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Spell Delete that DOESN'T require OBSE...


tymas

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I have searched TESnexus over and NO one has a spell delete that doesnt require OBSE, and before some overzealous MOD on a power trip bans me for saying, all i want is to b able to clean up some spells that are useless after a while. I have only ONE complaint of OBSE(I cant say it, it offends the mods) , other than that its an awesome idea, I dont really understand why you NEED a third party executable to alter scripts in the game, other than to packet sniff or whatever. Call me paranoid... but to extend the ability of a program... blah blah blah, I know its possible to make the mod WITHOUT using OBSE... but its been a few years since i even modded. I'm just saying...

 

If someone can make one, please do, thanks for all you guys do, you make the game so much more enjoyable.

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There's a way, but it's not mod: it's console command 'removespell'. To use it, you need to know the FormID(BaseID) of the spell you want to delete. If it is vanilla spell, you can check Construction Set to find that. If it is added by mod, you need to get correct ID by finding out mod loading order and its BaseID. But when it comes to custom spell you made, then you're stuck. Of course, it can be done. Read this UESPWiki article.
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Contrary to what some people seem to think, OBSE does not change anything in the vanilla game. What it does do is make some things that are impossible to mod in vanilla possible by using OBSE. Spell delete is not supported by vanilla Oblivion. OBSE makes it possible.

 

When making a mod, I recommend NOT using OBSE unless there is no way in the vanilla CS to do it. and NOT making OBSE required if you didn't use any OBSE functions in making the mod. However, If there is something that cannot be done without OBSE, then it should definitely be used.

 

By not using OBSE you have cut yourself off from many of the better mods.

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OBSE is basically the result of poor planning on Bethesda's part. There is a whole lot of relatively simple things that Oblivion doesn't do that it ought to do. The designers were just in a hurry and didn't think deeply about the situation. They were sort of out of touch with the public. It turned out that the gamers wanted a lot of totally different things than what the designers wanted.

 

My hope is that Skyrim will fix this situation and that there will be much less need to create a Skyrim Script Extender. This could happen if Bethesda took every one of the functions and commands in OBSE and made it part of Skyrim scripting language. That way the base game will do most of the things modders and gamers want it to do.

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You can't or don't want to use OBSE? Eh, I was the same way not too long ago.

 

I think you can use the console to do that, but they're not actually gone, they just don't show up anymore.

 

I *can* use it, but i set my oblivion up for no DVD, and no i am NOT pirating :pirate: software, I just hate hearing the dang DVD-rom spin up randomly, :wallbash: and given enough time, there goes another dvd drive... so to be honest, nope, i'm choosing NOT to use OBSE, because of that ONE limitation, and if i cant use some mods, big whoop. :teehee: No loss from me, i got some really nice mods withOUT using OBSE anyway. =)

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OBSE basically launches Oblivion.exe after loading some dlls - or so I think. It shouldn't mess up with your "non-pirated" Oblivion modified version - unless you messed with the part that OBSE plays with - would worth a try.
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OBSE basically launches Oblivion.exe after loading some dlls - or so I think. It shouldn't mess up with your "non-pirated" Oblivion modified version - unless you messed with the part that OBSE plays with - would worth a try.

OBSE only activates the unmodified version of Oblivion.exe, and since i modified it to be noDVD, OBSE wont start since it doesnt see my oblivion.exe as the correct file, but i digress, i found a solution for the no spell delete mod, Wrye Bash seems to wrok fine for that, thanks all and good hunting! :thumbsup:

Edited by tymas
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