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Scripts and Batch Files


Duriel7

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Hi all,

 

So I was wondering, for some reason I want to use batch files to make modifications to my chars, like RP modifications, but I was expecting to make it with some randomness.

I wrote some scripts for Fallout games earlier this year, so I feel comfortable with those. BUT. I feel not enough comfortable yet to write my own mod with MCM and SKSE plugins for now, so I was thinking to, for now, apply scripted things through batch files. (Yes for those asking, I planned to, one day, test those char classes creation mods, but I want to make mine also and work step by step).

 

I imagined two methods, and wanted you, experienced modders/knowledgeable guys, to tell me if it's possible or not :

 

- First : write simple scripts within the batch files, and then call it by "bat [name]" as usual. I tested few things with my knowledge of FNV/FO3 scripting, but the console answered that that was not expected as a "begin block" (was trying begin "ScriptEffect" and begin "ScriptEffectStart" with "end" to finish, as I knew);

- Second : write a script in CK, and then call it with a batch file, with an access path or something.

 

The form of the script I'd want to use is pretty simple, as one can imagine in pseudo code :

short a

begin Script

a = getRandom [x;y]

additem f a

end

If possible to get a random in an interval. If not I will proceed by successive GetRandom x%... but that's the idea.

 

Would it be possible or I'm doomed to use straight numbers in my batch files ?

I searched through forums, and googled it, but found no answers, and so I wanted to ask to be sure.

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Hi all,

 

So I was wondering, for some reason I want to use batch files to make modifications to my chars, like RP modifications, but I was expecting to make it with some randomness.

I wrote some scripts for Fallout games earlier this year, so I feel comfortable with those. BUT. I feel not enough comfortable yet to write my own mod with MCM and SKSE plugins for now, so I was thinking to, for now, apply scripted things through batch files. (Yes for those asking, I planned to, one day, test those char classes creation mods, but I want to make mine also and work step by step).

 

I imagined two methods, and wanted you, experienced modders/knowledgeable guys, to tell me if it's possible or not :

 

- First : write simple scripts within the batch files, and then call it by "bat [name]" as usual. I tested few things with my knowledge of FNV/FO3 scripting, but the console answered that that was not expected as a "begin block" (was trying begin "ScriptEffect" and begin "ScriptEffectStart" with "end" to finish, as I knew);

- Second : write a script in CK, and then call it with a batch file, with an access path or something.

 

The form of the script I'd want to use is pretty simple, as one can imagine in pseudo code :

short a

begin Script

a = getRandom [x;y]

additem f a

end

If possible to get a random in an interval. If not I will proceed by successive GetRandom x%... but that's the idea.

 

Would it be possible or I'm doomed to use straight numbers in my batch files ?

I searched through forums, and googled it, but found no answers, and so I wanted to ask to be sure.

Just curious I googled something that may help you.

 

Go to that page, use the browser find on that page"batch" might help, might not.

http://wiki.tesnexus.com/index.php/Getting_started_creating_mods_using_GECK

 

https://geck.bethsoft.com/index.php?title=GECK_Commands

Edited by Purr4me
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Hi Purr !

I remember you helping me for Fallout 3 problems some years ago, thanks for showing up again.

At first sight, this may help me, yes. I'll look further into this, surprised that I haven't found this on my own (Beth's CK site was of no help in fact, apart from the usual scripts functions I mean)... but thanks so much.

I'll update the post to tell if I succeeded or not !

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Hi Purr !

I remember you helping me for Fallout 3 problems some years ago, thanks for showing up again.

At first sight, this may help me, yes. I'll look further into this, surprised that I haven't found this on my own (Beth's CK site was of no help in fact, apart from the usual scripts functions I mean)... but thanks so much.

I'll update the post to tell if I succeeded or not !

I love people whom think out of the box, it send shivers up my spine, challenges see no bounds when it comes to making it happen.

The key is the term used "Batch" or *.bat...

Some where I had remembered Batch commands. so I looked for just that in modding ,that's what i found, I was really busy too.

Any way's I wish you good hunting LOL game speak as it may be. Miss brown has that sort of look ya know.

she's kinda creepy too. Off to bed I go, had enough real life games for a day.

 

Kitty Black

Edited by Purr4me
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I searched with "scripts", "batch files", and "bat"... the only guy who asked with those key words was a guy who wanted to call batch files with a script in an esp file. He didn't know he could only "bat [name]" in the console x)

That didn't help me, but I should have post my question on Stackexchange also, as I found this topic there.

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I searched with "scripts", "batch files", and "bat"... the only guy who asked with those key words was a guy who wanted to call batch files with a script in an esp file. He didn't know he could only "bat [name]" in the console x)

That didn't help me, but I should have post my question on Stackexchange also, as I found this topic there.

I want you to consider the scripts, they them selves are Not unlike a batch command.

IT is the language used that makes the differences.

You batch command will need to be in the games command language, not a windows command language.

 

So you need to look at things that way. Tell which game is this for?

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I searched with "scripts", "batch files", and "bat"... the only guy who asked with those key words was a guy who wanted to call batch files with a script in an esp file. He didn't know he could only "bat [name]" in the console x)

That didn't help me, but I should have post my question on Stackexchange also, as I found this topic there.

I want you to consider the scripts, they them selves are Not unlike a batch command.

IT is the language used that makes the differences.

You batch command will need to be in the games command language, not a windows command language.

 

So you need to look at things that way. Tell which game is this for?

 

Absolutely. That's why I try using the functions I knew from FNV when I did my mod. But Skyrim LE (that's the game if you asked for which version of Skyrim I'm using) certainly uses new functions and abandoned old ones (Beth updated their engine after all), I need to refresh my knowledge concerning those. And your link will help me do that.

If it (the game) tells me the block is errored, then it's probably because the syntax is errored, if not it would have tell me that the command doesn't exist. So at least I'm on the good way. I think.

 

I'll update when my work is advanced.

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In the world of Skyrim you have I believe 3 versions of morphed animals in papyrus along with different Bethesda normal's too., I see a total of six ways to Sunday to get wrapped up in dissecting those chains.

I really hope you have Lot's of coffee and big bottle of aspirins.

That's a hell of a ride to take on.

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What I can do is list places you are going to need. No reply necessary.

  1. https://www.creationkit.com/fallout4/index.php?title=Papyrus_Compiler
  2. https://www.creationkit.com/fallout4/index.php?title=Papyrus_Projects
  3. https://www.creationkit.com/fallout4/index.php?title=Category:Scripting
  4. https://www.creationkit.com/fallout4/index.php?title=Papyrus_FAQs

Like I said, a big headache.

 

This might be even more useful.

  1. https://forum.step-project.com/topic/6377-fireundubhs-xedit-scripts/
  2. Basically since the git-hub source has been removed and the author has stated he went toward x edit scripting, leads you back to the x edit products.I can point you to xedit's discord.
  3. Or this: (http://fireundubh.github.io/fallout4/)
Edited by Purr4me
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