
Not sure if anyone will actually care, but I've set things up so that they can run SKSE either with Steam or without Steam. Need to decode the base class for native function wrappers, and can't actually try it out until the CS is released unless I go through and hack up an existing script in a hex editor so it calls my code, though. It seems like stuff is just slotting in as easily as expected. This part will be the core of SKSE, so getting it right is going to be really important. I like it.Īnyway, I've tried out adding my own native functions (currently just reusing the existing parameter tables) and hot-patching classes, and it all *appears* to work. Despite the simpler higher-level gameplay changes (what everyone talks about as "streamlining") and the *horrible* console UI, the content feels a lot more varied and deeper than Oblivion. It's actually pretty fun, but I ended up spending more time playing more than coding over the weekend. I, uh, made the mistake of playing the game. For games it's usually Lua or custom languages only (and yes I can think of counterexamples off the top of my head too). Compiled AS3 would be better, but overly complicated for what they need, and I was under the impression that Scaleform compiles scripts down to its own custom language anyway.

JavaScript isn't really a good match for games anyway as there isn't a standard for compiled code, and you want to be running as little as possible at runtime. Also it would be logical and simpler.They aren't, it's custom. Since they are using HTML for the UI (from what I read in DarN posts), maybe they are using a javascript VM for Skyrim, has everything you mention.
