Oblivion Scripting to FO3 Scripting

Post » Sat Mar 20, 2010 2:59 pm

I've learnt how to script in Oblivion, can do it alright but not an expert.

Came to Fallout 3, less buggy (WOOT) and I want to make some good mods that require scripting, will any information about Oblivion scripting come in handy, and are there any major difference. Or should I just read the scripting tut again but this time for FO3
User avatar
Dalton Greynolds
 
Posts: 3476
Joined: Thu Oct 18, 2007 5:12 pm

Post » Sat Mar 20, 2010 6:22 pm

It's more or less identical. Just keep the Wiki open in a tab and you're set.
User avatar
Chris Ellis
 
Posts: 3447
Joined: Thu Jul 26, 2007 10:00 am

Post » Sat Mar 20, 2010 5:35 pm

Its the same scripting language. You just have more functions and commands in FO3 which makes scripting so much easier than in Oblivion and Morrowind.
User avatar
Francesca
 
Posts: 3485
Joined: Thu Jun 22, 2006 5:26 pm

Post » Sat Mar 20, 2010 8:24 pm

Messagebox is replaced. You now work with Showmessage You need to create the before hand. Works really well :)
User avatar
Mr.Broom30
 
Posts: 3433
Joined: Thu Nov 08, 2007 2:05 pm

Post » Sun Mar 21, 2010 2:18 am

I only modded oblivion for like a week, and since there isnt (as least I did not find one at the time) a tutorials like the v74 one, I learned it all entirely on my own. From the very little scripting (It uses Lua correct?) I did learn I can say they are very very similiar with only a few minor differences, like they said FO3 has more things that make it easier to work with.
User avatar
Shaylee Shaw
 
Posts: 3457
Joined: Wed Feb 21, 2007 8:55 pm

Post » Sun Mar 21, 2010 2:25 am

I find SetRestrained very usefull :) It makes an actor unable to move. He can still attack, do everything else, just not move. Makes very useful gaurds :lol:
User avatar
Isabell Hoffmann
 
Posts: 3463
Joined: Wed Apr 18, 2007 11:34 pm

Post » Sat Mar 20, 2010 8:17 pm

Fallout 3 uses a heavily modified version of C++, but you wouldn't really know to look at it. As has been said, the language itself is basically identical to Oblivion's, with the available functions being the only real difference. Aside from that, the only difference that I know if is that "short", "int" and "long" variables all use the same range, whereas in Oblivion they were slightly different.

Cipscis
User avatar
Queen of Spades
 
Posts: 3383
Joined: Fri Dec 08, 2006 12:06 pm

Post » Sat Mar 20, 2010 3:44 pm

Aside from that, the only difference that I know if is that "short", "int" and "long" variables all use the same range, whereas in Oblivion they were slightly different.
To my knowledge, that is case in Oblivion too.
User avatar
Isabell Hoffmann
 
Posts: 3463
Joined: Wed Apr 18, 2007 11:34 pm

Post » Sun Mar 21, 2010 4:50 am

Oh, thanks for letting me know that. I haven't much Oblivion-specific scripting experience, so I was going by the information on this page on the Oblivion CS Wiki - http://cs.elderscrolls.com/constwiki/index.php/Declaring_variables

Cipscis
User avatar
Krystal Wilson
 
Posts: 3450
Joined: Wed Jan 17, 2007 9:40 am

Post » Sat Mar 20, 2010 5:22 pm

Those articles need an update. Badly. Just to be clear - All variables are stored internally as doubles. However, int(short/long) vars do not have fractional parts.
User avatar
Dorian Cozens
 
Posts: 3398
Joined: Sat May 26, 2007 9:47 am


Return to Fallout 3