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Posted (edited)

I am the author of a site called Skyrim MW. It is a blog where I've posted tutorials on modding Skyrim (through the Creation Kit, mostly), mod reviews, an account of my adventures in a modded Skyrim, and other posts about Skyrim. If you'd like to check it out, you can find it here:

 

Skyrim MW

 

I'll also post relevant updates here, so check up on this thread.

 

Modders - Are you interested in writing a tutorial?

 

If you're interested in writing a tutorial or article for Skyrim MW, PM me or, preferably, email me at matthiaswagg@gmail.com. Here's a quick description of how it would work. (Link)

 

Edited by Matthiaswagg
Posted (edited)

Looks good, I'll keep an eye on the CK section... Oh just one thing, I use a screen res of 1280 x 800 so I can read text easier, your site doesn't wrap to the screen size so I have to scroll to read the last couple of words on the right.

Edited by MaximumPain
Posted

The naming convention for script fragments is very useful, been thinking about it lately.

Posted (edited)
  On 6/14/2014 at 3:15 PM, MaximumPain said:

Looks good, I'll keep an eye on the CK section... Oh just one thing, I use a screen res of 1280 x 800 so I can read text easier, your site doesn't wrap to the screen size so I have to scroll to read the last couple of words on the right.

 

Ok. I'll probably make the post size a bit smaller. Been thinking about doing that anyway. Thanks for the feedback.

 

I did make the blog width smaller, but the new width is as small as it can go without looking bad. (If it goes smaller, the tabs on top start to wrap, which looks weird.) If you have the time, can you check if it works on your display better?

Edited by Matthiaswagg
Posted
  On 6/14/2014 at 11:57 PM, MaximumPain said:

That's perfect now, I can actually increase the page width to 120% on Firefox. Helps a lot when you have tired eyes and/or your vision isn't the best.

Awesome.

Posted
Added a few more posts, and some tutorials for relatively common problems in the CK section. Common problems that were very difficult to find a fix for on these forums, as well as some other common problems that did have answers, but I figure it's good to have it all in one place. Tutorials include combat style creation, making NPCs attack in dialogue and more.
Posted

If there's any particular tutorials or mod reviews you'd like to see, post in the comments and I'll try my best to get those done.

Posted

I know this is not the comments section of your blog. It is simply easier for me to use the formatting I am familiar with here at the Nexus.

May I point out some problems with the following taken from your blog:

 

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Your example uses the OnActivate event which means that the player has activated the object. Yet within the OnActivate event you script the object to be activated by the player. That will cause the OnActivate event to run again. Not what you want to have happen.

Now if you used a different event (maybe even a different object) and wanted the container to be opened at that point then you would use that line. This is the basics of how a bag of holding works. Equip one item and it causes the container to be activated. But rarely do you want to activate the same container within that container's activation sequence. You may very well end up with a loop that cannot be exited.

 

For a script that will add an item when a container is activated by the player, this is all you need:

 

  Reveal hidden contents

 

 

For a script that will add an item only when a quest is at a certain stage and the container is activated by the player this is all you need:

 

  Reveal hidden contents

 

 

 

Note that you do not need to make a property for the object that the script is attached to. It automatically can be referred to as Self. There is no else stage needed to allow the player to activate the container for normal use. If the quest stage check fails, it will still open, it just won't add the item in question.

 

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