What's the name of the scripting language used within FO3NVS

Post » Tue Jun 19, 2012 3:11 pm

wth is the scripting language named?

I mean...

When I write in Perl, I know it's Perl.

But what's this, like, unnamed fallout 3 script language that has an entire wiki but... I don't know its name?
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Dan Wright
 
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Post » Tue Jun 19, 2012 5:25 am

Fallout 3 and New Vegas use a completely different scripting engine to Skyrim.

Oblivion, Fallout 3 and New Vegas use ObScript.
Skyrim uses Papyrus.

They're not compatible with eachother in any way, and require completely different syntaxes.
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Captian Caveman
 
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Post » Tue Jun 19, 2012 2:39 am

woh!!!!!!!!

they changed the scripting language going into Skyrim? Woh, that is big news to me.

Obscript. A name. Sweet thanks!!!!
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xemmybx
 
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Post » Tue Jun 19, 2012 1:31 pm

woh!!!!!!!!

they changed the scripting language going into Skyrim? Woh, that is big news to me.

Obscript. A name. Sweet thanks!!!!
Yeah, it's completely different to its predecessors. If you have knowledge of object based scripting languages then that will help. Even if you just know how to use the old ObScript system, it's a start, although it will still take you a lot of time and a lot of reading to get used to it.

Check out the CK wiki. It's really useful on getting to grips with it.

http://www.creationkit.com/Category:Papyrus
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Rusty Billiot
 
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Post » Tue Jun 19, 2012 4:49 am

Tarrant! Good to see ya. :)

Topic: They also seem to refer to the old language as Legacy.
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Hayley Bristow
 
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Post » Tue Jun 19, 2012 6:40 am

Tarrant! Good to see ya. :smile:

Topic: They also seem to refer to the old language as Legacy.
Oh yeah, the CK wiki refers to them as legacy commands. Forgot about that.

The language itself is ObScript though :)
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Lily Evans
 
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Post » Tue Jun 19, 2012 8:01 am

http://www.creationkit.com/Differences_from_Previous_Scripting (Differences_from_Previous_Scripting)

I LIKE THIS


And look at this.


Timing

With the new language being fully multithreaded, timing is not quite as reliable as it was with the previous system. Previously, a script could say "I want to do this immediately," and the governing system would have no choice but to agree. A script in the new language can say "I want to do this immediately," and the script manager will essentially tell the script to take a ticket and wait in line. Telling a script to wait for 0.5 seconds really means that the script will wait for 0.5 seconds plus the time it takes for the script to get its number called. This amount of time is usually quite small, but it could have an impact on scripts where timing needs to be very precise.

The result of this is a reduction in the program crashing as compared with the early executables. Exactly this is what crashes my main FO3 mod in certain circumstances (and what I'm struggling to get the willpower to attempt to write out of that mod - it's not easy).
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Alexandra Louise Taylor
 
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Post » Tue Jun 19, 2012 5:56 am

Tarrant! Good to see ya. :smile:

Topic: They also seem to refer to the old language as Legacy.

Hi Justin, I see you're still out there!!!!

I don't have Skyrim. Hoping Fallout 4 works out. We'll see.
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M!KkI
 
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Post » Tue Jun 19, 2012 7:13 am

Wow, I'm kinda surprised you've not Skyrim already. The scripting is yummy and I don't doubt will be used for FO4 as it's better in a lot of ways. *dreams of Phalanx for Skyrim*
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Ezekiel Macallister
 
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Post » Tue Jun 19, 2012 5:48 pm

I would have bought it, 100% sold, except for the Steam problem.

I don't have a completely anonymized, gaming-dedicated machine, one which has none of my customers' data and into which I never type any important passwords.
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Joanne Crump
 
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Post » Tue Jun 19, 2012 4:37 am

If it's called ObScript, what did they call it when it was just in Morrowind?
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Stace
 
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Post » Tue Jun 19, 2012 1:59 am

If it's called ObScript, what did they call it when it was just in Morrowind?
I'm not too sure. However scripting in Morrowind is even more simple and basic than it is in Oblivion, with some very key differences.
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Jerry Cox
 
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Post » Tue Jun 19, 2012 2:58 am

Hey Tarrant, really glad to see you're still around!

Just to back JustinOther up, the Creation Kit Wiki, as originally edited by developers, lists the old scripting language as being called http://www.creationkit.com/Papyrus_Glossary#L, whereas the new language is called Papyrus.

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Laura Shipley
 
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Post » Tue Jun 19, 2012 5:04 pm

That sounds like someone mistook the general term for a name.
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Nicole Kraus
 
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Post » Tue Jun 19, 2012 5:48 am

Given that, to my knowledge, that scripting language has never been given an official name before, I doubt that would have been the case. It seems deliberate to me.

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Natalie J Webster
 
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Post » Tue Jun 19, 2012 9:34 am

AFAIK, legacy is what previous engines/middleware/languages/whatever are referred to as in passing.

On the Valve Developer Wiki, some entities in the source engine are described as being 'legacy support' because they were used in the half-life engine but are made obsolete by a new entity in source. It's an expression.
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Lance Vannortwick
 
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Post » Tue Jun 19, 2012 12:27 pm

Yes, I'm aware that "legacy" is a common term used like that. However its definition in that glossary, as edited by the game's developers, implies to me that it was meant as a name in this case. It specifically says that the term refers to the old language:
Legacy This term simply refers to the in-editor scripting language used in previous Bethesda Game Studios editors such as the GECK and Construction Set.

In any case, taking into account that the language was used in the Fallout games as well as Oblivion, I don't think ObScript, TESScript or other variations are entirely appropriate.

That said, those terms are perfectly recognisable.

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Jerry Cox
 
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Post » Tue Jun 19, 2012 2:33 pm

In any case, taking into account that the language was used in the Fallout games as well as Oblivion, I don't think ObScript, TESScript or other variations are entirely appropriate.

That said, those terms are perfectly recognisable.
Well yeah, but it was made for Oblivion, so I think it's perfectly appropriate and makes sense. After all, Fallout used ESM and ESP files, right? I am under the impression that that stands for 'Elder Scrolls Master/Plugin'. Either I'm wrong, or the name doesn't fit. :P
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Pants
 
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Post » Tue Jun 19, 2012 9:32 am

Here's a question: did we ever refer to the Oblivion, Fallout 3 and New Vegas scripting language as 'legacy' before?
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Rhi Edwards
 
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Post » Tue Jun 19, 2012 11:50 am

Well yeah, but it was made for Oblivion, so I think it's perfectly appropriate and makes sense. After all, Fallout used ESM and ESP files, right? I am under the impression that that stands for 'Elder Scrolls Master/Plugin'. Either I'm wrong, or the name doesn't fit. :tongue:
They do stand for that, yes. Along with TESSound and the Ammo section's image in the GECK being of a quiver of arrows :P
There's also a lot of TES references in the structure of the ESM/ESP files, along with ESS standing for Elder Scrolls Save.
Here's a question: did we ever refer to the Oblivion, Fallout 3 and New Vegas scripting language as 'legacy' before?
No, because it wasn't legacy then :P
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Bek Rideout
 
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Post » Tue Jun 19, 2012 12:22 pm

Well yeah, but it was made for Oblivion, so I think it's perfectly appropriate and makes sense. After all, Fallout used ESM and ESP files, right? I am under the impression that that stands for 'Elder Scrolls Master/Plugin'. Either I'm wrong, or the name doesn't fit. :P
That's certainly a good point. The only rebuttal I can think of to this is that those did have an official name when they were originally used, whereas as far as I'm aware the scripting language didn't.

Here's a question: did we ever refer to the Oblivion, Fallout 3 and New Vegas scripting language as 'legacy' before?
No, but as far as I'm aware we've never been told what it's official name is either. Given that it only seems to have been given an official name once it has become legacy technology, calling it "Legacy" doesn't seem insensible.

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City Swagga
 
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