for anyone having issues getting this to open/work with the remaster:
1. install the original construction set to your obvdata folder (game installation\OblivionRemastered\Content\Dev\ObvData). some will tell you a different path but this is the only way i could get the construction set to actually save plugins with the remaster. do whatever works though 2. install the construction set extender to the same folder, overwrite when asked 3. install OLDBLIVION obse to the same folder 4. make a shortcut of obse_loader.exe 5. right click shortcut, add the argument -editor to the end of the target line (after the quotation mark) 6. the shortcut should work and now the extender will open. YOU MUST RUN IT AS AN ADMINISTRATOR.
To anyone trying to use the Construction Set on the Oblivion remaster, of course you will want the extender. This issue took me embarrassingly long to figure out, so let me share what it was for me.
I kept having the .bat not work for me and I had no idea why. Finally I decided to try and run the contents one command at a time and that's where I found the issue. The .bat file is basically just cd .\ and then the osbe_loader.exe with some parameters added. However, I am working with files on a seperate drive as to not mess with my main files just in case, and cd only allows you to change to a directory on the drive the command prompt is currently working in. Thus, the solution was to add the following to the .bat file before the cd.\ part.F: No, I did not forget to paste anything. That's it. Literally just that. My files are on my F drive, so switching to the F drive does the trick. Obviously if your files are on your D drive you will want to put D: and so on.
Is there a way I can edit this and make it so that if I hover over a model for a second or two, it will show a 360 zoomed in preview of the model?
And is there already a way to make a shortcut to the most used (or generally useful) models? It may seem intimidating for a newcomer to know which are useful meshes to use in the beginning.
Great work nonetheless... 10/10 work, and you have encouraged an untold amount of people to get in there and start making new things to explore for us all here!
If it possible, can authors add prefab changing? what if I had a mistake and included unnecessary stuff in prefab and want to delete it? for now I can only create prefab from the scratch instead of just pulling out unnecessary objects in the small window under the prefab render window.
I see CSE has workspaces. But what about different oblivion installs? I have two oblivions now (diff langs) and after the second installation CSE doesn't see the first one. Is it a way to make it see both like Wrye Bash can?
Hmm, the CSE will directly pull its dependencies from its root game folder. So, you should be able to have two separate game installations, install the CSE in each of those and run them independently.
Are you saying that this doesn't work? How do you mean when you say that "CSE doesn't see the first one"?
I've found a solution: just change workspace every time I need to handle each of two installs. It works.
Just when I started CSE after the second game install has been installed (sorry for this wordplay) CSE switched to the second one and hasn't seen the first one. I had just changed workspace and switched it for few times to see works it or not. It really works so no problem is here.
New to Oblivion's CS but well acquainted with Morrowind's. I'm trying to replace the replica weapons in Bravil's Castle with the real versions. I deleted the replica ones, and moved the real ones in there. But two issues, one, they just aren't showing up at all in-game. Two, I add a lock to the display case, requiring a key I made, but in-game, the lock isn't even there, and you can just open it. Before I just dump Oblivion in a ditch and go back to Morrowind, do you know what the hell's going on? Did I install something incorrectly? I gave it admin privileges. And SOMETIMES the items/containers I spawn DO load in-game. Sometimes... they just don't.
Edit: I found out what the issue was. For some reason, items were being created or saved or something with duplicate IDs. It's making modding impossible, there are more and more issues with each iron dagger or fuckin crumpled piece of paper I add. It is utterly destroying everything, and I have no idea what to do.
Edit 2: Okay, apparently there's not even a warning when you set two things to have the same Form ID? Is this is a bug? It's crucial information, especially in my case, where another bug is causing automatic Form ID assignment to assign used Form IDs to new objects.
Edit 3: I think, thank god, I found the problem. I was doing Save As every so often to make backups/new versions of my mod, and that actually would save the new version of my plugin as if it were an extra plugin being loaded (so new form IDs would start with 02 instead of 01) so then, when I would close it and re-open it, those 02 form IDs would be converted to 01 form IDs, and that created duplicates. I hope this comment saves another from this frustration in the future.
Can I use this for Oblivion Remastered? I have OBSE elevated to admin and in my root (Win64) folder, but I keep getting an error message like "Unable to load CTL file" and then crashes.
1468 comments
Q: The CSE fails to load or initialize.
A: Fully uninstall the plugin and its components and reinstall while following the installation instructions in the readMe. There's more to installing the CSE than just extracting the contents of the package.
If the problem persists, look into the plugin's log file (found in the game's root directory) - It may contain troubleshooting suggestions. If you're playing the Steam version of the game, make sure that you also installed the OBSE loader (the 'obse_loader.exe' file found in the OBSE archive).
Q: The CSE shows a message about missing DLL files during launch.
A: Ensure that you've installed all the prerequisites linked in the readMe file, particularly the Visual C++ redistributables (download the x86 version).
Q: The CSE crashes on opening the script editor.
A: Uninstall any ENB Series mod you may have installed (remove the d3d9.dll file from the game's root directory). Make sure you followed the installation instructions to the letter, particularly the one about unblocking the archive/package.
Q: Why doesn't the CSE work when...
a) ...the game is installed to the Program Files directory?
b) ...the OBSE loader/the editor executable do not have elevated (admin) privileges?
c) ...a DirectX wrapper-based mod such as ENBSeries, ReShade is installed?
A: Put simply, those checks are there to prevent potentially undefined behaviour. That being said, every one of those checks can be overridden if need be. To do so, simply follow the instructions in the Installation/Compatibility sections of the readMe.
Q: The script editor window doesn't appear.
A: Sometimes, the script editor window can spawn outside the monitor's viewport (especially in multi-monitor setups). Close the editor, go to `Documents\My Games\Oblivion` and open the `ConstructionSet.ini` file. Look for entries that begin with `Script Edit` and set the X, Y, W, H entries to sane values, save and restart the editor.
Q: Antivirus applications flag the package as potential malware.
A: It's a false positive and can be safely ignored. VirusTotal report of the v11.0 build - Link.
The false-positives are due to over-protective heuristics used by certain antivirus and exclusively limited to the DLL files in the Dialog Templates folder. These DLLs actually have no executable code and only serve to encapsulate dialog resources (these are the enhancements made by the CSE to the interface of the vanilla CS). The antivirus apps then misidentify the payload in the resources section of these DLLs as something obfuscated/malicious.
But it's still very early days - there will be some fundamental differences in how modding works in the remaster due to the interop b'ween two game engines (the original Oblivion engine and UE5). It'll take a while before the community lands on a standardized spec, so no ETA atm.
I was getting errors for a missing project file for xSE Common and undefined types.
I assume I'd need an older IDE than VS 2022 as well?
(Oh, and the readme link to Directx 9.0c is no longer valid.)
DirectX 12
and
Microsoft Visual C++ 2015-2022 Redistributable (x86)
and
Microsoft Visual C++ 2015-2022 Redistributable (x64)
installed
have you got an 64 bit installation?
I dont have a copy of microsoft word in order to open the readme and the wiki for the construction set has been down for over a year.
1. install the original construction set to your obvdata folder (game installation\OblivionRemastered\Content\Dev\ObvData). some will tell you a different path but this is the only way i could get the construction set to actually save plugins with the remaster. do whatever works though
2. install the construction set extender to the same folder, overwrite when asked
3. install OLDBLIVION obse to the same folder
4. make a shortcut of obse_loader.exe
5. right click shortcut, add the argument -editor to the end of the target line (after the quotation mark)
6. the shortcut should work and now the extender will open. YOU MUST RUN IT AS AN ADMINISTRATOR.
I kept having the .bat not work for me and I had no idea why. Finally I decided to try and run the contents one command at a time and that's where I found the issue. The .bat file is basically just cd .\ and then the osbe_loader.exe with some parameters added. However, I am working with files on a seperate drive as to not mess with my main files just in case, and cd only allows you to change to a directory on the drive the command prompt is currently working in.
Thus, the solution was to add the following to the .bat file before the cd.\ part.
F:
No, I did not forget to paste anything. That's it. Literally just that. My files are on my F drive, so switching to the F drive does the trick. Obviously if your files are on your D drive you will want to put D: and so on.
Is there a way I can edit this and make it so that if I hover over a model for a second or two, it will show a 360 zoomed in preview of the model?
And is there already a way to make a shortcut to the most used (or generally useful) models? It may seem intimidating for a newcomer to know which are useful meshes to use in the beginning.
Great work nonetheless... 10/10 work, and you have encouraged an untold amount of people to get in there and start making new things to explore for us all here!
I see CSE has workspaces. But what about different oblivion installs? I have two oblivions now (diff langs) and after the second installation CSE doesn't see the first one. Is it a way to make it see both like Wrye Bash can?
Are you saying that this doesn't work? How do you mean when you say that "CSE doesn't see the first one"?
I've found a solution: just change workspace every time I need to handle each of two installs. It works.
Just when I started CSE after the second game install has been installed (sorry for this wordplay) CSE switched to the second one and hasn't seen the first one. I had just changed workspace and switched it for few times to see works it or not. It really works so no problem is here.
Thank you!
Edit: I found out what the issue was. For some reason, items were being created or saved or something with duplicate IDs. It's making modding impossible, there are more and more issues with each iron dagger or fuckin crumpled piece of paper I add. It is utterly destroying everything, and I have no idea what to do.
Edit 2: Okay, apparently there's not even a warning when you set two things to have the same Form ID? Is this is a bug? It's crucial information, especially in my case, where another bug is causing automatic Form ID assignment to assign used Form IDs to new objects.
Edit 3: I think, thank god, I found the problem. I was doing Save As every so often to make backups/new versions of my mod, and that actually would save the new version of my plugin as if it were an extra plugin being loaded (so new form IDs would start with 02 instead of 01) so then, when I would close it and re-open it, those 02 form IDs would be converted to 01 form IDs, and that created duplicates. I hope this comment saves another from this frustration in the future.