TyrisBel Posted February 27, 2012 Share Posted February 27, 2012 the CK Wiki is a bit of a mess, I keep making accidental discoveries instead of being led to them naturally, I just discovered this, and I think a lot of new modders would find it useful http://www.creationkit.com/Complete_Example_Scripts Link to comment Share on other sites More sharing options...
gsmanners Posted February 27, 2012 Share Posted February 27, 2012 Properties are still a WTF, actually. I mean, you have to define what it means in the CK to get it to work. What other scripting language functions this way (with hidden definitions)? :down: Bethesda devs really dropped the ball. They should have just bit the bullet and used Lua or Java or anything other than this idiotic home brew scripting language. Link to comment Share on other sites More sharing options...
GomuGomu64 Posted February 27, 2012 Share Posted February 27, 2012 Properties are still a WTF, actually. I mean, you have to define what it means in the CK to get it to work. What other scripting language functions this way (with hidden definitions)? :down: Bethesda devs really dropped the ball. They should have just bit the bullet and used Lua or Java or anything other than this idiotic home brew scripting language. And this language is too similar to Lua, but in a bad way. It's like...Bad-Lua :P It was a waste of time to make their own custom language that is clunkier and more troublesome than already made free scripting languages of similar nature >_> Link to comment Share on other sites More sharing options...
David Brasher Posted February 27, 2012 Share Posted February 27, 2012 And the scripts should not be packaged externally like meshes and textures and sounds are. This is a packaging nightmare because the CK archiving function is broken and fails to see and grab important files that make the mod work. This means that Steam Workshop is broken and cannot be used to distribute most mods, because it will only accept mods that have been packaged by the broken CK. Link to comment Share on other sites More sharing options...
JranZu Posted February 27, 2012 Share Posted February 27, 2012 Are there any other pages that are not listed you could point us to? A complete list of "undocumented" pages would be awesome! Link to comment Share on other sites More sharing options...
Cipscis Posted February 27, 2012 Share Posted February 27, 2012 Here's a list of "Lonely Pages", which "are not linked from or transcluded into other pages". Cipscis EDIT: It appears some of these pages have categories, so they might not all be completely hidden. Currently only 15 pages are uncategorised. Cipscis Link to comment Share on other sites More sharing options...
kromey Posted February 28, 2012 Share Posted February 28, 2012 Properties are still a WTF, actually. I mean, you have to define what it means in the CK to get it to work. What other scripting language functions this way (with hidden definitions)? :down: Actually, this isn't the case -- you can in most cases bypass the Properties dialog altogether (although in many cases it is far easier, despite the klugyness...), and in all cases (of full scripts, anyway -- I address "fragments" later) the property definitions are not "hidden" at all. For example, say you've added a new object reference and given it the editor ID MyNewRef. If you were to then add this line to your Papyrus script:ObjectReference Property MyNewRef autothen you would be able to use MyNewRef in your script, and it would point to your reference. Exactly the same as if you had create the property via the Properties dialog, using the same name, and leaving its value as default. Where using the editor's Properties dialog becomes essential is when you're writing scripts that either do not or cannot be hard-coded to point solely to specific references. In these cases, the editor is your interface to the game's internal engine, which has to invoke your script and pass it a particular reference. This is particularly useful for writing scripts that are intended to be reused -- each time you're setting up the properties in the editor, you're telling the game engine how to invoke your script, and what objects etc. it should be passed. The alternative would be wrapping every single use of your scripts in specific code that refers exclusively to that one invocation. Your one-time-only scripts can still bypass the CK's Properties dialog entirely by just using auto properties with the same name as the editor ID you want them to reference. And, if you really wanted, you could achieve a similar effect with multiple-use scripts by creating specialized one-time-only scripts that set up all the properties and then call your other script -- but why do that when the CK lets you bypass that entirely and sets up the game engine itself to set your script's properties and invoke your script directly? Now, I'll certainly grant that script "fragments", such as what you can attach to dialog and quests, are a mess. I hate those, and really wish I could write the entire script for the quest directly instead of being forced to use those damned "fragments". And in that case they really do hide your property definitions (as well as the script itself, although if you look hard enough you can in fact find it). But when you're dealing with full scripts (such as what you attach to triggers and other references in the game), there are no "hidden definitions", just an abstraction layer between you and the game engine's invocation of your script. Link to comment Share on other sites More sharing options...
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