PirateDragon Posted January 10, 2012 Author Share Posted January 10, 2012 Jimhsu, Thanks for the comment...most of that went completely over my head, mainly you see, as stated above...I'm a noob. I hope you are right and some enterprising coder takes the time to create such a gnerator. I know I'd use it. Link to comment Share on other sites More sharing options...
PaladinRider Posted January 10, 2012 Share Posted January 10, 2012 Jimhsu, Thanks for the comment...most of that went completely over my head, mainly you see, as stated above...I'm a noob. I hope you are right and some enterprising coder takes the time to create such a gnerator. I know I'd use it. How can you say that if you've never modded a TES game before?? Any toolset is going to introduce a new learning curve - that's part of the game!No one is going to make it so that the transition to the CK is going to be seamless. Link to comment Share on other sites More sharing options...
PirateDragon Posted January 10, 2012 Author Share Posted January 10, 2012 When did I say that I've never modded a TES game? I said that I wasn't familiar enough to know if a Script Generator was ever created. That does not mean that I've never messed about with the Oblivion Construction Set. I have, and made several houses for myself. I've been around game modding for quite some time and am familiar with the process of creating mods. The lion share of my experience however is in the NWN community, and with those tools. I know enough about my own skills and understanding to know that scripting is not a gift of mine. I do not really need anyone to attempt to convince me otherwise, or that I'm just lazy, or haven't tried, or whatever other argument I've seen bantered about on oh so many forums. This is what I meant by not needing to debate this. I know a script generator would be useful. It has in the past. Nuff said. Now what I didn't know, was what was stated above about the apparent lack of scripting power that the older TES games had compared to the NWN scripting abilities. Perhaps this is why there hasn't been a generator effort, perhaps not. If Skyrim has more scripting power, then I would love to see a GUI script generator developed for the community. If you disagree with that, then fine, but since when are tool requests ever discouraged? Link to comment Share on other sites More sharing options...
PaladinRider Posted January 10, 2012 Share Posted January 10, 2012 (edited) A script generator has never even been made for TES, so how would it have been useful in the past? I know you mean for NWM, but it's apples and oranges man. It's like a car analogy: You're basically saying that you're waiting for a car that has a pickup bed in the back. Because you've always driven pick up trucks and the bed in the back has always been useful in the past. So why doesn't any of these cars or vans have pickups? Well some do, and they didn't sell so well. The fact of the matter is that the scripting language for TES is as dead simple of a scripting language you will find anywhere. And it's effective for what the developers wanted/needed to do. Everything that you see in Skyrim can be replicated by a modder (and then some). Granted, these games have always required a little creativity on the part of the programmer, but that's what makes it fun! About skyrim, there are rumors floating around that they've adopted a Java derivative language, with rumors stating that it'll be object oriented. But still, the "script generator" is usually contained in some form inside the CK so an additional one is beating a dead horse. I'm only discouraging your tool request because I haven't seen a necessity for it. People have released injections to expand the scripting language. Edited January 10, 2012 by PaladinRider Link to comment Share on other sites More sharing options...
scrivener07 Posted January 10, 2012 Share Posted January 10, 2012 [b]#include[/b] "x2_inc_compon" [b]#include[/b] "x0_i0_spawncond" Now this would be nice. Link to comment Share on other sites More sharing options...
GisleAune Posted January 10, 2012 Share Posted January 10, 2012 What do you expect of a such software? Designing one that will make scripting easier is a feat on it's own and most software that do such things are hard to learn too. If one is to be made one day, it won't simply be "conjure script". Link to comment Share on other sites More sharing options...
PirateDragon Posted January 10, 2012 Author Share Posted January 10, 2012 (edited) What do you expect of a such software? Designing one that will make scripting easier is a feat on it's own and most software that do such things are hard to learn too. If one is to be made one day, it won't simply be "conjure script". I linked in my OP a script generator for NWN that gives a great example of what I would want it to do. Click the link and see. @ PaladinRider As far as for the comments prior about such a tool within the CK, that would be great. The existence of the tool in the NWN community is because such a thing did not exist inside that games toolset. If the Skyrim CK comes with a graphical UI that allows me to build scripts by clicking plain English options with the mouse, then of course there is no need for an outside tool. It's not an apples to oranges discussion just because they are two different games. Both games use scripts to accomplish in-game events. Both games use a toolset. Both games have people modding them. Both games could benefit from a GUI tool for generating scripts. NWN did, and still does. Tell me why Skrim would not. Edited January 10, 2012 by PirateDragon Link to comment Share on other sites More sharing options...
jimhsu Posted January 10, 2012 Share Posted January 10, 2012 (edited) [b]#include[/b] "x2_inc_compon" [b]#include[/b] "x0_i0_spawncond" Now this would be nice. Exactly, that's a basic feature of any relatively modern language that TESScript completely lacks. Object getter/setter functions, for another. I haven't tried more advanced stuff such as reflection, self-modifying code, etc but I think that might also be possible. Come to think of it, I actually wrote dynamically modifiable books in NWN2 that allowed the player to learn dynamically modifiable spells (i.e paying more for a book can get you a more powerful fireball spell, all handled dynamically in-game), so I think that's actually possible. If the new Papyrus language is anything close, the possibilities are immense. Edited January 10, 2012 by jimhsu Link to comment Share on other sites More sharing options...
PirateDragon Posted January 10, 2012 Author Share Posted January 10, 2012 Yikes...I didn't realize that TES didn't have Object getter/setter functions...includes are used for tons of stuff in NWN... Link to comment Share on other sites More sharing options...
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