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Scripts Help


Lordofthehall

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Hello

 

I hope this is the right place but here gose,

 

I wish to make a big mod (in the future)

 

And I need help with Scripts I just don't know how to understand it! :unsure:

 

I have done The 'My First Script' but I just don't get how people are going to remember how to do it.

 

I also want to know what it can do, Like there this mod where you tourture NPCs and I was wondering if scripts are making the Trourtering Devices work?

 

I was thinking of making a way a Player can be a shop owner and with a bit more time money and skill own a string of Stores around tamrial.

 

How would I do that?! Is that Scripting? :wallbash:

 

I am very sorry for my spelling I suck at English :biggrin:

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Essentially, scripting is needed whenever you want to trigger something, change something, or make something appear/disappear. Most activators, like traps require some scripting to work. Most quests and dialogues require some scripting background.

 

People learn scripting mostly by doing. Scripting requires alot of trial and error, and even the best of us can spend weeks on a single script trying to figure out how to get it working right. The best advice I can give you is to put aside any large or complicated projects for a few months. Instead focus on trying to script simple things that you've already seen in the game, or from mods. Try to replicate the same effect without just copying the script. Some of these will likely be more complicated than they appear, but all of it is good experience when it comes to learning how to script. Try to avoid using OBSE for the time being, OBSE, while it can do alot, also requires that you have a good understanding of how basic functions work and the overall syntax of the script. One tutorial does not mean you can script, look for any other tutorials you can find that involve scripting, and go through them, even if they don't seem to be important for the purposes of your mod.

 

After about a month or two of effort on this, try to incorporate scripting into some very basic mods, like making a quest to buy a house, or a small dungeon with a few triggers and switches.

 

As far as a player owner shop goes, the idea has been discussed a few dozen times in the last 3 years, not sure if you've noticed, but no such mod really exists yet... You can do a search to see the discussion about this.

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I am teaching myself scripting atm. I can tell first hand that it will seem hard. Like vargrant said, start simple or you will likely get frustrated with it. I have background in c++ and while i have learned that doesnt help me as much as i hoped, i have the fundlementals. Figure out what you want your script to do. Do it step by step. Test step by step. If you program 50 lines of code and you have a logic error it will be frustrating to find.

 

I am currently using the tutorials. Its great place to start. Do it in the cs and try it in game. You will get a good idea of cause and effect of scripts.

 

Another thing i like to do personally is write it down in "seudo" code. IE

 

If my fighters guild rank is greater than 2 but less than five

then start my fighters guild quest

else

do nothing.

 

Everyone has their own way but i find this keeps my logic straight when coding. It will also help you understand what the code is really doing as apposed to what it really is.

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Another bit of advice I might give, would be to look through the list of scripting functions;

http://cs.elderscrolls.com/constwiki/index...:Functions_(CS)

And try to think up ways of using some of those in things like scripted spell effects.

 

The advantage of scripted spells, in addition to the necessary bit of scripting required to add them to the player, is that scripted spells can do what you want, exactly when you want them to happen. Although a scripted spell which obtains the targeted NPC's level, health, disposition to the player, AI procedure, and checks what factions they are in, and displays this in a message box, may not be practical from a gameplay standpoint, can be rather useful when it comes to debugging a mod, or just becoming familiar with using get functions as a meas of determining behavior. As alot of scripting is really just learning what information can be obtained through a script running on a reference, and then doing something based on that information, it tends to make one more concerned of the process of doing what they want, than what the result may be. There are often many ways of accomplishing an effect, but one way may be more reliable, or less likely to cause conflicts.

 

Just sit down, go through the functions that catch your eye, and see if you can think of anything you can do with it.

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