Baron Of Hell Posted February 1, 2016 Posted February 1, 2016 I keep getting a OBSE "invalid begin/end block structure" error message when trying compile any script. I get this error on scripts that I know works ok. Just adding something like ;this is a test gives me the error. Below is a example of script from Basic Primary Hygiene. Scn BPHCheckLocationAllowedFunctionScript ref cellowner short objecttype short allowed Begin Function { } if BPH.ini_location_npc == 1 SetFunctionValue 1 return endif set cellowner to player.GetParentCellOwner if cellowner set objecttype to GetObjectType cellowner if objecttype == 6 if player.GetInFaction cellowner set allowed to 1 endif elseif objecttype == 35 if player.GetBaseObject == cellowner set allowed to 1 endif else set allowed to 1 endif else set allowed to 1 endif ;This is a test SetFunctionValue allowed End All I did was add the line ;This is a test and I get the error. I've been running this mod for a month so I know the script is ok. This is the first OBSE mod I messed with. I have the latest versions of CS and OBSE. I am running CS through OBSE launcher.
varenne Posted February 1, 2016 Posted February 1, 2016 Try setting up Construction Set Extender, CS/E for short found on Nexus and see if still happens. I recommend the 5.xxx series, but others are now using 7.xxx too with good results.
Baron Of Hell Posted February 1, 2016 Author Posted February 1, 2016 Try setting up Construction Set Extender, CS/E for short found on Nexus and see if still happens. I recommend the 5.xxx series, but others are now using 7.xxx too with good results. THANK YOU, THANK YOU, THANK YOU. I spent hours searching the net for a solution to this. It is finally working and CSE looks a lot better than CS.
varenne Posted February 1, 2016 Posted February 1, 2016 When you have the time look up LL member fejeena and one of their posts. They have a link or links at the bottom to most of the useful stuff when working with modded Oblivion. When working with CS/E it will complain about integers (numbers) being used in edit IDs. Not a good practice (especially with mods that have scripts that call those resources) but many mod authors used them not knowing this. You can use Wrye Bash to export those IDs out to a spreadsheet file and fix them; change numbers to letters. For example, if 000 change to aaa. Then import them back in, rinse and repeat for any others. (You only need to change the leading numbers to letters, not the ones in between or on the end.)
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