snappgamez Posted May 21, 2018 Share Posted May 21, 2018 I've always wanted to make a mod that allows me to make log entries on terminals. Like the "Journal of the Sole Survivor" mod by registrator2000, but with separate entries on each terminal instead of having them all on a holotape. So, I downloaded the Bethnet launcher and the Creation Kit, and tried to get to work. I was immediately overwhelmed by a crap-load of windows within a window. And I can't even find how to create scripts. The Creation Kit wiki is quite sparse on documentation as well, as it seems it mostly goes with a "I'll tell you this and then you go on your merry way" method of giving information. So I am a bit clueless as to where to start. Link to comment Share on other sites More sharing options...
shavkacagarikia Posted May 21, 2018 Share Posted May 21, 2018 If you have just started, you wont be able to build something like that. You first need to get experienced on how game systems work and communicate with each other. Also what you want to do isnt general modding as most of the work is done outside of CK and you need to be experienced with flash and action script 3. Thats a Scaleform file that communicates with a game, like some terminal games do. Reg explains how he did all those but as I said you need to have experience with both CK/papyrus and Flash/as3. Read it here: https://www.nexusmods.com/fallout4/articles/413 And also, ck wiki is mostly written by modders and for modders, once you get more experienced all those pages will make more sense to you.You can start here:https://www.creationkit.com/fallout4/index.php?title=Category:Papyrus Link to comment Share on other sites More sharing options...
snappgamez Posted May 21, 2018 Author Share Posted May 21, 2018 If you have just started, you wont be able to build something like that. You first need to get experienced on how game systems work and communicate with each other. Also what you want to do isnt general modding as most of the work is done outside of CK and you need to be experienced with flash and action script 3. Thats a Scaleform file that communicates with a game, like some terminal games do. Reg explains how he did all those but as I said you need to have experience with both CK/papyrus and Flash/as3. Read it here: https://www.nexusmods.com/fallout4/articles/413 And also, ck wiki is mostly written by modders and for modders, once you get more experienced all those pages will make more sense to you.You can start here:https://www.creationkit.com/fallout4/index.php?title=Category:PapyrusAlright. Thanks for the info. This is a lot more complex than I thought. Link to comment Share on other sites More sharing options...
Evangela Posted May 21, 2018 Share Posted May 21, 2018 This might also help a bit: https://www.creationkit.com/index.php?title=Category:Bethesda_Scripting_Tutorial_Series You may need to flip back and forth between the two wikis. Aside from the obvious new stuff, Fallout 4's wiki looked to be a crappy copy/paste job from Skyrim's wiki, minus 6 years of information on that wiki that wasn't copied over. Link to comment Share on other sites More sharing options...
shavkacagarikia Posted May 21, 2018 Share Posted May 21, 2018 This might also help a bit: https://www.creationkit.com/index.php?title=Category:Bethesda_Scripting_Tutorial_Series You may need to flip back and forth between the two wikis. Aside from the obvious new stuff, Fallout 4's wiki looked to be a crappy copy/paste job from Skyrim's wiki, minus 6 years of information on that wiki that wasn't copied over.Things are copy/pasted from skyrim wiki because they are identical for fo4 CK and there are enough new pages as well. Link to comment Share on other sites More sharing options...
dagobaking Posted May 22, 2018 Share Posted May 22, 2018 And I can't even find how to create scripts. The Creation Kit wiki is quite sparse on documentation as well, as it seems it mostly goes with a "I'll tell you this and then you go on your merry way" method of giving information. So I am a bit clueless as to where to start. You aren't in Kansas any more. ;) Going from professional grade platforms to the usually half-baked world of modding can be really frustrating. Just about every major system you will deal with will have undocumented, unexpected nuances that you just have to find for yourself. "It always works just like the CK wiki says... EXCEPT sometimes..." is very typical. That said, it's a great community and can be rewarding. I also think that it's a good experience for developers that are maybe spoiled by more dependable toolsets. Most modders share their source code. So, the best place to start in my opinion is to find a mod that does something similar to what you want to do and study it. Hopefully, they left some notes too! Link to comment Share on other sites More sharing options...
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