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CK Update


gengrimm

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They mentioned a new scripting language called Papyrus, does anyone know where I can begin to learn more about it while waiting for the kit?

http://sleekupload.com/uploads/5/thm/papyrus_thm.jpg

It's definately good to see you can use external programs for scripting now too.

 

Looking at that picture,it doesn't look like they changed much. If anything its just more Java like than it was before.

 

On a interesting note, judging from the comments in that script that appears to be part of the Butterfly Script.

Edited by gengrimm
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They mentioned a new scripting language called Papyrus, does anyone know where I can begin to learn more about it while waiting for the kit?

http://sleekupload.com/uploads/5/thm/papyrus_thm.jpg

It's definately good to see you can use external programs for scripting now too.

Looking at that picture,it doesn't look like they changed much. If anything its just more Java like than it was before.

 

On a interesting note, judging from the comments in that script that appears to be part of the Butterfly Script.

 

True, it doesn't look too different, but one thing I notice already is the absence of "set" in order to define values, which is a godsend. Also apparently, looking at a different screenshot (below), you can now have loops! That alone just makes me cry of joy. Before you had to use the Script Extender, so im glad this functionality has been addressed and implemented. Good job Bethesda!

 

http://sleekupload.com/uploads/5/thm/papyrus2_2_thm.jpg

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omfg if you cant upload mods made with this to nexus and have to use steam to download mods n install them then fml lol

 

Dude chill out lol :-)

You can upload to nexus, I looked closely at the video and theres an OPTION to upload to steam.

To get it on the nexus all you have to do is copy the .esp file (the mod you are making can be found in the skyrim/data folder) and upload it manually. I cant see anyway they could block that even if they wanted to.

 

I said in my other posts that if bethesda gave some info on the CK id be happy and stop whining about it being delayed......now we know it actually exists so I can wait a little longer

 

As to the scripting language, it doesnt look much different to oblivion or fallout games, scripting being my only real strength (apart from putting up with red triangles....those that navmesh know what I mean) Im looking forward to learning the new scripting as quickly as possible

Edited by thelonewarrior
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They mentioned a new scripting language called Papyrus, does anyone know where I can begin to learn more about it while waiting for the kit?

http://sleekupload.com/uploads/5/thm/papyrus_thm.jpg

It's definately good to see you can use external programs for scripting now too.

Looking at that picture,it doesn't look like they changed much. If anything its just more Java like than it was before.

 

On a interesting note, judging from the comments in that script that appears to be part of the Butterfly Script.

 

True, it doesn't look too different, but one thing I notice already is the absence of "set" in order to define values, which is a godsend. Also apparently, looking at a different screenshot (below), you can now have loops! That alone just makes me cry of joy. Before you had to use the Script Extender, so im glad this functionality has been addressed and implemented. Good job Bethesda!

 

http://sleekupload.com/uploads/5/thm/papyrus2_2_thm.jpg

 

Reminds me a lot of NWScript, which is a good thing. Say what you will about the game, but the modding tools are quite powerful there.

Yay, we have objects?! This should dramatically cut down on OMG CODE REUSE scenarios. Looking at the syntax, perhaps we even have recursion? That could be fun...

Talking as someone who has used TESScript for several years, I say that they changed it dramatically. (External code management using your own IDE, for one. I smell an Eclipse or NetBeans plugin in the not too far off future, which should be interesting).

Edited by jimhsu
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