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Construction Set Extender Oblivion

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Changelog:

[CSE]

  • Add ability to filter plugins in the Data dialog
  • Improve UI reponsiveness by batching combo box insertions
  • Display active and under-the-mouse landscape textures in the render window OSD info overlay
  • Colorize active interior/exterior cells in the cell view window's cell list
  • Implement temporary references for measures in the render window
  • Add mouse-over reference color mask
  • Add a tab strip to the console window to switch between logging contexts
  • Add toggles for the editor startup manager to the File main menu
  • Show default system context menu when holding Control and right-clicking on form filter textboxes
  • Fix inconsistent refresh/sort behaviours of the cell view window's cell list
  • Correctly handle cell loading when the cell view window's cell list filter is active
  • Fix CS bug that caused preview controls to indiscriminately steal focus on mouse-over
  • Fix CS bug that caused the preview control camera to spiral away whilst being rotated
  • Fix bug that prevented the correct usage of snap grid/angle values
  • Add 'Edit Ref' and 'Edit Baseform' buttons to the batch reference editor (for individual references)
  • Lazy load old CS for lip sync support
  • Resize use report dialog to accommodate more usage info
  • Add global undo/redo context menu tools
  • Add "Spawn new object window" context mune tool
  • Partially
  • fix a CS bug that caused temporary refs (door/travel markers) to
  • disappear when moved beyond the active cell grid in one go
  • Fix bug that prevented render window key bindings from triggering correctly if they used the ALT key as a modifier
  • Fix owner-draw property of color picker preview dialog items in effect shader, water type and light dialogs
  • Fix CTD caused by an incorrect TESFile method signature
  • Fix CTD caused by the improper deserialization of tree references
  • Allow copying reference base forms to the global clipboard
  • Show render window OSD mouse tooltip only when focused
  • Disable safezone behaviour for OSD ref editor
  • Fix regression that prevented grass overlay textures from being recognized correctly
  • Fix bug that that caused the object palette manager to ignore Z-offset settings
  • Do not overwrite existing global clipboard buffer on editor startup
  • Validate asset file paths after using a custom asset selection tool (open in archive, edit path)
  • Remove the mostly useless asset path copying tool
  • Misc fixes and changes

[SE]

  • Brand-new script editor interface with dark mode support
  • Rewrite significant parts of the codebase for improved performance and stability
  • Remove some (hopefully) seldom-used features
  • Add support for fuzzy matching IntelliSense candidate suggestions
  • Prevent script compilation on script editorID collision
  • Add support for displaying and suppressing specific compiler/validator warnings (requires xOBSE > 22.4)
  • Misc fixes and changes

[BSA]

  • Brand-new tree-based user interface
  • Add support for searching inside archives

 
[~]

  • Save crash reports to disk/disable crash report sender
  • Update IMGUI to 1.80

Application Details:

Version: v11.0
License: Free to use
URL: http://www.nexusmods.com/obliv...
Votes: 0
Latest Rating: Gold
Latest Wine Version Tested: 6.16

Maintainers: About Maintainership

Free Download Requires Nexus account

Test Results

Old test results
The test results for this version are very old, and as such they may not represent the current state of Wine. Please consider submitting a new test report.
Selected Test Results

What works

With required dependencies (which are required on Windows), everything functions. Note potentially broken .NET installation depending on your Wine version. See workarounds

What does not

Hardware rendering of the script editor can cause problems. As Wine in general can use more address space, and as this is a 32-bit application, the script editor can crash if you load too many scripts at one time. For WineD3D users this limits you to 20-40 scripts being loaded at once, for DXVK users this limits you to 12 or so. See workarounds


Additionally, when using DXVK the script editor creates child windows which are not supported by the Vulkan rendering backend in vanilla Wine. See workarounds

Workarounds

For hardware rendering you have a number of options. You can just load scripts one at a time instead of multiple. You can also export your scripts in bulk and use an external script editor alongside "ScriptSync" to sync the files to this program. For the most thorough solution, you can disable hardware rendering outright with the following registry edit:


wine reg add "HKCU\\SOFTWARE\\Microsoft\\Avalon.Graphics" /v DisableHWAcceleration /t REG_DWORD /d 1 /f


For Vulkan child window rendering for DXVK users, most standalone Wine builds come with this support. You can simply use that instead


For .NET installation, you can use an older build that supports .NET installation and pass that as your Wine version like so:


WINE=/path/to/wine winetricks ...


What was not tested

Render window was not extensively tested over v10.0

Hardware tested

Graphics:

  • GPU: AMD
  • Driver: open source

Additional Comments

Would be platinum if not for hardware rendering problems


selected in Test Results table below
Operating systemTest dateWine versionInstalls?Runs?Used
Workaround?
RatingSubmitter
CurrentArch LinuxOct 13 20216.16N/A Yes YesGoldKat 

Known Bugs

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