
The script giving the error message contains no OBSE functions and only on a successful call of the GetOBSEVersion command in the result script will the error message be suppressed.Ĩ) Oh this paragraph telling you OBSE will never change aged like milk.

Of course, once again, replace the xxx and don't forget to compile. Set xxxCheckObseQuest.revision to GetOBSERevision Add a result script: set xxxCheckObseQuest.version to GetOBSEVersion Assign the quest script to your quest.Ħ) Go back to your quest stage. obse cofile would not exist for that save), you might want to make the warning much stronger and boop the user's nose on having to close the game and fix it now.ĥ) Go back to your quest. If your mod uses arrays or strings that would be destroyed when saving without OBSE (since the. If you want to stop your mod when OBSE is not detected, you can do that in the same if as the warning MessageBox. You can certainly put the delay time lower, to make sure the user is notified sooner if they suddenly start the game without OBSE.

Most of the time once the user sets up OBSE, they will not suddenly stop using it. The first call after installing the mod will happen in 5 seconds. I set the fQuestDelayTime high so the script isn't running constantly. You should also replace YOUR MOD NAME with your actual mod name. Exit the game and start it with OBSE."Īgain, xxx should be replaced by the same name or initials as before, so for example MyMostFancyModCheckObseQuestScript. MessageBox "YOUR MOD NAME requires OBSE to run. Leave the log entry text empty.Ĥ) Create a new quest script: scn xxxCheckObseQuestScript For example MyMostFancyModCheckObseQuest.Ģ) Make sure the quest has set the flag " allow repeated stages".ģ) Create a new quest stage and a new log entry. This solution (or rather, a similar one) is used across many popular mods.ġ) Create a new quest and name it xxxCheckObseQuest, where xxx should be the name or initials of your mod. The problem is, if you just add the OBSE function to a normal script to check if OBSE is installed, and OBSE is not installed, the script won't run at all and can't give the user a hint as to what is wrong. It's a good thing to warn the user that stuff isn't going as planned.

If the game isn't launched with OBSE, scripts compiled with OBSE functions will not run at all and all kinds of not-so-pretty things can happen. This is probably old news for everyone dealing with OBSE scripts, but anyway.
