The Rage Topic

I haven’t played them yet, but if they’re more Dishonored, I expect I’ll enjoy them.

I hope so. I didn’t (at least with tkod, haven’t played brigmore)

I think these threads will always be busy.

That’s that I use this and TUOCT for (wow that makes a terrible acronym).

“Tu OCT”

Rolls off the tongue nice and easy, though.

I just finished watching the finale of the Two Best Friends Play Beyond: Two Souls.

God. Fucking. Damnit.
Not only it’s one of the dumbest plots I’ve ever seen, its also one of the plots more far up its own asshole. Even more than Bioshock Infinite (which I liked).

Aidens powers are incredibly inconsistent, with varying degrees of range he can have, which people he can kill or possess (and it’s implied that Ellen Page controls that shit, which would’ve made entire scenes a hell of a lot easier for her). It practically fucking forces you to be with that dipshit CIA agent at every turn, even if you tell him repetedly to fuck off the end of your dick.
Never mind that it tries to be all sentimental with numerous disgraces, with characters suffering along with you, which would be effective if said characters SPENT MORE THAN TWENTY CUNTING MINUTES WITH YOU.

It’s got to be the most pretentious fucking thing to ever exist on the format. I seriously hope that Dahved Keg turns into the gaming equivalent of Leonardo Da Vinci or he’ll be unemployed so hard that he won’t be able to suck dicks for a living.

slow clap that is how to rage, ladies and gentleman.

My rage: I’m sick as hell. Everytime I cough, I taste blood. I just barely got rid of my headache from hell.

So, Papyrus is fun. I’ve decided to start modding Skyrim, and I’m going to make a player house/museum mod just to familiarize myself with the tools. In Skyrim, you go the steward, you buy a house, and then you can talk with the steward to purchase upgrades for the house. I wanted that functionality for my mod. So I opened up Breezehome to see how it’s done.

The actual switching of the items is fairly simple: you’ve got activator objects tied to the clutter that appears in the house before and after each upgrade. When you buy the upgrade, the activator for the pre-purchase stuff is shut off, and the post-purchase activator is enabled. Easy.

Then I found the quest, HousePurchase. You talk with the steward, at the end of each upgrade dialogue option there’s a simple Papyrus (Skyrim’s scripting language) script fragment:

game.getplayer().removeitem(gold, HDWhiterunKitchen.value as int) decoratemarker.enable() oldmarker.disable()

So, take away gold from the player in the amount of the value of the upgrade purchased. Then enable the “decoratemarker,” and disable the “oldmarker.” So, decoratemarker and oldmarker must be linked to the activator objects I saw in the Breezehome cell, right? Well, there’s nothing in the properties dialogues of the activator objects linking them to this script. So I opened the source of this script (this is just a fragment of it), and found these:

[code]MiscObject Property Gold Auto

ObjectReference Property DecorateMarker Auto

GlobalVariable Property HDWhiterunKitchen Auto

ObjectReference Property oldmarker Auto [/code]

Okay, cool, so these are the declarations for the markers. I can see that they’re “properties” (Papyrus has properties and variables; a property is just a variable that the Creation Kit can see outside of the script, while a variable is specific to the script and can’t be seen by Creation Kit) of type “ObjectReference.”

So, where are their definitions? Where are their contents, the bits that actually link this quest script to the physical markers in the world cell? Definitions… definitions… definitions… cue three hours of searching, and I can find NO link between the script in this quest and the actual activators in Breezehome. Until, next to the name of the script in a menu in the “Scripts” section of the “Topic Info” dialogue of the “DecorateWhiterunKitchen” Topic in the “DecorateWhiterunViewTopic1” Dialogue in the “Dialogue” tab of the Quest window, I see: “Properties.” Click on that and… there they are. Each property is linked to the object in the Breezehome cell, right there.

So, to summarize: Papyrus is a scripting language where you can declare a pointer variable within the code, but you have to define it outside the code, with a specific tool in the Creation Kit. The fuck sort of scripting language is this? I miss Hammer already.

One created by the same people who, release after release, bring you the most amount of bugs per game in the whole industry

I have shitty Christmas songs stuck in my head.

Yesterday I went into town and they were playing shitty remixes of shitty Christmas songs through every loudspeaker available.

I put a candy cane in my mouth before I had gotten it small enough. Now my mouth is watering a ton and it’s full of saliva and I can’t swallow because then I swallow the candy cane and it stabs me in the back of my mouth.

Oh god, it’s so minty it burns

Finals. Fuck.
Relationship drama. Double fuck.
Massive bouts of feels for people outside of my relationship that I can’t control. TRIPLE FUCK.

Well, at least I don’t have NaNoWriMo on top of all this anymore O.o;;

Ah, Creation Kit. My quest that I spent the last three days building has simply stopped working. No amount of rolling back to backups or undoing changes will fix it. Apparently this is something to do with aliases not being filled correctly, which is a notorious Creation Kit bug that essentially wrecks entire plugins and is unfixable whenever it pops up.

Bethesda: we’ve got your bugs.

Lucia is the most pointless holiday celebration ever an I hurried to school earlier than I needed to.

Apparently the prices for AMD cards are going through the roof because “Litecoin miners” are buying them in bulk. Ugh.

On the plus side, when mining difficulty jumps above sustainable levels you’ll find lots of used cards available for cheap.

This is true.

Creation Kit continues to amaze me. The most straightforward way that I’ve yet found to group objects together is to designate one object as the parent and give it what are called LinkedRefs to all of the other objects. Basically, that single “parent” object then holds a list of all of its child objects, and if I wanted to write a papyrus script that affected every object in that group equally, I could then get the list of objects from the parent object, loop across them, and apply the effect to each one.

In theory, at least… because, you see, the ObjectReference object (which is what all physical objects in the game are derived from) doesn’t have a member function that returns a list of its LinkedRefs. The closest it has is GetLinkedRef(), which will return one of the LinkedRefs. Not a big deal; I just need to know the number of LinkedRefs, then I can call GetLinkedRef() that many times to access all of the child objects. But wait, there’s no member function that returns the number of LinkedRefs, either. And even if there were, GetLinkedRef() doesn’t take an integer index as an argument: it takes a keyword, associative array style. And there’s no member function that returns a list of the keywords. So in order to access the child objects, any script doing the accessing needs to have its own list of the keywords ahead of time, so that it can called GetLinkedRef() on each one.

I’m amazed Bethesda is able to get anything done with this toolkit. SKSE addresses some of the more egregious lacking functionalities in Papyrus, but it doesn’t have a solution to this one.

Why in the world did they write their own scripting language, anyway? Why didn’t they use something already robust and supported like Perl or Python to extend their engine?

It’s an ancient (in terms of computers) series. Usually programmers build upon the existing code of the previous game.

Half-Life 2 is an example of this when they upgraded from Gold SRC. The engine was primarily based in the Quake engine at first, they upgraded. Its code base is C++ still like it was before. Changing over the languages would be an unearthly hurtle. The BM devs had their own issues and it took them nearly a year (and I think they’re still doing that) to fix the bugs to the new code base for the engine.

Don’t ask me why, it could have been because of some numerous reasons. If I was in your position, I’d do a search and check if there’s any other third-party tools you can use if the Creation Kit pisses you off that much.

Beyond that, Bethesda sucks at programming, I hate to say. Then again most AAA releases from most companies suck as well. The major exception is those who thoroughly test their games before release, Valve does it… usually (patches - they break things constantly). I have yet to get a game-breaking bug on release from any of their products.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.