Mattiewagg Posted June 14, 2014 Share Posted June 14, 2014 (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 August 13, 2014 by Matthiaswagg Link to comment Share on other sites More sharing options...
MaximumPain Posted June 14, 2014 Share Posted June 14, 2014 (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 June 14, 2014 by MaximumPain Link to comment Share on other sites More sharing options...
dastrokes Posted June 14, 2014 Share Posted June 14, 2014 The naming convention for script fragments is very useful, been thinking about it lately. Link to comment Share on other sites More sharing options...
Mattiewagg Posted June 14, 2014 Author Share Posted June 14, 2014 (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 June 14, 2014 by Matthiaswagg Link to comment Share on other sites More sharing options...
MaximumPain Posted June 14, 2014 Share Posted June 14, 2014 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. Link to comment Share on other sites More sharing options...
Mattiewagg Posted June 15, 2014 Author Share Posted June 15, 2014 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. Link to comment Share on other sites More sharing options...
Mattiewagg Posted June 15, 2014 Author Share Posted June 15, 2014 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. Link to comment Share on other sites More sharing options...
Mattiewagg Posted June 16, 2014 Author Share Posted June 16, 2014 I'm not sure if this should be in a different section. Should it? Link to comment Share on other sites More sharing options...
Mattiewagg Posted June 17, 2014 Author Share Posted June 17, 2014 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. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted June 17, 2014 Share Posted June 17, 2014 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: Reveal hidden contents Quote Adding Items to a Container Via ScriptThis tutorial will teach you how to add items to a container via script, and how to do it at a certain stage of a quest. Skip to step 3 for the script, or step 5 for the script with quest stages.Step 1) Open your script (or create it) with your editor of choice (or the built-in CK editor).Step 2) Add two properties - one pointing to your container, and one pointing to the item you want to add. For this script, we'll be using the example of Gold001 and a container called MyContainer. We will be using the event onActivate, but you may use a different one for your own script. (OnActivate will add the item when the container is opened. Be sure to add an Activate function to make sure the container runs the code and opens normally.)Step 3) Type in the following:Scriptname Yourscriptname Extends ObjectReferenceObjectReference Property MyContainer AutoMiscObject Property Gold001 Auto; this points to gold, which is a misc object, but the object you want to ;add may be differentEvent onActivate(Actor AkActionRef) If akActionRef == Game.GetPlayer() MyContainer.AddItem(Gold001, 100) MyContainer.Activate(Game.GetPlayer()) EndIfEndEvent Step 4) Save your script and attach it to your container, making sure all the properties are pointing towards something.Step 5) Click the Edit Properties button by right clicking on your script and selecting it.Step 6) Add a property, which we'll call MyQuest, and attach it to your quest (the one that has a stage that will allow the item to be added to the container). Be sure to flag it auto at the end, like our other properties. For our example, we will pretend that stage 30 is the one that adds the item to the container, but it could be any stage.Step 7) Open up your script, and change the script to this:Scriptname Yourscriptname Extends ObjectReferenceObjectReference Property MyContainer AutoMiscObject Property Gold001 Auto; this points to gold, which is a misc object, but the object you want to ;add may be differentQuest Property MyQuest AutoEvent onActivate(Actor AkActionRef) If akActionRef == Game.GetPlayer() && MyQuest.GetStage() == 30 MyContainer.AddItem(Gold001, 100) MyContainer.Activate(Game.GetPlayer()) EndIfEndEventExplanation: For the usual item adding, it's fairly simple. If the person who opened the container (the reference that performed an action on the object the script is attached to - akActionRef) is the player, then add your pre-defined item to the chest. Then, make the player activate the chest as usual. The item-adding on quest stage, the script does the same thing as above, with an added if statement. If the AkActionRef is the player and your quest is at stage 30, then the item will add, and the player will activate the chest. To make the container activate-able in the second, modified script, you have to add Else statement. This means that if one or more of the above conditions is not met, then you should do the thing within the Else statement. I would add this, below MyContainer.Activate(GameGetPlayer()) Else MyContainer.Activate(Game.GetPlayer()) This allows the player to activate it no matter what, but the item will only be added on stage 30. It's generally a good idea to put this in. 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 Scriptname SomeScript Extends ObjectReference MiscObject Property Gold001 Auto Event OnActivate(ObjectReference akActiavtor) If akActivator == Game.GetPlayer() Self.AddItem(Gold001,100) EndIf EndEvent 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 Scriptname SomeScript Extends ObjectReference MiscObject Property Gold001 Auto Quest Property MyQuest Auto Event OnActivate(ObjectReference akActiavtor) If akActivator == Game.GetPlayer() && MyQuest.GetStage() == 30 Self.AddItem(Gold001,100) EndIf EndEvent 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. Link to comment Share on other sites More sharing options...
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