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BSA v .DLL


Wizard42

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Moved to Support and Troubleshooting / General

 

Scripts in a BSA are interpreted by the Papyrus interpreter in the game engine. DLL files are compiled to machine code (so they are not interpreted) and usually extend the scripting ability provided by SKSE to add additional commands and such that can be used from Papyrus scripts.

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Moved to Support and Troubleshooting / General

 

Scripts in a BSA are interpreted by the Papyrus interpreter in the game engine. DLL files are compiled to machine code (so they are not interpreted) and usually extend the scripting ability provided by SKSE to add additional commands and such that can be used from Papyrus scripts.

So Scripts in a BSA could be complied to a DLL  for SKSE and it would call the same commands and functions

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No, this is not quite correct. Papyrus scripts are always interpreted by the game engine and are always stored in a BSA archive or as a standalone .pex file. SKSE DLLs files basically expand the capabilities of Papyrus by adding new commands that can be called from a Papyrus script.

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No, this is not quite correct. Papyrus scripts are always interpreted by the game engine and are always stored in a BSA archive or as a standalone .pex file. SKSE DLLs files basically expand the capabilities of Papyrus by adding new commands that can be called from a Papyrus script.

Thank you Greg, for your time with the explanation

 

as you could see i was trying to understand the functions from a bsa script to recompile to a .dll has there are many mods/plugins that are out of date. thinking the source code from a bsa would work

thank you  :wallbash:

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DLLs are entirely different from papyrus scripts.  There is no need to do anything with DLLs unless you have a mod with a DLL, and in that case you need the C++ source code for the DLL to recompile the DLL with visual studio.  Messing with Visual Studio is not something I'd recommend for a novice programmer.  You either already know how to do this or you have no business doing it.  :woot:

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DLLs are entirely different from papyrus scripts.  There is no need to do anything with DLLs unless you have a mod with a DLL, and in that case you need the C++ source code for the DLL to recompile the DLL with visual studio.  Messing with Visual Studio is not something I'd recommend for a novice programmer.  You either already know how to do this or you have no business doing it.  :woot:

thank you for the heads up, guess i was eager to learn something new  :armscrossed:  :thumbsup:

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