Papyrus Script Runner

by SoleVaultBoy·v1.6.0·Updated 2024-07-31

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

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. 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.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. 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.

File & checksum

Filename
Papyrus Script Runner(更新)
File size
27.9 KiB
SHA-256
4d4a5c90aa49f7672cd55c3b6d472248d645ba6710cddc5152b4a211b2d8e998
Stored at
2026-10-10 11:04