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Is it me, or Papyrus f***ing sucks?


Nexussux!

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Posted

Is it just me, or the most basic tasks are ridiculously hard to get done with papyrus/CK? From printing text (in a sensible way, not with debug.notification bullshit) to playing idles, everything seems to be made as obscure, as abstract and as complex as possible.

 

Case in point 1:

 

Text output is the most basic feature of any game, or programming language for that matter.

To get a name string of a character involved in the quest, I had to do:

 

alias npcAlias = GetOwningQuest().GetAliasByName("aaaSomeCharacter")
referenceAlias npcReferenceAlias = npcAlias as ReferenceAlias
string nameFinally = npcReferenceAlias.GetActorReference().GetActorBase().GetName()

 

It took 1 hour of research, 30min of trial and error, 3 variables, 4 methods, a typecast AND a 3rd party software (SKSE) just to get one string from an object. Why couldn't it just be

 

string name = QuestID.AliasID.actorName			;(pseudocode)

or

string name = QuestID.getAlias(ID).getBaseActor().actorName		;(pseudocode)

 

 

Case in point 2:

 

Camera control (XYZ, roll, pitch, yaw) is a basic functionality in any 3d game. Used for debugging, cutscenes, testing, etc. To control camera with papyrus I had to do:

 

   

Nothing, there are no functions for camera control.

 

How come it is so complex? Is it just me having these dilemmas? Is the CK wiki unreliable, or is there some other secret info API doc that rookies do not know about?

Posted

Nah Papyrus sucks.

 

  

25 minutes ago, Nexussux! said:

Nothing, there are no functions for camera control.

 

Cameras are usually controlled with camerapath NIFs and use Havok, not Papyrus

Posted
46 minutes ago, RussianPrince said:

Nah Papyrus sucks.

 

  

Cameras are usually controlled with camerapath NIFs and use Havok, not Papyrus

 

I see, thank you for the hint. Still, it quite inflexible and limiting that camera can't be controlled by the scripts - you know, the core of the game's control.

Posted
8 minutes ago, Nexussux! said:

 

I see, thank you for the hint. Still, it quite inflexible and limiting that camera can't be controlled by the scripts - you know, the core of the game's control.

 

In theory, papyrus wasn't meant to do much more than simple quest controls, stage timers and other small utility tasks.  Given the complexity of (for example) Serana's "mentalmodel" script, I'm calling bullshit on that notion, but the guys who created papyrus claimed we are taking it way farther than it was intended to be used as.

 

Between that and the havok tools / animation system, it was clear that "ease of modding" was not a priority concern with Bethesda.  Hopefully CE2 is better, but nothing I've seen from it looks like a big departure so far, so all we can do is hope.

Posted
4 minutes ago, Seijin8 said:

Hopefully CE2 is better, but nothing I've seen from it looks like a big departure so far, so all we can do is hope.

 

Fallout 76 uses an intermediary engine, Creation 1.76.

Posted
20 minutes ago, RussianPrince said:

 

Fallout 76 uses an intermediary engine, Creation 1.76.

 

Judging by these developments, ES6 engine is gonna have even more bugs haha

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