[ASK] Please Skyrim Devs add string management to Game Edito

Post » Wed Aug 18, 2010 6:10 pm

I dont know if it already exist but in new vegas GECK there were no way to use string in script therfor we were made to use almost static messages and have to do a lot of them to do simple things, only thing that we could pass to messages was floats ( through % statement in message body) , it would be great to obtain and pass strings like actors name and so on. PLEASE make that possible :)
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roxxii lenaghan
 
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Post » Wed Aug 18, 2010 5:11 pm

I'm writing a scripting engine right now that has the capability you seek. Mayhaps Bethesda will buy it? :tongue:
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Charlotte Buckley
 
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Post » Wed Aug 18, 2010 11:31 pm

If the script language bethesda writes is worse than what im using now, http://wiki.secondlife.com/wiki/LSL_Portal) I'm going to throw a fit.. string management is a necessary item for a script.
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Liv Staff
 
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Post » Wed Aug 18, 2010 11:35 am

If the script language bethesda writes is worse than what im using now, http://wiki.secondlife.com/wiki/LSL_Portal) I'm going to throw a fit.. string management is a necessary item for a script.



I know...

I've never used Bethesda's mod tools before, and I'm really surprised that they don't have such a basic feature.
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Monika Fiolek
 
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Post » Wed Aug 18, 2010 2:12 pm

I wish they were smart enough to look at FOSE/NVSE and add all of its functions to their new engine. I would assume they have and added many many more as well. There is no downside to adding things to the scripting engine.
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Add Me
 
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Post » Wed Aug 18, 2010 10:32 pm

I wish they were smart enough to look at FOSE/NVSE and add all of its functions to their new engine. I would assume they have and added many many more as well. There is no downside to adding things to the scripting engine.


not entirely true.. its more to learn.. more for people to issues with, and one more item they will have to provide support for.
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Rachie Stout
 
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Post » Wed Aug 18, 2010 7:22 pm

There's an "Ask the Devs" thread. I'd link you but i'm on my phone.
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Liv Staff
 
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Post » Wed Aug 18, 2010 12:31 pm

not entirely true.. its more to learn.. more for people to issues with, and one more item they will have to provide support for.

:facepalm: If that's how you look at it, then why don't they make the GECK a simple game of 10x10 minesweeper, that way it has very little for people to learn!

Having more for people to learn isn't bad... I cannot see how you could think that. Plus they already don't really 'support' the current scripting, it's mostly other community members helping eachother, which is totally fine.

I'm honestly shocked and confused that you would look at it like that. :unsure2:
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Rachael Williams
 
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Post » Wed Aug 18, 2010 6:08 pm

:facepalm: If that's how you look at it, then why don't they make the GECK a simple game of 10x10 minesweeper, that way it has very little for people to learn!

Having more for people to learn isn't bad... I cannot see how you could think that. Plus they already don't really 'support' the current scripting, it's mostly other community members helping eachother, which is totally fine.

I'm honestly shocked and confused that you would look at it like that. :unsure2:

I suppose the whole problem is one of 'what is the scripting system for?'

As I understand it, Bethesda's take on it is that the scripting system is to let them make the game as it is released. Nothing more. So, nothing gets put into the scripting that isn't actually needed for the game that they make. They aren't trying to restrict the game by having a simplified scripting system (the 10x10 minesweeper of your example), but they're not bloating the scripting system with stuff they don't need.

When I was working as a software engineer on a system that used an entirely proprietary scripting system, that was the approach we took and it paid significant dividends in reduced maintenance costs and increased reliability. If a scripting feature was actually needed it went in. Otherwise it was ignored.

Now modders, by definition, want to do things that aren't in the game as released by Bethesda. So modders want more from the scripting system than Bethesda want.

Bethesda don't give it to them. Why? Because, frankly, Bethesda are in the business of selling a game, not a game development platform. They don't provide the exporters from 3dsMax for the same reason. They didn't provide working lipsynch in GECK - again, for the same reason. Thy don't provide productivity or workflow tools, even simple ones for saving an .esm file or building a .bsa archive. They provide the modding tools, but they provide only the bare essentials.

I don't think this is because they want to punish modders, or make modding hard. It's just that they've made a decision about what business they're in, and giving extensive support to the modding community isn't part of that business.

So the scripting system will have only what Bethesda need, and only what they can justify in cost/benefit terms for getting Skyrim made and out the door. Having said that I gather that the scripting system has had some fairly serious work done on it, so who knows? Maybe Bethesda needed string handling in it this time round. I hope so :).
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Roy Harris
 
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