HARD REQUIREMENT. Provides essential utilities for this mod to function.
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod won't work on consoles or would not be acceptable on Bethesda.net according to their rules
Author notes
This author has not provided any additional notes regarding file permissions
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
Dynamically store variables in memory and access them whenever you like
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.