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ElPolloAzul

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ElPolloAzul

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13 comments

  1. KoolenDasheppi
    KoolenDasheppi
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    I wish this was an active mod. I really, really like the concept of "modding" the game from inside the game itself.
    1. ElPolloAzul
      ElPolloAzul
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      Happy Day of the Programmer!

      Active in terms of development, or popular visibility? I had originally been wanting to add a preprocessor step so that the jump labels work fully as intended, and maybe a few more ops, and the ability to specify BASIC like subroutines and reference ones saved in the filesytem, and also to set remote event triggers so that ordinary objects you pick up or activate could be ensorceled with programs (like else Heart.Break(), which you should definitely play because you can modify that game at no less than three-levels: SPRAK, GRIMM, C#/MSIL), and do some profiling to see if there was any sensible way to boost the IPS, but I don't have a lot of time, and honestly, there has seemed to be crushingly little interest in the type of experimental, computational, and/or nonserious mods I make lately.

      I attribute some of this to the idea that a lot of the novelty-seeking playerbase of games moves on, and the users who stay behind are conservative with their modding preferences (liking graphical, organizational, and realism tweaks, especially the ones that are vetted and recommended in guides), but maybe it's just the usual problem of me being too offbeat for people's tastes?
  2. hacnsm
    hacnsm
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    The description expresses some uncertainty about it, but it seems like this mod would work extremely well in VR as far as input goes.
  3. Nexak
    Nexak
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    I understand just enough of this to be blown away that it exists.
  4. Panda4488
    Panda4488
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    https://www.youtube.com/watch?v=ffQmb-cNFuk veri nice
  5. Panda4488
    Panda4488
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    kill function??
    1. ElPolloAzul
      ElPolloAzul
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      What's funny is that the first instruction I wrote to test the interpreter system was a KILL function (MURDER), but later I disabled it.
      (Then after that I had added the SPAWN and WARPTO ops as conveniences but didn't add the MURDER one back.)
      You can still store "KILL" or "KILLESSENTIAL" into a string and use CALL on TARGET to call Actor's Kill() or KillEssential() instance method that way.
      Remember that those have always-mandatory arguments (e.g. akKiller, see https://www.creationkit.com/fallout4/index.php?title=KillEssential_-_Actor) which you must append to the end of the CALL instruction.

      STR FUNK KILLESSENTIAL
      CALL R TARGET FUNK PLAYER
  6. deleted6773806
    deleted6773806
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    I just had to comment on this mod.

    I'm a first year Game Dev student dipping my toes into C++, C# and LUA, farting around in Unity, Unreal & Game Maker.

    I'll almost certainly -never- download this mod. But, I love it. I love your enthusiasm about computing inside a computer game, and I really admire people who are passionate enough to simply make something they love and share it, even if maybe a half-dozen others actually -get- what it is about this mod that's so awesome.

    So good on you, dudeman. Keep doin' what you love. The passion shows!
  7. Cancerous1
    Cancerous1
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    You're a madman, I love it. really interesting.
  8. GenghisKhanX
    GenghisKhanX
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    But will it play Doom?

    Seriously, though... EPA.. you are insane. This is amazing.
    1. Draglorr
      Draglorr
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      if it could play Doom THAT WOULD BE FREAKIN' AMAZING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! it would immediatly get a endorsemnet from me.
  9. ElectricSheep2050
    ElectricSheep2050
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    Really interesting mod. I sort of in the camp of your QnA segment where I think you could have done so much more by implementing script extender but i also appreciate the challenge you took on making it all in game as well.
  10. johndoebowler
    johndoebowler
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    This is the best thing that has ever happened to me ever.