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.