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Console modding permissionThis mod won't work on consoles or would not be acceptable on Bethesda.net according to their rules
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Recompiled using a different CommonLibF4 project, hopefully fixing loading problems some users reported
Version 1.4.0
Switched to the newest old-gen version of CommonLibF4
Added the functions GetFormByEditorID and GetFormEditorID - only really usable if you have Baka Framework
Added the function PrintLineToConsole
Added JSON support to easily bind scripts
Removed JSON properties and their functions
Removed the functions IsNone and HasFlag, as they're no longer needed
Removed the console index and line functions
Fixed chained console commands not working
Version 1.3.1
Adjusted the DLL log pattern to just print the date and severity together with the actual message
Made the abSilent parameter of the ExecuteConsoleCommand function hide all outputs correctly
Fixed PrintToConsole not escaping the printed text
Version 1.3.0
Overhauled the function AttachPapyrusScript, renamed to BindPapyrusScript: It now accepts any type of form instead of only references and the implementation is now natively handled instead of relying on a console command
Added the functions IsPapyrusScriptBound, GetConsoleLines and SetConsoleLines
Nativied the functions IsNone and HasFlag
Fixed compatibility issues with XDI, where one couldn't select any dialogue options after reloading the game in dialogue menu
Fixed array properties not working
Fixed an issue where some form properties are null because they're not bound
Code cleanup and optimization
Version 1.2.0
Added the function GetVersion
Fixed not being able to parse null forms
Version 1.1.0
Moved the initialization to F4SE - the plugin got removed as a result
Added some console functions to Papyrus, notably ExecuteConsoleCommand and AttachPapyrusScript
Version 1.0.0
Initial release
Donations
No donations accepted
Introduction Every script in this game has to be tied to a form, a type of game object. The problem here is that, in order to run scripts, you have to use plugins. Those are not only limited but also lack the dynamism. Inspired by JIP Script Runner and SUP Script Runner.
Features
Run Papyrus scripts and functions through config files without the need to use a plugin
Supports both global and member functions with parameters
Automatically compatible with all existing and future script extenders (looks nervously at Bethesda)
Any script or function you want to call still needs to be compiled, which they already are, in most cases
FAQ What's the difference between this and SUP Script Runner? SUP was a good start at introducing the script runner nature from New Vegas to Fallout 4, but it severely lacked features and functionalities. Specifically, you can't run global functions nor specify parameters through its config files, while my mod is able to do that. Note that you can still use both at the same time without issues.