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  1. Mattiewagg
    Mattiewagg
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    What would you like to see next in the series? Voice acting or quest design are the two likely next choices.
    1. Boombro
      Boombro
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      Quest making.
    2. butterenough
      butterenough
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      Would love a tutorial on creating/editing both vanilla and custom voices for NPCs
    3. Cyphe
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      I'd also like to see a guide on quest design. Thank you so much for doing these guides!
    4. allstrife
      allstrife
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      quest design please
    5. Undivide
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      UI Creation/Editing with Flash
    6. Artaxxz
      Artaxxz
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      Would love to see quest design! Thanks a lot!
    7. seden
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      Both subject are of interest, although already documented (albeit these docs require some search to be found, surprise ?).

      Then, given quality of these documents, I guess whatever one is made first = good enough.

      This said, the main topic does not change, how to make "common" reference available ?

      To be seen, thanks, appreciated & of course, quite nice as to many people !
    8. Mattiewagg
      Mattiewagg
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      Most of these things are documented, particularly on the CK Wiki and Youtube. The intention of these guides is to bring ALL the information into one area, rather than just in bits and pieces.
    9. Gulfwulf
      Gulfwulf
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      Quest design.
  2. Mattiewagg
    Mattiewagg
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    All editions in the 'Modding Skyrim' series:

    Modding Skyrim: Modder's Edition
    Modding Skyrim: Scripter's Edition

  3. azzendix
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    Thank you. This guide is very useful. I laughed at myself after reading array lesson.
    I created a script that run the same command to 44 variables for 44 times in this mod.

    This might be useful to someone.
    All old Creation Kit links are not working anymore.
    To fix this problem, check this: Redirect Old Broken Links
  4. monsto
    monsto
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    3.1 Getting Set Up
     
    [ ... ]

     

    You also must, must, must extract the Scripts.rar archive in your Skyrim/Data into

    Skyrim/Data. 


     

    From the word go, this pdf has already saved me a ton of frustration. Even if the above isn't the whole truth as stated by x79, it is still information that is NOT on the wiki. If it is on the wiki, I haven't seen it. 

     

    I don't care if the rest of the document is pictures of cats (i hate cates), it's useful for this single fact alone.

     

    Thank you.

     

    Also . . . is the source to Screenshot Hotkeys available?

    1. Mattiewagg
      Mattiewagg
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      Glad you think so!

      I'm afraid I no longer have it on hand, I've switched computers a few times and the like. Unless source files are packed in the bsa (which may be a habit I adopted after SHOT) then I don't have them anymore.
  5. Modling
    Modling
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    Hello Mattiewagg. Just a tip. If you open the original .doc file in LibreOffice and then export it to PDF there, you get it fully indexed. This makes the navigation through the document quicker and comfortable. Thanks for the guide.
  6. Arkhaic
    Arkhaic
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    Are more recent discoveries included in MS:SE, like the string limit?
  7. Xander9009
    Xander9009
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    Great guide. I'm a pretty experienced scripter, but figured I'd give this a read. There's always more to learn, after all.

    I did notice a few mistakes. Should I point them out? They're pretty minor.
    1. Mattiewagg
      Mattiewagg
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      You could, but I can't guarantee I can get to them any time soonl Good to be aware of them, but I just don't have the extra time right now to deal with actually fixing it for the moment.

      Thank you for giving it a read - means a lot.
  8. x79
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    You also must, must, must extract the Scripts.rar archive in your Skyrim/Data into
    Skyrim/Data. In the latest update, Bethesda (Beth) moved all of the source files into that
    archive, and you cannot script without the source files. You will run into a bunch of compiler
    errors and will be unable to script if you don’t do this!


    This is not completely accurate. You must have either the source files in the sources folder OR the compiled scripts in the scripts folder of every script referenced or extended by the script you are writing. You can write and compile a script with no other source files as long as you have the compiled scripts in the scripts folder.

    I'm only about 1/4 of the way through but I noticed this typo on pg 15
    Note: All functions must be closed with an EndFuction statement! Failure to do so will cause
    your code to not compiled.


    Edit:
    Pg 31
    Arrays not created with SKSE functions (so most all arrays) can only have 128 elementswith the
    last elemental index being 127.
    This is ambiguous. It sounds like all arrays have 128 elements, no more no less. Maybe you could say 'can have no more than 128'.
    1. Mattiewagg
      Mattiewagg
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      Yeah, I keep meaning to get back for some edits. It's a bit on the back burner at the moment, but thank you for pointing these out I'll be sure to take into account when I update MS SE.
    2. Gulfwulf
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      "I'm only about 1/4 of the way through but I noticed this typo on pg 15"

      I didn't do it!
  9. x79
    x79
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    Very well done and put together well. Great read for newbies and experienced scripters alike. Endorsed
  10. SkjoldBjorn
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    Nice one Mattiewagg, time for me to actually learn how to call functions now instead of repeatedly shooting myself in the foot.
    Should have bonus endorsement for adding how to set up papyrus for sublime text and notepad ++. I know there are tutorials on the forum for this, but still.
    Good job and thank you!
    1. Mattiewagg
      Mattiewagg
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      Glad it was helpful for you.
  11. mhalsan
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    Very well written and Much Appreciated!

    I never had the time or patience to Mod before, but now....Looking forward to it.
  12. seden
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    In case, I've converted the pdf (trough OCR) as to allow search it (quite a must given length ().

    Edit : message sent.

    So, I'll send you that file trough an online host.

    Then, no mention of the retroactive script, or multitread, even if these are amongs the (very ?) advanced section, they have still some interest given mods contents/edits.

    http://www.creationkit.com/Creating_Multithreaded_Skyrim_Mods

    http://forums.bethsoft.com/topic/1484684-updating-scripted-mods-and-papyrus-logs/#entry23270450
    MCM option : https://github.com/schlangster/skyui/wiki/MCM-Advanced-Features#wiki-Versioning

    I know they are some more specifics codes around, my bad as I did not save the url when found them.
    From memory, Chesko has something (related to space placement) then, another approach more recently (damn, volume of information + stock).

    Also, they are the "NPC creation tutorial", somewhere online (sig), along with a chapter 2.

    +
    JiT aka Just in Time Lighting, quite another (not recent, still actual as the lighting flickering is still an engine limit (frozen)).
    http://www.nexusmods.com/skyrim/mods/10361


    To be updated (some months since last time I seen about this) but, they where several new functions (SKSE) who where ready to be added in (advanced uses, still, quite some peoples (EFF modder (Expired) might be seen over this, as he was one who needed some of them, if memory serve of course).
    Then, SKSE has had (two ?) update since then, so, may these have been added ? ...

    Pas si simple.

    1. seden
      seden
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      Another bit of code, this one from Chesko in 2012, still, found it because used by Hypno88 as to a recent mod (Hold Checker).

      http://forums.bethsoft.com/topic/1401506-resource-method-to-solve-if-reference-is-inside-complex-region-ispointinpolygon-function/

      Still, that is not the one I was refering to earlier, more later then.
    2. Mattiewagg
      Mattiewagg
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      I do indeed know about multithreading, versioning, etc. I linked the MCM page that has all that information in the guide. I forgot to add in multithreaded, so I'll add that next update.

      Thank you for the PDF I do have an update in progress already, however, so I'm not quite sure how to convert it over to the searchable format when I'm done. We'll see.