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.
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
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?
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.
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.
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.
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
Edit: Pg 31 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'.
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.
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!
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.
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 ? ...
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.
57 comments
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 !
Modding Skyrim: Modder's Edition
Modding Skyrim: Scripter's Edition
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
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.
I did notice a few mistakes. Should I point them out? They're pretty minor.
Thank you for giving it a read - means a lot.
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
Edit:
Pg 31
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'.
I didn't do it!
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!
I never had the time or patience to Mod before, but now....Looking forward to it.
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.
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.
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.