Mod:Creation Kit/Papyrus

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Welcome to the Creation Kit Papyrus Reference
Papyrus is an entirely new scripting system created specifically for the Creation Kit. Like any scripting environment, Papyrus can be a daunting system, especially for those who are unfamiliar with other scripting or programming languages. This page is intended to serve as your portal to all things Papyrus, and there are several ways to use it, depending on expertise level.

The Complete Beginner
If you've never used a scripting or programming language before, it will take you some time to get up to speed with Papyrus, but don't worry: you've totally got this. If you've never used a Bethesda toolset before, consider some basic tutorials to get your footing with the Creation Kit in general. The Hello, World tutorial will get you started with creating and manipulating your own Papyrus scripts. You may wish to read the Papyrus primer as well, even though some concepts may go over your head for now.

Remember that Papyrus is a fully-fledged scripting language. It's going to take substantial work to become adept with it, but much of what you learn will directly apply to other scripting and programming languages you may wish to learn in the future.

Veteran Bethesda Modders
Prior experience in modding for Morrowind, Oblivion, Fallout 3 or Fallout: New Vegas will give you an advantage with Papyrus, as the basic terminology and usage of many core concepts has been preserved. Papyrus interfaces with the game in an entirely new way, however, and introduces several new concepts. Be sure to read about the differences from previous Bethesda scripting tools, as well as the general Papyrus primer before diving in. The Hello, World tutorial is also a good starting point understanding how a papyrus script is created, compiled, and connected to the game.

Veteran Skyrim Modder
If you have done modding for Skyrim then you'll already be mostly familiar with Papyrus for Fallout 4. You will probably want to start with the Mod:Creation Kit/Differences from Skyrim to Fallout 4 page, which details the changes and the new additions to the language since the last game. Of course, this category page will also list all the new functions that have been added to Fallout 4 as well, so keep that search bar handy!

Experienced Scripters/Programmers
If you're already comfortable with concepts like "Object-Oriented", "Compiling" and "Threading", you'll want to start by looking over the Papyrus primer.

Papyrus Expert
Once you're comfortable with Papyrus, this page will become a useful index of the various functions available in the language. Consider bookmarking this page and using your browser "search" function (ctrl+F in most browsers) to quickly search for what you need. More articles can be searched on the second page of the wiki Papyrus category.

Also consider adding your own best practices and usage examples to existing function pages as you become proficient with the language. These contributions to the modding knowledge base are instrumental to the longevity and vitality of the Creation Kit community - meaning better mods for us all!


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Concepts

 * Papyrus Primer
 * Differences from Previous Scripting
 * Mod:Creation Kit/Differences from Skyrim to Fallout 4
 * Papyrus Naming Conventions
 * Extending Scripts
 * Persistence
 * Notes on Threading
 * Notes on Saves
 * Performance
 * Mod:Creation Kit/Inter-mod Communication

Language

 * Operators
 * Expressions
 * Statements
 * Functions
 * States

Types

 * Variables & Properties
 * Arrays
 * Structs

Events

 * Remote Event Registrations
 * Custom Events

External Text Editors

 * Choosing a Text Editor
 * Mod:Creation Kit/Sublime Text
 * Mod:Creation Kit/Atom
 * Mod:Creation Kit/Notepad++
 * Mod:Creation Kit/Visual Studio Code

Compiler

 * Compiler Reference
 * Compiler Errors
 * Mod:Creation Kit/Papyrus Projects

Reference Pages

 * Mod:Creation Kit/Papyrus FAQs
 * Mod:Creation Kit/Papyrus Runtime Errors
 * Papyrus-related INI Settings
 * Papyrus-related Gamesettings
 * Papyrus-related Console Commands
 * Glossary of Terms
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