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Tutorials WITHOUT "youtoob"


Allannaa

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O.o how the heck did you screw up the game? As far as I know the CK won't allow you to save anything to the ESM files.

 

Have you made any adjustments to your SkyrimEditor.ini other than allowing multiple masters and/or multiple creation kits?

 

 

All that actually happened was, I told the editor to "ignore" the asterisked cell -- Breezehome.

 

The CK crashed, obviously, then refused to restart, and so on... that's why I eventually got the idea of having Steam check Skyrim itself.

 

And no, no adjustments to the ini other than as you say, masters and 2 instances of the CK running. What I did, basically was have the system "try" to change the skyrim.esm.... hence the crash and so on.

 

Lesson learned, no matter how frakked up weapons racks are (or anything else), don't ever touch another cell during the process of making your own mod. I honestly could not believe it did the AoD when all I did was copy/paste from the cell window without ever touching the render window.

 

I expect troubles like this will beset newbie modders, maybe there's some tips and tricks we should collect here too, any thoughts, folks?

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One thing I did find out about weapons racks and bookshelves. The CK Wiki has TWO articles on each subject, but one article of each pair is... Not helpful.

 

As I learned the hard way (see above) DO NOT follow the advice to "copy somethin' outta some cell you think is cool" because that will dirty your mod.

 

Use the Warehouse cells. Then tweak as needed. Seriously.

 

This tutorial was the one I ultimately used for bookshelves (and a potion cabinet).

 

And, although I wouldn't ordinarily link to an actual download, Eldiabs has made a quickie "mod" that contains pre-set-up racks, shelves, and so on.

Edited by Allannaa
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Use the Warehouse cells. Then tweak as needed. Seriously.
Where exactly are these "warehouse cells"?

 

Interior cells all beginning with warehouse, there not actually used in game, but used to show players how things work and give them resources to copy out of and move to a new call in the creation kit.

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Use the Warehouse cells. Then tweak as needed. Seriously.
Where exactly are these "warehouse cells"?

 

Interior cells all beginning with warehouse, there not actually used in game, but used to show players how things work and give them resources to copy out of and move to a new call in the creation kit.

I'll have to look. I never saw those in the CK. If I did I probably thought they were related to the East Company Warehouse that's underneath Solitude :P

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Thank you for making this thread, i cant stand the youtube videos, there all so long and usually have the oddest voices, and everyone seems to never stay on track of what there suppose to be teaching. A simple article can teach you a lot more than theses videos and you came read it in about half the time, but finding one grows increasingly harder, because every time you Google it something your plagued by 20+ youtube videos. But LouisAT444 does a great job, short 3 or 4 minute videos, tells you exactly what to do, nothing more and nothing less, like tutorial should be.
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  • 2 weeks later...

Sorry I haven't been around to keep this updated better, or to move my tutes to my own page, but you know how it is, life interferes with Skyrim!

 

Has anyone found scripting tutorials other than the ones on the "official" page? I noticed we're conspicuously lacking in those, and since I personally stink at using papyrus (I trial-and-error everything).... I don't think I should try writing a tute for it, nor recommending tutes since I wouldn't know if they were good or not.

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I might be able to do something that is specific to what I've done, but I'm pretty much like you. try, try and try some more till something finally works. release it. find out it causes some sort of problem when uninstalled... how dare they uninstall... go back and try try and try some more till the problem is fixed...
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What kind of scripting tutorial do you want? It's a pretty broad subject.

 

Actually, Sjogga, that's a very good point, but I don't know enough about scripting to even answer, I'm afraid.

 

What about "How to add quest dialogue" or something? For instance, say you've created a new NPC named Sam, who lives around Markarth. When you approach him, you can "Talk"... Ask about rumours, how he feels about the war, if he knows of any odd jobs. That's already a dialogue package.

 

But say Sam would trade you a key to a two-room house, if you brought him three different items -- say a bear claw, a wisp wrap, and a sabre cat eyeball (I am winging this, can you tell?)

 

So first off, you need to tell Sam "Not interested" or "Hey cool, okay."

 

Then you need to be able to bring him one item at a time -- or if it's easier, require the player to collect all three before Sam will talk again.

 

Then you need Sam to say "Neato, thanx, here's yer key, watch the skies!" or something.

 

Obviously you'd *also* need Sam's Grocery List to appear in the player's inventory when he gives the quest, and of course, you'd need the key to do the same, and be set to open Sam's House once the player has earned it.

 

So, how would a person go about:

*Adding the responses to a dialogue pack

*Adding Sam's list to the player's inventory

*Making Sam accept each item (or all items at once), which is to say, remove them from inventory

*Making Sam hand over the key and send the player on her merry way

*Making Sam use "friendly" dialogues if the player runs into him again

OR

*Making Sam disappear from Skyrim and go retire in Valenwood or sumpin' after the quest is done

 

I realise this may involve tutorials for more than one kind of scripting, but as I keep sayin' this is NOT my area of expertise ever at all completely! So I wouldn't even know what tutes to add here, and certainly would never dare write one.

 

(I should mention, I'm NOT asking someone to write this or a similar script -- I'm asking if anyone can write, or knows of, tutorials so that people can LEARN to write these kinds of things.)

Edited by Allannaa
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