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Papyrus changing string cases?
waterlogic replied to waterlogic's topic in Fallout 4's Creation Kit and Modders
Function OnSomeEvent() doSomething("one") EndFunction Function doSomething(string s) Debug.Notification("doSomething: " + s) EndFunction -
I've run into what looks like a really odd quirk. I am simply passing a string as a parameter into a function. It normally works as expected. However, if I pass a number in word form (ie. "one", "two" or "three") Papyrus seems to convert the case of the string to capitalize the first letter like this: "One", "Two" or "Three". It does the same if I put the string through in all caps like "ONE", "TWO" or "THREE". Has anyone seen this before? Any ideas on how to fix?
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What information do you think is missing?
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You could say that into eternity, right? Someone earlier in the thread said that they had the skill-set and interest in helping. Some here reacted so hysterically that he probably doesn't even follow the thread any more. Great job!
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The code is open source. Just like the code for all the plugins made with SE. It's a requirement for SE. The license terms do not allow anyone else to use the code to make their own build.
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...and it's distinctly possible that this agreement includes an NDA about the layout of the executable, and/or a hush order on how to explore it. The team has vocally refused to explain their mapping method. Not sure if those posts are still on the old Bethesda forums or not. But it was previously explained. They can't accept compensation for the SE and there is an NDA. You are exactly right. What I remember is that they mentioned an "unspoken agreement." Maybe they can chime in and clarify. But, I don't believe there is any NDA, written agreement or even discussion from Bethesda to the SKSE team about this. It really is way more stable. There are quite a few good mods for it without SKSE. I enjoyed my recent playthrough with it more than I remember enjoying Oldrim, mainly because I could just plug-n-play mods without crashes. The only reason I want SKSE64 is to allow functionality for new mods that I want to develop for SE. While normally to this kind of post I would say "Fallout can go f*** itself and they need to abandon it and hurry up and work on skyrim" I will only say that this is a good sign that they are in fact active and "working" though sadly not on skyrim. I was worried they may have abandoned the projects altogether and just having too much reallife stuff going on but I presume that once they're done with freaking fallout they will get back on the true horse of skyrim special edition. Fallout is being worked on by Expired. Which is great as he gets a lot of complicated work done quickly when he's available. Just isn't always around. Hard to tell for certain. But, I don't think he was helping with SKSE64. So, SE appears to be just as inactive as ever.
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There are many software projects where developers communicate with the public regularly. Some daily even. Nobody has a right to dictate how it has to be done or anything. But, I think that it's valid to look at a change in communication as a piece of the puzzle. Thank you. Will check that out. This seems to confirm what I was saying before. That SKSE64 really could be done more quickly than many realize. It just needs someone with more time to put into it. I haven't seen anyone acting like the world is ending. I've seen people looking for a solution forward. I don't have any hard feelings toward anyone. If someone doesn't have time, I would just hope to recognize it and move on to another solution. And I'm pretty sure that I've seen the posters "named" name each other already. That info had already been publicized. Looking for a solution is not crying or whining. The good news is that there is now activity on F4SE. Assuming that works out. I'm probably just never going to build the mods I was planning for SE. On to FO4...
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I must have missed these interviews. Can you please post links to them? Couldn't find via search...
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You may not have read this back and forth to where the original point was brought up. Don't blame you at all for that. It was a while back now. I know that the reverse engineering is different. The point we were haggling over is whether or not converting the old SKSE to SE involves writing code "to a high standard". I don't think that it does. It's more just rote bit conversion and hooking up the functions properly. There is no low quality way to hook up the functions. It is either hitting the correct target or not. Agreed completely that it's a specialty that most programmers don't have experience with. I hope you get the chance. Is it something you could start into as a new extender, completely separate from SKSE? I think that opening up Scaleform alone with no other features would still be a significant breakthrough. You don't expect anyone to do anything. But, you also harp on the one guy in the thread offering to do something... ok?
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If it's already not being worked on there is no further risk of it not being worked on. 64-bits stuff isn't merely 2x 32-bits stuff, and there were changes to the base stucture of the game as well. Converting to 64-bits is pretty rote stuff. What base structures were changed? I don't really want SKSE to play. I want to make new mods that aren't in old Skyrim.
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Cheers to that. I was meaning to refer to the low level structures as well. Hooking those up again should not require checking to see if they meet a high standard. They will either test positively that they are the correct function or value, or they won't. There is no "standards" scale that I see for the work to be done on this. Did you read the last page or two? Apparently, other people who are capable of finishing it are not allowed to.
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I don't see anyone saying those things... They can just look at the download site for that. lol
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Agreed. I would love to be proven wrong. But, I think that the writing is on the wall here. Nobody is insisting that the SKSE team has to do anything at all. It's a mod that is key for other mods. So, modders want to find a way to fill that void. If the SKSE team doesn't have time, nobody is blaming them. That doesn't mean that we all have to sit around wondering what to do. There are other people with the skill-set to do this work. The license applies to all of the files in src/common - not to the files in src/skse. It's not an alternative, it's just the SKSE source code of each release uploaded to GitHub. And if you are looking to contribute, just do some work and submit it for review? Worked out fine for me even though the project was not handed over to me first. Thank you for pointing that out. I stand corrected. I thought that I had read all the text files in the package I downloaded. But, I must have missed that. Agreed. What is the point of submitting code to a team that doesn't have time to clarify progress for months at a time or discuss for themselves whether or not they would be open to it? As you wrote earlier, the right thing to do would be to hand the thing off and try to help the new guy(s). Interesting. Yeah. Got to play by the rules. Though, I think it's a bit of a gray area given that SKSE is almost certainly infringing on Bethesda's rights to begin with. It's kind of like trying to defend your right to bootleg Bruce Springsteen CDs in China. I respect where you're coming from. But, see it differently. Modding these games is a community effort. SKSE is a key mod. But, it is also the work of many other modders that deliver the final results to the community. Approaching the SKSE team shouldn't be like a bunch of Walmart employees trying to have a meeting with the Walton family. It should be a mutual collaboration. If they don't have time, nobody blames them. But, then, they shouldn't be preventing others from doing the work. What good does that do for anyone? On a technical level, my understanding is that the SE API is unchanged on the Bethesda side. So, no QA should be needed for that. The work needed, based on my reading of Behippo's comments, is re-establishing the hooks for functions. I imagine that is a grind. But, more of a process oriented task than something that needs much QA.
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Someone else came up with an alternative and was shut down? When/how did that happen? As mentioned by others, it looks like the source is already included with each build. So, files freely available. And the license appears to give permission to make your own fork provided that you give credit, etc.: I hope that you re-consider for SE. With mods, I think that it's still not too far behind newer games. And the experience would most likely help a future TES build. Maybe once a file comparison is done, the tasks needed will be more manageable than expected. OR, what about F4SE?