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Sladen2019

xOBSE 21.5 Released

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A fork of OBSE was just released with permission from the OBSE team. :)

https://github.com/llde/xOBSE/releases/tag/21.5

 

Changelog:

 

Global:
    -Compiled with vs2019.
    -Fixed example plugin compilation 
Fix:
    -Fixed a critical bug in the Event Handler System that could cause CTD when too much handlers are used.
    -Fixed GetDistance definitions
    -Fixed HasSpell to work correctly on creature actors. Also slight optimization of the function.
    -Fixed GetSelectedSpells CTD
    -Fixed Actor Override Breath System
    -GetCombatSpell don't return every spell duplicated 4 times anymore
    -Fixed tList SetAt function that could cause issue if the allocator can return less then 8 bytes
Addition:
    -Added EventHandlerExist function. 
    -Added console print for GetOBSEVersion/Revision and for Plugins detection functions
    -Added the GOG version and another Polish version to the launcher

 

They have a Discord.

xOBSE Discord

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xOBSE 21.8 Released


    Global:
        - Code MSVC 2019 complaint, remove hash_map and remove va_start reference usage
        - Example plugin error message print the OBSE version as decimal instead of hex
        - Added the possibility to use the obse_launcher.exe to launch the steam version of Oblivion (EXPERIMENTAL, works under Proton)
        - Added the Polish Antology version by Cenega
        - Restructured INI handling in a centralized store.
    Fix:
        -Fixed a CTD on the OnSoulTrap handler, when using soulgems with stolen flag and other extra-data
        -Fix GetCurrentEventName returning an empty string (and other issues)
        -Fix IsReference  returning always 1 in OBSE expressions
    Addition:
        - Add GetBaseAV3/GetBaseAV3C as correct replacments of GetBaseAV2(C) functions. 
        - GetBaseAV2(C) functions are deprecated
        - IsNaked function added
    API:
        - Added more TESForm flags and decoded TESObjectCELL InvertFastTravelBeheaviour flag
        - Add shadeMe definition of Unnk1B20 structure.
        - Decoded more stuffs for TESRegion and RegionList
    Documentation:
        - Improve GetFormFromMod
        - Add  SetPlayerSkeletonPath

 

https://github.com/llde/xOBSE/releases/tag/21.8

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On 9/26/2020 at 3:11 PM, Sladen2019 said:

A fork of OBSE was just released with permission from the OBSE team. :)

Curious.  How long would it be before these would be added to the OBSE official? 

 

And insofear as wishlist, there is a  con_SexChange  command which I found useful, though it does not change the face/head.  Here's hoping they update that feature too.

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On 11/24/2020 at 1:46 AM, LongDukDong said:

Curious.  How long would it be before these would be added to the OBSE official? 

 

And insofear as wishlist, there is a  con_SexChange  command which I found useful, though it does not change the face/head.  Here's hoping they update that feature too.

 

Unknown when/if it will ever get added to official OBSE or replace it. It would likely take full permission from all of the original devs and they can be difficult to get in touch with. They did add a link to it on their official silverlock page. You can make requests/suggestions for features/code on the Discord. They are pretty open about it. 

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A head change when you change the sex will never happen  because vanilla Oblivion can only use one head for  both genders.

OBSE would have to find out what the Blockhead plugin and Mods are doing.

 

That the gender face settings are not changed is bad.

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Not a physical replacement of the head per-say.  I already know that only one head is used for both.  And the number ranges used within the game's face generator (during character creation and etc) are also the same between genders.  It is more of a controlled effect shader built into Oblivion that alters the appearance.  Of this, I was already aware.  Having its function be controlled, or the effect be updated/re-initialized with the con_SexChange is what I heard they may be working upon or is being decoded within an Oblivion-Compatible OpenMW fork right now.

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Version 22.0 is released.

 

Global:
    - Added an AppVeyor CI. Build will be pushed from AppVeyor instead of using a local build.
    - This should also fix the slow start some people are experiencing, while keeping the CRT statically linked
Fix/Changes:
    - GetByOpcode was using a linear search (O(n)) for know opcode, reimplement to constant time (O(1))
    - Add a check for parentCell in GetParentCellOwner command. Should fix a CTD when the parentCell is NULL
    - Rewrote InventoryReference and ContainerForLoop code. Should fix some memory leaks and items that weren't removed properly from the containers. Also fix a crash when iteratating the inventory in menumode while having a soultrap event handled
    -Fix an issue with GetActiveMenuElement where it wasn't working on keyboard selected elements
API:
    - Decode more arguments for RemoveItem
    - Add 10 arguments ThisStdCall
    - ExtraContainerChanges use tList for objList field, instead of rolling specialized version of a linked list everytime 
    - General fixes to tList and its Iterator class
    - Add Tile::GetContainingMenu member function, thanks @DavidJCobb
    - Some bits of PlayerCharacter from @EchoEclipse
PluginAPI:
    - Add a TasksInterface, to enqueue functions to operate on the OBSE mainloop.

 

https://github.com/llde/xOBSE/releases/tag/22.0

 

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On 3/27/2021 at 7:05 PM, Sladen2019 said:

Version 22.0 is released.

 

Global:
    - Added an AppVeyor CI. Build will be pushed from AppVeyor instead of using a local build.
    - This should also fix the slow start some people are experiencing, while keeping the CRT statically linked
Fix/Changes:
    - GetByOpcode was using a linear search (O(n)) for know opcode, reimplement to constant time (O(1))
    - Add a check for parentCell in GetParentCellOwner command. Should fix a CTD when the parentCell is NULL
    - Rewrote InventoryReference and ContainerForLoop code. Should fix some memory leaks and items that weren't removed properly from the containers. Also fix a crash when iteratating the inventory in menumode while having a soultrap event handled
    -Fix an issue with GetActiveMenuElement where it wasn't working on keyboard selected elements
API:
    - Decode more arguments for RemoveItem
    - Add 10 arguments ThisStdCall
    - ExtraContainerChanges use tList for objList field, instead of rolling specialized version of a linked list everytime 
    - General fixes to tList and its Iterator class
    - Add Tile::GetContainingMenu member function, thanks @DavidJCobb
    - Some bits of PlayerCharacter from @EchoEclipse
PluginAPI:
    - Add a TasksInterface, to enqueue functions to operate on the OBSE mainloop.

 

https://github.com/llde/xOBSE/releases/tag/22.0

 

These version is causing me to crash. reverted till fixed CTDS already reported on the github.

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Version 22.1 Released (mainly hotfix release)

 

Fix:
- Fix a serious regression in xOBSE 22.0 where using the hotkeys functions could cause crashes (thanks @Laulajatar for report). Enhanced Hotkeys users were affected by this.
- Fix a serious regression in GetInvRefsForItem where it didn't correctly handle anymore objects with no ExtendData (for example some objects stack that should have only xCount property have the extendData completely null after reload), causing the game to crash. Enhanced Hotkeys users that were using a binded hotkey to equip bow and arrows were affected.
- Made changes to improve robustness of overall ExtendData and ExtraData usages.
- Using .0 minor revision was causing a mod with a bad obse check to fail. Using always revisions >= 1 solve this issue and should solve issues with similarly bugged mods.
- Fix an issue with GetBaseAV3 that was causing crashes

 

https://github.com/llde/xOBSE/releases/tag/22.1

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