Oblivion Mod talk:Construction Set

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Justification for Article[edit]

I'm sure that more than a few editors are immediately going to wonder why on earth I've bothered to create this article ;) But after a fair bit of consideration, I think it really is needed.

First, let me emphasize that I do not think UESP should try to document the construction set. As already stated by Wrye, there is no reason for UESP to duplicate content that is being maintained on a wiki hosted by Bethesda, namely the TESCS Wiki. TESCS Wiki should continue to be the primary source for information on how to use the construction set.

However, I think that a topic that warrants entire wiki probably deserves at least one article on UESP. The construction set is mentioned countless times in Oblivion articles, but someone who encounters one of those mentions and then does a UESP search for "construction set" will find no obvious resources explaining what the CS is. I've had to answer questions about "what is the construction set" or "where do I get the construction set" countless times on IRC, on my talk page, and elsewhere. A basic article can provide answers to readers' most common questions about the construction set.

I also wanted a central place to document known cases where the CS data should not be directly used in UESP articles. There are some known "quirks" with the numbers displayed in the construction set. Some of these may be irrelevant or self-explanatory to modders. But they are of interest to UESP editors and potentially even UESP readers. Therefore, this type of information may not be useful at TESCS Wiki but is appropriate here.

Having decided that I wanted to put together this article, I then spent some time considering whether this article was more appropriate in the the Tes4Mod or in the Oblivion namespace. I chose Oblivion based upon the example of articles such as Console and also based upon the focus of the article. It's definitely not intended to be an article to help people who are interested in modding the game. Rather it's an article to help readers and editors of Oblivion articles. I'm expecting that other people will have other opinions. Instead of discussing it ahead of time, I've decided to go ahead and follow my gut instinct and post it as an Oblivion article. In particular, I think other editors probably need to see the article content to get an idea of its scope, so a decision wouldn't have been possible beforehand. If there's a consensus that Tes4Mod would be the better namespace, it can all easily be moved. --NepheleTalk 02:22, 15 January 2008 (EST)


at the end of the first and second paragraph it says about the error "File is a higher version than this EXE can load" and i read around it and it didnt say how to solve the problem and i really wanted to get my construction set working again — Unsigned comment by (talk) on 10 August 2008

You need to download the latest version of the construction set. --NepheleTalk 10:27, 10 August 2008 (EDT)

Unofficial Oblivion Mods on PS3 ?[edit]

So you mean that any Unofficial Oblivion mod can somehow be used to PS3. And if yes how can I install on my PS3 — Unsigned comment by Gladiator (talkcontribs) on 18 September 2008

No. Only the PC version can use unofficial mods. I'm not sure where you were given any other point of view! –RpehTCE 09:41, 18 September 2008 (EDT)
I must have misunderstood what was said in the last paragraph. Anyway. And what about the Officials I don't mean SI but the others. And is there any Hawked PS3 firmware that allows PC Unofficial TES4 Mods to be installed? — Unsigned comment by Gladiator (talkcontribs) on 19 September 2008
Unfortunately only the Shivering Isles and the Knights of the Nine plugin are available for the PS3. I've heard of no possibility to install third-party plugins on the PS3 (or XBox360) --Timenn < talk > 07:23, 19 September 2008 (EDT)

Help with using the Construction Set.[edit]

I know the UESP is generally uninterested in the creation of a Construction Set help guide/ FAQ, whatever. I know there is a whole other wiki for it, but I find it all kind of... bland. I'm not saying I'll make whole big edition to the wiki on modding, but entertaining the idea of helping newbie modders with the CS. Don't freak out I won't do anything serious at the moment, but I'm interested. Plus, after three years of existence oblivion is just about done pumping out content for users to write about. If a Modding section was added the UESP would really become a work in progress again, and who doesn't want that. I'm sure you moderators are a little tired of simply fixing spelling errors and deleting others mistakes. Elder Scrolls V is over a year away do you really want a drought of knowledge coming in?Ag2013 21:52, 22 March 2009 (EDT)

We do have a modding section. Please note the content on the top of the page and the discussion section for the page on what goes there. Those generally cover the policy for the site. Regarding the cS in specific... No, we should not go there. If you're looking to help out in that area, the CS Wiki is the place to go. As for more general mod info, we largely are focussed on 1) where the CS Wiki may not want to go for one reason or another (e.g. mod and save file format); and 2) a few, focussed mod and mod project pages. Again, see the previous discussion for this. --Wrye 00:28, 23 March 2009 (EDT)
Agreed. Plus, for what it's worth, there's definitely no "drought". There are currently major efforts to document the Tamriel Rebuilt mod (here and here), plus a project to rewrite our Oblivion NPC pages (here). That's in addition to new information that just keeps coming on all the games. –RpehTCE 01:35, 23 March 2009 (EDT)
Thanks, I had no idea about the modding section and I've been using the wiki for years. As until recently I only had oblivion for 360 and when I tried to find a way to contribute... well I couldn't. Then I decided to look into player created content I was amazed. I guess you can fill in the blanks. Any who, now I have "plenty" to write about.Ag2013 09:07, 28 March 2009 (EDT)

Installation Error Fixes?[edit]

Alright, so I've downloaded the Construction Set, and when I try to install it, when it gets to the readme.txt file, I get a popup saying some kind of error occurred. I only notice the Error: Catastrophic Failure as suggesting something bad.

Anyway, I did redownload it, but still the same thing happened. (possible that I used a data traveler after the download was done?) 01:41, 10 May 2009 (EDT)

Damn, this was posted a year ago and STILL nobody has said anything? I'm having the same problem. I'm pretty sure it's because I have Vista, but how can I install it if it keeps saying Catastrophic Error?

I have Vista as well, but the construction set works well... Where did you get your version? Did it give you an option to continue using the CS? Do you have any antivirus software that likes to poke and probe in stuff that doesn't concern it? Try disabling antivirus during the download and only download using the link on the official site-here's a link (I think it's the right one) http://cs.elderscrolls.com/Category:Getting_Started --Theos 01:22, 11 May 2010 (UTC)

I ran into this error as well, Google brought me here when I searched for it. I fixed it by running through regedit and updating every path to my Oblivion install since I had moved it to a new location since the original install. This allowed me to run the TESConstrusction Set install without error. Hope that helps. 14:50, 10 October 2011 (UTC)

Remodeling Weatherleah for the brothers[edit]

Long after completing the Weatherleah quest to reunite the brothers and take back their home south of Chorrol, I figured they would clean up their house a bit, especially all the bones lying around. But they don't (confirm?).

I have just started experimenting with the TES Construction Set, and figured I'd try cleaning up their house a bit, by adding decorative things in the house and removing all the broken clutter. However, when I opened the Weatherleah interior, it seems they have merged two maps together. One seems to be what the house looked like before the trolls took over, and the other is the result after they trashed the place. I tried removing all the broken things, and that worked. But nothing that I added showed up; the house was just empty. Not sure if the actual quest is preventing this? I'm not knowledgeable when it comes to the scripting engine Oblivion uses, so I couldn't discover the issue myself.

Could someone point me out int he right direction? 16:10, 3 October 2009 (UTC)

Downloading CS without game[edit]

Can you view files with the CS without having the game for PC, or do you need the files on your computer to view them? Dom 21:29, 9 December 2009 (UTC)

You need the game in order to use the Construction Set. –Elliot talk 23:02, 9 December 2009 (UTC)
Generally, I agree, you need files to work with, and it does help to have the original Oblivion file to work with.--Theos 01:25, 11 May 2010 (UTC)

What all can I do with the CS?[edit]

I recently got the Mannimarco Revisted mod(I strongly reccomend it!) and found an awesome Scythe in Mannimarco's Throneroom, and I want to make it insanely powerful(lol). If I was to download the CS would I be able to do things like give it 100+ Damage enchantments and infinite charges? If so, how would I go about doing that? I've seen on different sites that it is and isn't possible, so I thought I'd check here since this is one of, if not the, most accurate places on the web.-Lord Sheogorath

There is an entire wiki dedicated to the Construction Set, so that should say something. Incredible enchantments and near infinite charges are possible, but in the end the CS is limited to what the game can do. The best way to find out is to play around with it. --Timenn-<talk> 15:29, 28 January 2010 (UTC)
Yes, the construction set can do all that except provide infinite charges (I think) You'll have to use soul gems or varla stones to recharge it. What I did is add a new chest to a random cell (Thieve's guild) and put random stuff in it-you'll have to put your new scythe in just such a place-don't change the original version as it's always good to keep those. If it's not enchanted, I suggest not altering it, but creating a Sigil Stone with the desired effects so you can delete the mod once your goal is achieved. Simply put the sigil stone/scythe/varla stones in the container you use to add them using the construction set and then retrieve the objects and use the sigil stone, then save and remove the mod.--Theos 01:30, 11 May 2010 (UTC)

PLEASE HELP!! how can i install both versions of TES Construction set old and new (yes it can be done)[edit]

ok so i know how to install both versions of the tes construction set and run two versions at the same time but my problem is that i already have the newer version installed and when i go to install the older version, it asks me if i want to remove the program because it is the same file type FML!! i need the older version in order to generate a lip file because the newer version is broken. i will not uninstall the newer version because i went to hell and back just to get my mods to work in the first place! please help!! any help would be appreciated!! — Unsigned comment by (talk) on 17 April 2010

Not sure if there is another way, but you can always consider using VMWare, or a similar kit, to set up a virtual machine where you can install the older version of the Construction Set. --Timenn-<talk> 11:18, 22 April 2010 (UTC)

Suggestions page[edit]

I'm kind of new to TES4 modding, and could use a bit of help with the scripts, and just navigating the map. If there were a page of suggestions, I'd really appreciate it.

Here's one of mine- When creating an item with a powerful spell effect, choose a normal item without a script or enchantment (Such as one of Arnora's amulets-they're not quest items after you complete Two sides of a coin), and create your own custom sigil stone instead. Use the sigil stone on the item you wish to add the effects to and your computer will remember that the afore-mentioned item has that specific enchantment, not how it got the enchantment. You can then delete the mod and save a bit of space/destroy the evidence. I also suggest not adding anything that significantly increases speed of any sort-I learned the hard way with 1000 acrobatics (though strangely 10 custom spells of 100 are safer) and a bad earthquake.--Theos 01:39, 11 May 2010 (UTC)

I'd like to know a bit more about Script language, and how to make scripts actually do something. If people can post examples, it would make life a lot easier.--Theos 01:39, 11 May 2010 (UTC)

Sorry, no. That's now what UESP is for. As the article says, "To learn more about how to use the CS, see the TESCS Wiki." rpeh •TCE 11:25, 12 May 2010 (UTC)

I can't get my mods in the Data files. I spent hours on them, but they just won't appear. HElp me!

Makes sure they are in the data folder and have the .esp file extension. Jadrax 17:38, 22 June 2010 (UTC)
Just to throw in my opinion I think that having a basic page like Morrowind Mod:Scripting Pitfalls for Oblivion would actually be a good thing.--TheAlbinoOrcGot_a_question? 19:17, 22 June 2010 (UTC)

Invalid File?[edit]

Not sure if this is the right place to ask about this, but whenever I save a plugin file and then try to open it in Oblivion, instead of saying (plugin file) next to the file name it says (invalid file). I am slightly worried by this so thought I would ask before attepting to open any of these 'invalid files'.
1) What does it mean?
2) If I were to open it could it cause problems with/damage to my game or computer?
3) And how can it be fixed?
I hope that someone can tell me something and thanks in advance. 15:38, 18 April 2011 (UTC)

Off Topic question[edit]

I am very sorry to bother with this question, as I think it should not be asked here, but anyway, here it goes, I had mods where a spell could turn you into a wolf (Normal wolves in Oblivion) And then I thought I could maybe do a same script spell in cs but instead of becoming a wolf becoming a Xivilai, unfortunely, I searched for this for some days and found nothing that explained it, so I crossed here, and I wish to ask, could somebody comment here how to make a scripted spell in the CS that turns you into a xivilai? I would appreciate of someone puts the steps to do it here. Thanks :) — Unsigned comment by Sayonara (talkcontribs) at 16:50 on 27 April 2011

As far as I'm aware, polymorph scripts need the Oblivion Script Extender to function. An easier option would probably be to download one of the many demon race mods out there, as many of them look similar to xivilai. Maybe if you link to the wolf mod I could give you a better answer. Legoless 16:17, 27 April 2011 (UTC)
I understood the problem is, I installed Oblivion again after a couple of months and I have no idea what mod is it, sorry :( But thanks a lot for your help, I have OBSE, but have no idea how to use it on the CS to do a polymorph spell, but thanks anyway friend :) — Unsigned comment by Sayonara (talkcontribs) at 17:33 on 27 April 2011
Can you try grabbing another polymorph mod, and copying the script from that?--Ghurhak gro-Demril or TAOYes? 00:25, 29 April 2011 (UTC)


I understand that if you wrote all the info of an NPC on paper then, once Skyrim comes out, you could POSSIBLY do the above. But i need to know if you write, lets say, his stats,skills, spells, ect. then go to the CS in Skyrim, then NPC and on to NPC/NEW that you could write all it back in to each box, to create the NPC in the exact way it was, but with updated graphics and better looks (LOL)....i know, i know. This is probably irrelevant in the topics here, but humor me. Yes, I KNOW SKYRIM HASN'T COME OUT YET! Please please please give an answer. It is pure theor, btw.....

Thanks, LukaSlayer13 — Unsigned comment by (talk) at 23:22 on 16 June 2011

Unlikely. Skyrim will no doubt have a completely different system, with none of the same items or stats. You might be able to recreate an NPC's face and maybe texture some Oblivion-esque clothing for them, but that's about it. --Legoless 22:37, 16 June 2011 (UTC)


When looking at an item's entry, it gives two particular numbers, one for "count" and one for "users." What do these numbers mean? Can they be used to tell if an item is actually found in-game, and how? The Ritual Key, for example, lists 0 counts and 1 user, two of the Shield Rings list 0/3, and the Broken Sword lists 1/2, and this site says they're not found in-game. How can you tell? And how do these numbers apply to NPCs as opposed to items? — Unsigned comment by (talk) at 04:59 on 12 July 2011 (GMT)

The count is how many of the objects are directly placed into the game world. Users means things like leveled lists. To see more detailed info on these numbers, right click the item and select "Use Info", which will show you a list of each count/user. Many objects are used in test rooms/lists, so just because an object has these stats, it doesn't necessarily mean it can be found in normal gameplay. --Legoless 09:00, 12 July 2011 (UTC)

Hand to hand magic effects?[edit]

Would it be possible to create an enchantment on a pair of gauntlets or a ring etc. that would allow me to apply magical damage to opponents whilst fighting with my fists?
If so then how?
I appreciate any help/input that anyone can offer, and thanks in advance. — Unsigned comment by (talk) on 1 August 2011

Nope, I'm afraid not. --rpeh •TCE 12:46, 1 August 2011 (UTC)
Well don't get me wrong i dont know a whole lot about programming and such but it would be very complicated but i remember seeing a mod that did this. I think he made it to where once the game registers you've hit the target while the gloves were eguipped it made a fire/frost/etc. spell right there which damaged the target Skylar1146 18:49, 7 June 2012 (UTC)

How did the developers do it?[edit]

I'm a little confused on how the developers created the game. Did they all work on the game on the Construction set at the same time? Or did they each use a CS to make one part of the game and send that to one big file or something? Skylar1146 18:45, 7 June 2012 (UTC)

As I understand it, it's basically a little of both. One of the features of the Construction Set that most home users would have no use for is to take a section of the game data and mark it as currently in development by a specific person. That lets them edit a copy of the data on their local machine, and when they're done, reintegrate it with the master copy. That's how all of them are able to work at once without stepping on each others' toes...too much. :) Robin Hoodtalk 01:28, 8 June 2012 (UTC)

Importing to Future Games[edit]

I was wondering is it possible to take objects from previous elder scrolls like oblivion or morrowind and somehow put it into Skyrim with the help of the help of the CS? 03:24, 15 September 2014 (GMT) Cpt. Samsquanch

Short answer, no. Long answer, someone with a ton of technical knowledge could do this possibly for Morrowind and Oblivion, but there is no automated import tool. Skyrim runs on a different (although derived engine), so definitely not there. Either way, it is absolutely easier to just try recreating assets from those games for the newer ones than trying to just somehow make the games compatible with each other. --AKB Talk Cont Mail 03:29, 15 September 2014 (GMT)
As AKB says, its a different system. If they used the same system the coding might be left over, as is the case with Fallout 3 and Fallout New Vegas. However, chances are a new system will be used for the next game to take advantage of the increased power and rendering available with the new consoles. Silence is GoldenBreak the Silence 10:50, 15 September 2014 (GMT)

Enchantment system[edit]

Hello. I wanted to tinker with Azura's Star, being curious about the possibility of a Black Star in Oblivion, but stumbled into a problem. It seems there is no script attached to the Star, and instead it is all handled by the Enchantment system. Similarly, the enchanting altar only calls showEnchantment. So is the Enchantment system completely inaccesible to the user? I wanted to look at how it handled Azura's Star and derive a script for a Black Star, but it seems like a bust. Thanks. Riayi (talk) 04:40, 23 November 2014 (GMT)

Safe to use?[edit]

Can anyone provide me with a link regarding how to safely use this program without ruining my game, or an article that has tips on safely using it? All I really want to do is build a few NPCs, edit the appearance of items, stuff like that. Anything would help. Also, what risks will I run I into if I make NPCs, but rename them and don't actually put them into the game? — Unsigned comment by (talk) at 22:35 on 10 February 2015 (GMT)

I direct you to the second and third sentence of this article: "It is a very complex and powerful program that cannot be described by a single article. The TESCS Wiki is an entire wiki devoted to documenting the CS, and is the best place to find information about the CS." --AKB Talk Cont Mail 22:35, 10 February 2015 (GMT)

I looked there and I couldn't find much about safe usage. Do you think there's somewhere else that you could recommend I look?

Keeps crashing on startup[edit]

No matter what I do, I can't get this thing to open without immediately crashing. Also, I can't find its .ini file anywhere, even though I uninstalled and reinstalled both Oblivion and the CS. Could anyone please tell me what I need to do? I just wanna be able to make my own mods, but I can't figure out what I'm doing wrong or what I can do to fix it. Bauglir100 (talk) 02:07, 1 May 2016 (UTC)