We're going to go over how to create a very simple summon follower spell that will move your follower to the player, play a sound and show an effect, and then display a message upon the spell's completion.
We're going to go over how to create a very simple summon follower spell that will move your follower to the player, play a sound and show an effect, and then display a message upon the spell's completion.
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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.
This is a tutorial written by Mofakin. Credits to him for writing it and figuring out how to do this. If you want to see how it can be applied, check his mod out - he used it as an example. This tutorial will teach you how to make detection shaders for objects and other non-actor things. Essentially, it allows you to create a Detect Life-esque ability, but for whatever items you so choose.
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.
In this tutorial I'll teach you how to merge two .esps into one. We'll be using an example where Mod B.esp has created a cave that I want in my mod (Mod A.esp), without having any added masters. It's quite easy - it requires TES5Edit, and that's it.
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.
We use the terms CK, response, topic, branch, view, info and mod. CK is the Creation Kit, the tool used to modify Skyrim, and a mod is a modification to the game. Information about responses, topics, branches, views, and infos can be be found by searching their name on creationkit.com.
This is part 3 of a guide on making a basic quest. Part 1 can be found here and part 2 can be found here. We use the terms CK, response, topic, branch, view, info and mod. CK is the Creation Kit, the tool used to modify Skyrim, and a mod is a modification to the game. Information about responses, topics, branches, views, and infos can be be found by searching their name on creationkit.com.
This is part 2 of a guide on making a basic quest. Part 1 can be found here. Part 3 can be found here. This is a basic tutorial on quest creation for Skyrim. It covers the following: Creating new dialogue, using Papyrus fragments in dialogue, adding items to a player's inventory through scripts, disabling/enabling an actor, and creating a basic quest. If you're looking for a tutorial in one of those subjects, then read on. The CK is necessary, and a good text editing program such as Notepad++ orSublimeText is recommended (I prefer Notepad++). They are both free programs.
Please note that this tutorial is incredibly long, so it has been split into three parts for better readability. This is part 1. Part 2 can be found here. Part 3 can be found here. I recommend that you create your quest as you read this, rather than reading it and then creating your quest. We use the terms CK, response, topic, branch, view, info and mod. CK is the Creation Kit, the tool used to modify Skyrim, and a mod is a modification to the game. Information about responses, topics, branches, views, and infos can be be found by searching their name on creationkit.com. |