[ Installation ]
1. Copy obse_1_1.dll, obse_1_2.dll, obse_editor_1_0.dll, obse_editor_1_2.dll, and obse_loader.exe to your Oblivion directory.
2. Run oblivion by running obse_loader.exe from the Oblivion directory.
Scripts written with these new commands must be written via the TESConstructionSet launched with obse_loader. Open a command prompt window, navigate to your oblivion install folder, and type "obse_loader -editor". The normal editor can open plugins with these extended scripts fine, it just can't recompile them and will give errors if you try.
[ Suggestions for Modders ]
If your mod requires OBSE, please provide a link to the main OBSE website,
http://obse.silverlock.org/ instead of packaging it with your mod install. Future versions of OBSE will be backwards compatible, so including a potentially old version can cause confusion and/or break other mods that need newer versions. If you're making a large mod with an installer, inclusion of a specific version of OBSE is OK, but please check the file versions of the OBSE files before replacing them, and only replace earlier versions.
When your mod loads, use the command GetOBSEVersion to make sure a compatible version of OBSE is installed. In general, make sure you're testing for any version later than the minimum version you support, as each update to OBSE will have a higher version number. Something like:
if GetOBSEVersion < 5 then
MessageBox "This mod requires a newer version of OBSE."
endif
Another alternative that is even more user-friendly is releasing your mod as an OMOD, and adding a script to check the version when installing the mod:
IfNot ScriptExtenderNewerThan #.#.#.#
Message "Requires Oblivion Script Extender v#### or greater"
FatalError
EndIf