Note: You obviously have to have at least one DLC for this to work. Though I doubt you'd be trying to edit the DLC scripts if you didn't have the DLC.
Have you tried to edit DLC scripts, but been unable to because the scripts "don't exist"? Thankfully, it's a nice and simple fix.
Note: You obviously have to have at least one DLC for this to work. Though I doubt you'd be trying to edit the DLC scripts if you didn't have the DLC.
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This tutorial covers a few ways to achieve certain functions in the CK. I've focused on issues that are relatively common, or ones that are usually left unanswered, especially ones that I struggled with myself. You can view this as a list of smaller tutorials on fairly small subjects. I'll expand this post as I find more problems on the Skyrim Nexus Forums (modding only). This tutorial will teach you how to make a scene in which a marker will speak as another NPC, when NOT in direct dialogue with the player (see Talking Activators for things like the DB door). An example of this is when you pick up Meridia's Beacon in game, and Meridia speaks to you. The actual actor of Meridia is nowhere near you - in fact, she's disabled. An xMarker is actually speaking with her voice. This will allow you to have the NPC speak ANYWHERE you want, without having to move the NPC around in case they need to be elsewhere.
You should understand basic quest/scene design. This tutorial will go over how you can make a triggerbox turn into an activator like a lever. It will be invisible, and allows you to, say - place an invisible trigger over the well static in Whiterun square. Then, you could make the well "activatable" without making the well itself an activator.
This tutorial is quite simple, and will cover how you can fill properties. Properties are variables that can be filled with values externally - so, you could make a property reference Nazeem. Variables can't do this without some function or property that contains the value already. Properties are useless, however, without being filled. Without being filled, they don't mean anything. So, this tutorial will tell you how to make them mean something.
This tutorial assumes you've already got a script with properties set up. Today, I'll be comparing text editors for use with Skyrim's scripting language, Papyrus. I'll be listing two of them, as well as their pros and cons and my personal opinion on each. There are also a few Honorable Mentions included on the list. Hopefully, this article should help you decide which text editor you want to use. The two text editors we'll be comparing are Sublime Text 2 and Notepad++. Both are free.
This is a tutorial on how to set up an activator that will run a script when a specific spell hits it. This could be used for anything from puzzles to simple (or not so simple) doors. I'll go over three examples of it's possible usage - a door opened by a spell, a pillar which spawns an enemy when you shout at it, and a door which will close itself if open and open itself if closed if you use a spell OR shout at it. Original concept and script from this thread.
This tutorial assumes you have a basic knowledge of Papyrus, and States. I'm going to talk a bit about creating custom functions, calling them, and some other stuff. Custom functions have been touched upon in numerous places like the Creation Kit Wiki and Cipcis' site, but I'd like to go into some slightly more complex functions, as well as the basics, parameters, and what global functions are. So if you're interested, here we go.
In some responses to people, I've mentioned polling, a method used in scripting that can cause damaging leftover scripts in saves if not done right. They've asked me what it means, so I figured I would create an article about what it is, and why it's damaging. So here it is.
I'm going to teach you how to script a script to do something every week (in-game). Actually, it doesn't have to be a week. It could be a day or an hour or a month. And it doesn't have to be a set time. So I'm going to teach you how to do all of that, in a quick and easy way. This tutorial assumes the reader has, at the very least, a rudimentary understanding of scripting.
I'm sorry for the weird title. What this is about is a quick tutorial on how to create a script that will do one thing if the user of your mod has SKSE installed, and something else if they don't. I might include this in the Common Modding Questions post as well, but I thought this deserved its own post. It's a fairly simple process, but one that could help add a lot of functionality to your mod without having it require SKSE.
This tutorial will teach you how to make a piece of code in a script happen only once - for example, a triggerbox will only be activated once and then it will stop activating. This tutorial is based off a request for a similar tutorial.
This is an article on the use of OnDying, versus OnDeath. The pros and cons of each. But before you even start reading it, here's a hint: OnDeath has no pros. Note: This is like an educational rant.
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