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Scripting in FO4 the same as in Skyrim?


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Hey guys, been a long time. :)

 

Got a mod I want to do and looking for tutorials on scripting. Lot more of them for Skyrim I guess and am just wondering if everything explained for Skyrim is applicable in FO4. Thanks.

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Not exactly everything. The RegisterForSingleUpdate() concept has been replaced with StartTimer()/OnTImer(). There are "structs" that let you group variables together almost like a property group but they become their own types, easy to pass around. xSE core functions may be missing but there are also probably a lot of interesting new ones. Particle shaders cannot be defined in CK (not part of scripting but it deserves mentioning) -- you can only do membrane shaders, unless you are good at 3D and particle systems. PapyrusUtil-like functions can be found in SUP_F4SE and BakaUtil. There is a "Var" type, which can swallow just about any other type, but you wanna spend some time learning how it works, sometimes you need to unpack them. Extremely useful, especially for advanced Events and UI manipulation. (Technically speaking they are C++ Union types.) There are CustomEvents. I don't think these exist in Skyrim? You send these yourself inside functions.

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