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Was scriptdragon considered before work began on Sexlab?


mewwwkittytt

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Posted

Was scriptdragon considered before work began on Sexlab?

 

I'm just wondering, but it appears that because of the size of the project if it were implemented in C++ and loaded as a DLL into the game it would run better on our machines.

 

What was the reasoning to avoid scriptdragon?  No real benefit? Scriptdragon not around back then?

Could a heavy portion of the SL framework actually be ported to a DLL plugin and interact properly with the rest of it?

Posted

To my understanding, there's nothing SD can do that SKSE can't do, and better. Considering how almost no-one uses SD over SKSE, there's probably some good reasons.

Posted

Well I've asked around a little elsewhere and apparently loading a custom DLL to call random game functions is a hackish solution that leads to hard to track bugs.

At least using Papyrus + SKSE as a sort of go-through to use game functions, it is a little safer.

 

I just realized I don't actually know what Papyrus script is compiled into..  It could handle pure computation a little better than I am guessing too.

Posted

 

If you were to read all of the posts regarding the Sexlab Framework you'd see that some functions have been moved to a SKSE Plugin, the SexlabUtil.psc file is all about the functions that have been moved to a plugin.

 

Specifically the idea is that all functions that are slow and called frequently which could be sped up by a compiled code version would be moved into the plugin.

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