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 ETA atm.
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.
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.
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.
i cannot get this to work for the life of me. i followed the instructions TO THE LETTER yet after launching the bat file i either get an instant crash or a popup that tells me "nice try bud". i am using the GOG version of TES4, the latest Construction Set from here on Nexus, the latest OBSE, i have no ENB or ReShade .dll in my root folder, and am running OBSE elevated to administrator. are there any OBSE plugin incompatibilities i'm not aware of? i have quite a few installed in my Data folder as they won't work through MO2.
I'm very much liking the idea of the new progress window giving you an actual track of progress when generating LIP files, but it's not quite working right, yet. The counter freezes if you change focus to a different program, and remains frozen if you return focus to the CSE. Confirmed it is still working though, as new LIP files continue to appear. The count total is very wrong. I have 6,735 MP3 files wanting a LIP generating (and I chose to generate only for active, no overwrite), but the progress counter shows that it's generating 161,160 LIP files. I don't want that much LIP.
Re. counter freezing - that's unfortunately a known limitation due to the batch LIP generation being performed on the same thread as the one that controls the UI.
Re. counter count - the counter follows the total number of lip sync files to generate (n_responses * n_races * n_sexes), so it'll be much higher than the number of MP3/WAV files.
Speaking of speaking, could you please add an option to export dialogue (for active topics only) to CSV, including only "Race\Sex,Voice Filename (extension not necessary),Response Text" based upon the dialogue conditions, containing all entries which the CSE would expect to find an MP3 file for, but not including any entries for a race\sex which would not be expected to speak the line.
Content would look like this:High Elf\F,FGD00JoinFG_GREETING_00033DD6_1,"Don't be shy. Join us, and do well by doing good." High Elf\M,FGD00JoinFG_GREETING_00033DD6_1,"Don't be shy. Join us, and do well by doing good." Breton\F,FGD00JoinFG_GREETING_00033DCF_1,We're looking for recruits. Interested? Breton\M,FGD00JoinFG_GREETING_00033DCF_1,We're looking for recruits. Interested?
There's a script for TES4Edit which does this, but handling of the conditions is limited and therefore it makes mistakes.
Actually there are two other handy columns I forgot about (since I often don't need them but they'd still be very useful at certain times): that's a record of whether or not each line already has an MP3 file and a LIP file.
Whoo-ee. Exactly 3 hours to generate 1051 lines. So the option in the Quest window to export quest dialogue for only the selected quest produces the desired data (plus some additional columns), but it sure is slow - and is for only the selected quest.
A quest with zero lines of dialogue takes roughly two minutes to generate an empty text file, and then it takes between 10 and 14 seconds per line of dialogue for quests which do contain dialogue. And once done, click the next quest to do that one, so you can't just start it and leave it for a day (or two, I'm currently on my second day working through this mod's quests).
It would be extremely useful if you could please optimise the coding to speed this process up and also provide a one-click-for-all-active-quests option.
Hmm, curious. There's a certain amount of overhead that comes from running the lip sync generation on a second, older instance of the CS (as that's the only option available), but those runtimes sound fishy. I'll add it to the list.
Thanks. This isn't generating LIP files though, it's scanning each line of dialogue in a single quest and generating a text file listing every line which should have an MP3 file, so the same line of dialogue could be listed once or up to eleven times unmodded (once for each playable race and gender). These text files are saved into the Oblivion directory named after the quest you generated it from (no choice, they all go there).
It's the same as opening any single line of Response Text to view the Response window, then looking at the table in the Audio section, where it lists "Race | Sex | MP3 | WAV | LIP | LTF | Path" for every race/sex which meets the conditions to be allowed to speak that single line.
Hey, I'm working on a project using the Construction Set Extended and somehow I've managed to get an error in Wrye Bash that says Circular Masters. How do I solve this?I was thinking I'd merge the Esps but Wrye bash won't even allow me to make them active because of the error.
1462 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 ETA atm.
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.
(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?
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.
The counter freezes if you change focus to a different program, and remains frozen if you return focus to the CSE. Confirmed it is still working though, as new LIP files continue to appear.
The count total is very wrong. I have 6,735 MP3 files wanting a LIP generating (and I chose to generate only for active, no overwrite), but the progress counter shows that it's generating 161,160 LIP files. I don't want that much LIP.
Re. counter count - the counter follows the total number of lip sync files to generate (n_responses * n_races * n_sexes), so it'll be much higher than the number of MP3/WAV files.
Content would look like this:
High Elf\F,FGD00JoinFG_GREETING_00033DD6_1,"Don't be shy. Join us, and do well by doing good."
High Elf\M,FGD00JoinFG_GREETING_00033DD6_1,"Don't be shy. Join us, and do well by doing good."
Breton\F,FGD00JoinFG_GREETING_00033DCF_1,We're looking for recruits. Interested?
Breton\M,FGD00JoinFG_GREETING_00033DCF_1,We're looking for recruits. Interested?
There's a script for TES4Edit which does this, but handling of the conditions is limited and therefore it makes mistakes.
A quest with zero lines of dialogue takes roughly two minutes to generate an empty text file, and then it takes between 10 and 14 seconds per line of dialogue for quests which do contain dialogue. And once done, click the next quest to do that one, so you can't just start it and leave it for a day (or two, I'm currently on my second day working through this mod's quests).
It would be extremely useful if you could please optimise the coding to speed this process up and also provide a one-click-for-all-active-quests option.
This isn't generating LIP files though, it's scanning each line of dialogue in a single quest and generating a text file listing every line which should have an MP3 file, so the same line of dialogue could be listed once or up to eleven times unmodded (once for each playable race and gender). These text files are saved into the Oblivion directory named after the quest you generated it from (no choice, they all go there).
It's the same as opening any single line of Response Text to view the Response window, then looking at the table in the Audio section, where it lists "Race | Sex | MP3 | WAV | LIP | LTF | Path" for every race/sex which meets the conditions to be allowed to speak that single line.