Papyrus Script Runner
Run Papyrus scripts and functions from configuration files without using plugins.
Screenshots 1 screenshots
About this mod Machine translation
Run Papyrus scripts and functions from configuration files without using plugins.
Prefix:
Address Library for F4SE Plugins (version 1.10.163, I will also send a copy when the time comes):
Fallout 4 Script Extender (F4SE) (version 0.6.23, I will also send a copy when the time comes):
C++ Redistributable 2022 x64 (3A games played in the past two years should be automatically installed):
Updated on July 31st:
Version 1.6.0
Updated to support all game versions
ESP was reintroduced and this DLL removed
Version 1.5.0
Fixed loading script in missing plugin popup - for some reason F4SE was dispatching the OnGameLoad event there
Fixed issue with Pip-Boy Companion App always being in view mode
Renamed some functions: IsPapyrusScriptBound -> IsScriptBound, BindPapyrusScript -> BindScript
Code cleaning and optimization
Version 1.4.1
Recompiling with a different CommonLibF4 project will hopefully resolve the loading issues reported by some users
Version 1.4.0
Switch to the latest legacy version of CommonLibF4
Added functions GetFormByEditorID and GetFormEditorID - only really available if you have Baka framework
Added function PrintLineToConsole
Added JSON support to easily bind scripts
Removed JSON properties and their functions
Removed functions IsNone and HasFlag as they are no longer needed
Removed console index and row functions
Fixed issue with linked console commands not working
Version 1.3.1
Adjusted DLL log mode to only print date and severity and actual messages
Make the abSilent parameter of the ExecuteConsoleCommand function correctly hide all output
Fixed an issue where PrintToConsole could not escape printed text
Introduction
Every script in this game must be bound to a form, a type of game object.
The problem here is that in order to run the script you have to use a plugin.
Not only were these limited, they lacked dynamism.
Inspired by JIP Script Runner and SUP Script Runner.
Features
Run Papyrus scripts and functions from configuration files without using plugins
Support global functions and member functions with parameters
Store variables dynamically in memory and access them at any time
Automatically compatible with all existing and future script extenders (watching Bethesda nervously)
Documents under the Articles tab
Technical limitations
Any scripts or functions you want to call still need to be compiled, in most cases they are already compiled
FAQ
How is this different from the SUP Script Runner?
SUP is a great start to introducing the scripter nature of New Vegas to Fallout 4,
But it's severely lacking in features and functionality.
Specifically, you cannot run a global function or specify parameters via its configuration file,
And my mod can do that.
Note that you can still use both at the same time without problems.
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.