I'm afraid I don't have the time or the will to do it. I'm actually fed up of seeing the modding community do so much to improve the game and in many ways fix and complete it, without getting so much as a thumbs up from Bethesda. It wouldn't hurt to recognise some of these achievements and actually maybe hire some people out there making this stuff. The modding community has far more talent and creativity than Bethesda and it just doesn't get recognised. Thanks for the thought though.
There are still many people both playing and modding Skyrim and these videos are here for those who do still want to get into the Creation Kit and play around. Your choice whether to continue playing or not.
I know that, I am still playing Skyrim my self so... And of course I should thank you for all of these videos because you helped me a lot and it's only thanks to you that I started modding.
using your tutorials I was able to make my own version of the transmute ore spell so that when you cast the spell it gives you 3 message boxes, the first is what you want to transmute, the second is what its going to transmute to, and the third is how much you want to transmute, basically whatever options you pick for the first and second message boxes get stored into a variable later executed by the oneffectfinish event, its very clean and fast. so you can transmute iron to moonstone or ebony to gold or malachite to orichalcum all with just one spell
Thanks for the awesome tutorial! Though it's usually hard to see, what's going on on your screen because of high resolution... But I have a question. How do I make the counter reset? If I need the event to happen a number of times, for example, sleep 5 times, than something happens, than the counter starts going from 0 again, and the cycle repeats, and repeats, and repeats...
what about incrementing the count after the if-else block? this way i'd figure it should update each time the script runs, however would only be checked after the if-else block is evaluated, so that the first time it is interacted with the count will remain 0
@darkfox127 Hey there! I'm trying to get back into scripting after god knows how many years away from the CK and I'm having trouble finding #01 of your scripting tutorial series? Did it get deleted? or do you recommend starting with something else?
What? I just got a premium membership on the Skyrim Nexus and am working on a mod myself. In fact, there were 24 file uploads just yesterday. And looking at the top 100 all time, almost every single one was last updated in the later half of this year. Last Saturday, Gamespot published its Top 5 Skyrim Mods of the Week episode and MMoxReview's Skyrim Mods Ep#92 uploaded three days ago has 71k views already. So, if you say Skyrim is "done", then your speaking for yourself :)
Hi DARKF0X127, I find your videos very informative, great work! I have a question though, do you know how to dynamically set up the menu buttons? Say, I want to display a dialogue that has 2 menu buttons, but the button text comes from two Strings I have in a script. I've been searching a lot and couldn't find anything.
DARKF0X127 That's not what I meant.What I meant was, instead of a menu having the options "a" "b" and "c", it would have the options "letterFromVariable1""letterFromVariable2""letterFromVariable3". Where in the code you would assign those variables. I've found a workaround for my problem though, so...thanks anyways.
hi Darkfox127 Is there a way to script a load door (dwarven lift load door) to when you activate it it will load a menu to ask where would you like it to take you (first floor, second floor etc) it would really help with the house mod i am making
I'm afraid I don't really have much time on my hands in the coming couple of weeks as there are a few things happening at the moment keeping me busy. Hope my tutorials will be enough for the time being.
Does anybody know how to change the inventory menu screen text of gold to septim. I want the "gold" text at the bottom where it shows you how much gold you have to say "septim."
Quick question, how would you adjust a script to take in multiple menus? Basically what I'm trying to do is have a menu asking if you want to do something, and then if they say "yes, I want to do that", have another menu from that first one saying "are you sure you want to do that?" I tried to compile a script I adjusted from one of yours and it keeps saying "you've already stated what the menu is" or something of that sorts. Any help would be greatly appreciated, cheers ~ Masa
anyone know how to attach a additem command to the aiButton? the script compiled, the properties are filled but the menu no longers fuctions. Scriptname newscriptTestTentScript extends ObjectReference Message Property TentMenu Auto Armor property testbackpack Auto Event OnActivate(ObjectReference akActionRef) Menu() EndEvent Function Menu (int aiButton = 0) aiButton = TentMenu.show() If aiButton == 0 ElseIf aiButton == 1 Game.GetPlayer().AddItem(testbackpack, 1) EndIf EndFunction
Maps usually map out automatically for interior cells, as for world spaces, the small version of the map for the player's current location are also automatic. I can't help with full new worldspace maps I'm afraid as I've never created my own worldspace.
Um DarkFox127. Can you spare a tip. I'm trying to make a back pack when you click it it as you to pick it up or check it's inventory, it's like a container that you can carry. But I can't connect it to the container or get the menu to work.
You will need to use an OnEquip event for the script on the backpack. Check the Wiki for the exact event script line. Then use Container01.Activate(Game.GetPlayer()) and have the container property link to your chest which should be hidden away in a cell or in the void somewhere. Now, clicking on the backpack in your inventory will access the container.
I'd say that we need a mod that will revive the curiosity or something, we need a dlc-like mod like Falskaar's but with better content. I said I still have Skyrim on the PC so I am just waiting for it! @DARKF0X127, why don't you get a modding crew and make a big mod? With your expertise and some voice talents or other modders you could make the best mod ever!
Bethesda should do a mod recognition think once a week with new featured mods on their website. will probably not with skyrim but the next game with mods.
Thanks for incredible work Darkfox, with your help i created a little mod, search for "NPCs And Horses_ more NPCs riding horses" on Nexus. However i had a few questions that i want ask you, Can i add you in Steam contacts ? thanks
why does scripting have to be so hard and long to learn, i just want to make a bloody jail syastem for fallout 4 just because bethesda are too lazy to add it them selves, theres even a bloody jail in diamond city
Well. I guess it is to people with no programming background. But tbh this is the most basic of the rudimentary level of any kind of scripting. Adding an entire jail system can be a chore however.
Well said Manas. I'm a programmer by profession, and though it takes awhile to get used to Papyrus scripting it isn't all that complicated. One of the things that Papyrus insists on is the use on an event. Without an event, no function will ever run in the game. It's the equivalent of having the game do something when something else happens which is the event.
Nice, but I am really tired of Skyrim.. Seriously, i loved the game and played it yesterday but it's time to face it: Skyrim is done and we should focus on what's after it. It hurts me to say it and I love being the dragon born but that's it.
Hey thanks for making this. 10 years later and it's still useful!
not that i am knocking down other tutorials but yours are just lovely and to the point
Watching that today, it is hella useful, I'm playing with options like that for Miami, kudos to you
fallout miami??
I'm afraid I don't have the time or the will to do it. I'm actually fed up of seeing the modding community do so much to improve the game and in many ways fix and complete it, without getting so much as a thumbs up from Bethesda. It wouldn't hurt to recognise some of these achievements and actually maybe hire some people out there making this stuff. The modding community has far more talent and creativity than Bethesda and it just doesn't get recognised. Thanks for the thought though.
There are still many people both playing and modding Skyrim and these videos are here for those who do still want to get into the Creation Kit and play around. Your choice whether to continue playing or not.
I know that, I am still playing Skyrim my self so... And of course I should thank you for all of these videos because you helped me a lot and it's only thanks to you that I started modding.
using your tutorials I was able to make my own version of the transmute ore spell so that when you cast the spell it gives you 3 message boxes, the first is what you want to transmute, the second is what its going to transmute to, and the third is how much you want to transmute, basically whatever options you pick for the first and second message boxes get stored into a variable later executed by the oneffectfinish event, its very clean and fast. so you can transmute iron to moonstone or ebony to gold or malachite to orichalcum all with just one spell
This video just saved me from madness
Note To self:
Make Sure both the `If` and `ElseIf` statement are stated the same...
Thanks for the awesome tutorial! Though it's usually hard to see, what's going on on your screen because of high resolution...
But I have a question. How do I make the counter reset? If I need the event to happen a number of times, for example, sleep 5 times, than something happens, than the counter starts going from 0 again, and the cycle repeats, and repeats, and repeats...
You can try to use:
"
Else
Count = 0
"
{when no more option be considered true}
what about incrementing the count after the if-else block?
this way i'd figure it should update each time the script runs, however would only be checked after the if-else block is evaluated, so that the first time it is interacted with the count will remain 0
@darkfox127 Hey there! I'm trying to get back into scripting after god knows how many years away from the CK and I'm having trouble finding #01 of your scripting tutorial series? Did it get deleted? or do you recommend starting with something else?
Another fantastic video! Thanks for the help!
Loving the vids! Thanks!
What? I just got a premium membership on the Skyrim Nexus and am working on a mod myself. In fact, there were 24 file uploads just yesterday. And looking at the top 100 all time, almost every single one was last updated in the later half of this year. Last Saturday, Gamespot published its Top 5 Skyrim Mods of the Week episode and MMoxReview's Skyrim Mods Ep#92 uploaded three days ago has 71k views already. So, if you say Skyrim is "done", then your speaking for yourself :)
Hi DARKF0X127, I find your videos very informative, great work! I have a question though, do you know how to dynamically set up the menu buttons? Say, I want to display a dialogue that has 2 menu buttons, but the button text comes from two Strings I have in a script. I've been searching a lot and couldn't find anything.
The Creation Kit wiki can go into more detail and guide you through making menus go through to another menu.
DARKF0X127
That's not what I meant.What I meant was, instead of a menu having the options "a" "b" and "c", it would have the options "letterFromVariable1""letterFromVariable2""letterFromVariable3". Where in the code you would assign those variables. I've found a workaround for my problem though, so...thanks anyways.
12:40 is about buttons for anyone wondering
By the way DarkFox, you have a voice that sounds like it would be good for a Skyrim NPC. Have you voiced any NPC's in a mod?
hi Darkfox127 Is there a way to script a load door (dwarven lift load door) to when you activate it it will load a menu to ask where would you like it to take you (first floor, second floor etc) it would really help with the house mod i am making
I'm afraid I don't really have much time on my hands in the coming couple of weeks as there are a few things happening at the moment keeping me busy. Hope my tutorials will be enough for the time being.
Does anybody know how to change the inventory menu screen text of gold to septim. I want the "gold" text at the bottom where it shows you how much gold you have to say "septim."
Thanks! It's god damm useful and helpful!
Quick question, how would you adjust a script to take in multiple menus? Basically what I'm trying to do is have a menu asking if you want to do something, and then if they say "yes, I want to do that", have another menu from that first one saying "are you sure you want to do that?" I tried to compile a script I adjusted from one of yours and it keeps saying "you've already stated what the menu is" or something of that sorts. Any help would be greatly appreciated, cheers ~ Masa
There's some example script on the CK Wiki which shows how to link menus together.
I completely forgot to check their site, thank you!
+Tim Williams Did you ever find what you were looking for? Because I'm trying to figure this out as well.
anyone know how to attach a additem command to the aiButton? the script compiled, the properties are filled but the menu no longers fuctions.
Scriptname newscriptTestTentScript extends ObjectReference
Message Property TentMenu Auto
Armor property testbackpack Auto
Event OnActivate(ObjectReference akActionRef)
Menu()
EndEvent
Function Menu (int aiButton = 0)
aiButton = TentMenu.show()
If aiButton == 0
ElseIf aiButton == 1
Game.GetPlayer().AddItem(testbackpack, 1)
EndIf
EndFunction
is this like python ?
Can't Load the higher res videos for some reason makes reading pretty rough on the eyes lol.
can you please make a tutorial on how to make a custom map for a custom world?
Maps usually map out automatically for interior cells, as for world spaces, the small version of the map for the player's current location are also automatic. I can't help with full new worldspace maps I'm afraid as I've never created my own worldspace.
Ok, thanks, I've seen more tuts on worldspaces than everything else. But there needs to be more tuts on things that you put out.
Um DarkFox127. Can you spare a tip. I'm trying to make a back pack when you click it it as you to pick it up or check it's inventory, it's like a container that you can carry. But I can't connect it to the container or get the menu to work.
You will need to use an OnEquip event for the script on the backpack. Check the Wiki for the exact event script line. Then use Container01.Activate(Game.GetPlayer()) and have the container property link to your chest which should be hidden away in a cell or in the void somewhere. Now, clicking on the backpack in your inventory will access the container.
Thanks
I'd say that we need a mod that will revive the curiosity or something, we need a dlc-like mod like Falskaar's but with better content. I said I still have Skyrim on the PC so I am just waiting for it! @DARKF0X127, why don't you get a modding crew and make a big mod? With your expertise and some voice talents or other modders you could make the best mod ever!
Bethesda should do a mod recognition think once a week with new featured mods on their website. will probably not with skyrim but the next game with mods.
Thanks for incredible work Darkfox, with your help i created a little mod, search for "NPCs And Horses_ more NPCs riding horses" on Nexus. However i had a few questions that i want ask you, Can i add you in Steam contacts ? thanks
The question is not IF the chicken crossed the road, but WHY did the chicken cross the road? hehe...
Unless it involves money, they won't do anything unfortunately. Their Facebook page only ever posts merchandise.
No I haven't 8)
Skyrim will be not done until a new TES comes.
why does scripting have to be so hard and long to learn, i just want to make a bloody jail syastem for fallout 4 just because bethesda are too lazy to add it them selves, theres even a bloody jail in diamond city
Well. I guess it is to people with no programming background. But tbh this is the most basic of the rudimentary level of any kind of scripting. Adding an entire jail system can be a chore however.
Well said Manas. I'm a programmer by profession, and though it takes awhile to get used to Papyrus scripting it isn't all that complicated. One of the things that Papyrus insists on is the use on an event. Without an event, no function will ever run in the game. It's the equivalent of having the game do something when something else happens which is the event.
Nice, but I am really tired of Skyrim.. Seriously, i loved the game and played it yesterday but it's time to face it: Skyrim is done and we should focus on what's after it.
It hurts me to say it and I love being the dragon born but that's it.