OBSE Event Handler testing suite
⚪ Last updated 2017⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
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🔍 Analysis
- 🏆 #137 of 138 Modders Resources & Tutorials mods in this game by downloads
📋 About This Mod
A modders resource with a script that set ups basic event handlers for all event types that OBSE allows. They will report the even'ts description and parameters to the console and ConScribe together with the event's exact timing. Useful to
REQUIRES: OBSE 21+ ConScribe recommended to read the event log out of runtime. MenuQue event types also included if installed.
This mod sets functions for all event handler types defined by the latest version of OBSE, which will report to the console, and to a ConScribe log if available, the info of what happened in the event, together with the hour, minute, second and milisecond it happened. The log can thus be viewed at runtime by opening the console, which you can navigate with the PgUp and Down keys, or at the ConScribe log created at 'Per-Script/TestHandlers.esp - 000847.log' Do note that if you use ConScribe, to my chagrin I haven't yet learned how to maintain a more elegant log, so that file will keep growing and growing after every game session. Just be sure to delete it once a month or so before it eats your HD (it won't, but the point is it will keep getting bigger :D) There are a pair of caveats I found while testing myself. The 'OnPackageStart/Change/Done' handlers can indeed be reported for ALL actors without the 'No Low Level Processing' flag, which there are several hundred of in a normal game. Same deal with the 'OnActivate' handler when such an NPC goes through a load door, since doors are persistent by definition. To limit the spam this causes, there are a pair of global values you can change in the console:
- []'set TestHandlersReportPackages to x' limits the event reporting for the package handlers. Default is 0, they don't report at all. With 1, they report for actors in your same cell. With 2 or more, for all actors (useful to verify how truly alive the world of Oblivion really is!) []'set TestHandlersReportActivate to x' does the same for the OnActivate handler. It always report for what you, the player character, does activate.
And that's it! I hope this utility helps you learn how the game, well, handles stuff, so that it might help you with your own event handlers for example.
📊 Mod Details
- Game
- Oblivion Mods
- Author
- Migck
- Version
- 1.0
- Downloads
- 299
- Endorsements
- 28
- Category
- Modders Resources & Tutorials
- Created
- 11/21/2017
- Updated
- 11/21/2017
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