Thanks for this tutorial, DF. I was just thinking how good you have become at scripting and modeling since I first started following you in the Creation Kit. ... I really don't think you know just how good you are at this now. Anyway, we appreciate your help, because most modders and developers move on to the 'untouchable' status at your expertise. :)
Thanks for the tutorials Learning alot, i agree with joel a TranslateTo video would be excellent especially for dramatization I.e the Solsthiem boat pulling into dock Adds to the illusion that the player actually had to ride a boat rather then warp cells. there is alot of potential, also Good job on presenting the code in a clear and concise manner not an easy task Given it's ridiculously diverse yet refined to its point.
Hi. I'd like your opinion about two mods I want to create. In the first mod, when the player presses a key, it would show a message box with a list of notable loot at the current location, and preferably mark them once the player picks them up. It would use a static database because I'm not sure if it is possible to enumerate objects in a location or not (not to mention, objects placed by script in containers or quests). I'd use a hashmap in a mainstream programming language for the data but I doubt such thing is available in Papyrus. Any tips? A second mod idea is to have a list/counter of quests remaining (and perhaps list them by name and start location). Is there a way to dynamically enumerate quests in the vanilla game at all?
Notable loot probably isn't possible because even though the loot once found is always the same it is randomly generated depending on your level unless specifically set. List of quests remaining might work but some quests are determinant on your choices so its more than likely possible just wouldn't work for all quests.
Is this meant to be in the "Creation Kit (Scripting Series)" playlist? The main series of videos there seems to begin from "Creation Kit Scripting (Scripting a Menu) #02", which references this one, but this video itself doesn't seem to be there.
I chose to make a static basket as the object that activates all this. The script compiles fine but in game the basket does nothing no "activate" or nothing? Why?
I know this is old, but just in case someone else finds this and tries, did you make sure to create an _Activator_ object? Simply applying this script to a static object doesn't work because the object needs to actually have a function to activate. Best way to do this would be to use Bethesda Archive Extractor to take the basket model and textures out, and apply those to a new _Activator_ object. Optionally you could create an Activator volume and basically cover the basket with it.
-I am trying to create the script, and under script extends i have by default "ObjectReference". When I click OK, it says that the script extends does not exist, and i need to pick another one. Why is it doing this?- Nevermind, fixed the problem with this forum for anyone else who has it: forums.nexusmods.com/index.php?/topic/920065-cant-create-script/page-2
Awesome, Im fiddling with getting an elevator in game but scripting is impossible for me! Oh and the ladder animation I was working on before is basically done so if you want me to send it to you just say the word : )
Tell me... can I use this process of scripting for a triggered dialogue for a follower? I have been searching and searching how to add triggered Dialogue (IE collision with player) for my custom follower mod Loraine.
Downloaded the resource pack, and now I'm trying to find your interior test cell in the CK. What did you call it? Is it even in the pack I downloaded and installed? How do I find it? I'm looking through all of the interior cells while loading your resource esp, and I can't find anything like the room in the video. Your videos are great and helpful, but you never covered specifically how to get that cell to work in. I guess I have to make my own.
I'm trying to do this same script but in Fallout 4 instead. I attached the script to a sleeping back. But whenever I activate the sleeping bag it doesn't work. Have any idea what could possibly be going wrong? Every compiles correctly in the script editor, no errors, I used your code and it seems to work. I save the script, then save the mod, then go into the test cell but click the sleeping bag and nothing happens.
I know this is a pretty old video but I'm having a problem and I wondered if you could help me. Im trying to use one of the burial cairns as an activator (BurialCairn03) and it doesnt work. I cant activate it, it doesnt give me the option. Using others (i.e.C06EternalFlameSconce) it works, so the script is ok. Do only some activators work like this? Is there any way to know wich ones do and wich dont before adding them to the game? TY
I had the same problem. Definitely a bug - after I attached the script to a different activator (C06EternalFlameSconce) which I had placed in the same room......... The script started working on BurialCairn03 as well. ¯\_(ツ)_/¯ I guess that's just the CK for you. -zds
You can script directly in the Creation Kit, however it's incredibly basic and provides minimal functionality. There's no easy way of comparing scripts and you have no auto-complete or suggestions as you type which helps cut down on time a lot. Visually it's also easier on the eyes alongside the way that it highlights elements of the scripts to make it quicker to locate things.
Fucking cool your chanel ... well, i already know more han 10 programing lenguages... and now i will try to start progreamming for one of my favourite games: Skyrim let's see how far i could reach
Just watched the first ten seconds of the video when this loaded to reply. Shocked how much better my video editing seems to be after just a few months. Glad you like the channel.
Not that I am quiting but I am so angry at Bethesda for making this kit with so many bugs. Like would it have killed them to check for bugs once and a while. I have crashed 3 times in a hour right when it was saving and it erased my work then when I tried to delete somethings and just missed the object, it crashed again. (Don't blame my computer either, I run a a pretty powerful system and that wouldn't be the case.) I know its buggy and stuff but I have played Alpha Games with mod systems less buggy then this and they were in production for about half a year and they were the companies first game. Might I add they weren't very hard but was very complex.
Good work dude, excellent video! Cheers from Italy :)
DarkFox you are the best. Your tuts are very useful
Excellent tutorial, as always. Thanks, man.
omg! this video is exactly what I've been searching for! thank you so much.
Thanks for this tutorial, DF. I was just thinking how good you have become at scripting and modeling since I first started following you in the Creation Kit. ... I really don't think you know just how good you are at this now. Anyway, we appreciate your help, because most modders and developers move on to the 'untouchable' status at your expertise. :)
Thanks for the tutorials Learning alot, i agree with joel a TranslateTo video would be excellent especially for dramatization I.e the Solsthiem boat pulling into dock Adds to the illusion that the player actually had to ride a boat rather then warp cells. there is alot of potential, also Good job on presenting the code in a clear and concise manner not an easy task Given it's ridiculously diverse yet refined to its point.
ty for the scripting tut's,it's the only thing in the CK i have real problems with
Hi. I'd like your opinion about two mods I want to create.
In the first mod, when the player presses a key, it would show a message box with a list of notable loot at the current location, and preferably mark them once the player picks them up. It would use a static database because I'm not sure if it is possible to enumerate objects in a location or not (not to mention, objects placed by script in containers or quests). I'd use a hashmap in a mainstream programming language for the data but I doubt such thing is available in Papyrus. Any tips?
A second mod idea is to have a list/counter of quests remaining (and perhaps list them by name and start location). Is there a way to dynamically enumerate quests in the vanilla game at all?
Notable loot probably isn't possible because even though the loot once found is always the same it is randomly generated depending on your level unless specifically set. List of quests remaining might work but some quests are determinant on your choices so its more than likely possible just wouldn't work for all quests.
Is it possible to skip a bugged script quest to access to the next step with creation kit ?
Is this meant to be in the "Creation Kit (Scripting Series)" playlist? The main series of videos there seems to begin from "Creation Kit Scripting (Scripting a Menu) #02", which references this one, but this video itself doesn't seem to be there.
This was very useful, thank you very much!
I chose to make a static basket as the object that activates all this. The script compiles fine but in game the basket does nothing no "activate" or nothing? Why?
I know this is old, but just in case someone else finds this and tries, did you make sure to create an _Activator_ object?
Simply applying this script to a static object doesn't work because the object needs to actually have a function to activate.
Best way to do this would be to use Bethesda Archive Extractor to take the basket model and textures out, and apply those to a new _Activator_ object. Optionally you could create an Activator volume and basically cover the basket with it.
-I am trying to create the script, and under script extends i have by default "ObjectReference". When I click OK, it says that the script extends does not exist, and i need to pick another one. Why is it doing this?- Nevermind, fixed the problem with this forum for anyone else who has it: forums.nexusmods.com/index.php?/topic/920065-cant-create-script/page-2
Dingo Dylan thank you so much for this!!
you're a hero!
Please do as currently my new unreleased mod has a teleport style thing to get you from bottom to top. The lift idea is could be a fun thing to do.
Hey DarkFox, Could you please make a video of the "TranslateTo - ObjectReference" script?
Is there a tutorial on text replacement?
2022 and still helpful thx
Awesome, Im fiddling with getting an elevator in game but scripting is impossible for me! Oh and the ladder animation I was working on before is basically done so if you want me to send it to you just say the word : )
Tell me... can I use this process of scripting for a triggered dialogue for a follower? I have been searching and searching how to add triggered Dialogue (IE collision with player) for my custom follower mod Loraine.
I downloaded your Project Modularity resource and I can't find the test cell on here, please help me locate the modding resource?
Downloaded the resource pack, and now I'm trying to find your interior test cell in the CK. What did you call it? Is it even in the pack I downloaded and installed? How do I find it? I'm looking through all of the interior cells while loading your resource esp, and I can't find anything like the room in the video. Your videos are great and helpful, but you never covered specifically how to get that cell to work in. I guess I have to make my own.
Mel Thorn They are usually starting with DF127 but it's an old video and I forget if that's what I called them.
it would be probable that the cell room would be called:
DA127RecourseMessageScript
(Based off the render window in this video)
That tut could be interesting as I have used it i Caranthir Tower for the statues to rise.
I'm trying to do this same script but in Fallout 4 instead. I attached the script to a sleeping back. But whenever I activate the sleeping bag it doesn't work. Have any idea what could possibly be going wrong? Every compiles correctly in the script editor, no errors, I used your code and it seems to work. I save the script, then save the mod, then go into the test cell but click the sleeping bag and nothing happens.
U need to do some changes in the Fallout4Custom.InI
I know this is a pretty old video but I'm having a problem and I wondered if you could help me. Im trying to use one of the burial cairns as an activator (BurialCairn03) and it doesnt work. I cant activate it, it doesnt give me the option. Using others (i.e.C06EternalFlameSconce) it works, so the script is ok. Do only some activators work like this? Is there any way to know wich ones do and wich dont before adding them to the game? TY
MarKlar Gaming did you ever find a solution to this? I'm having the same problem now
I had the same problem. Definitely a bug - after I attached the script to a different activator (C06EternalFlameSconce) which I had placed in the same room......... The script started working on BurialCairn03 as well. ¯\_(ツ)_/¯ I guess that's just the CK for you.
-zds
Does anybody know why you would need a script editor, why cant you script directly into the creation kit?
You can script directly in the Creation Kit, however it's incredibly basic and provides minimal functionality. There's no easy way of comparing scripts and you have no auto-complete or suggestions as you type which helps cut down on time a lot. Visually it's also easier on the eyes alongside the way that it highlights elements of the scripts to make it quicker to locate things.
@@Darkfox127 Ah ok, thank you for the quick reply; It always sounded like a hard requirement to me,
Thank you for clearing that up.
fuck yea dude, well done keep, going friend you have my support
Why does the Creation Kit crash when I try to do anything dealing with a script?
Darude - Dankstorm
Thank you kind sir
Is it just me or is it easier googling what i have to put together ? I did not get what he was trying to explain to me.
...is that metasploit?
Fucking cool your chanel
... well, i already know more han 10 programing lenguages... and now i will try to start progreamming for one of my favourite games: Skyrim
let's see how far i could reach
Just watched the first ten seconds of the video when this loaded to reply. Shocked how much better my video editing seems to be after just a few months. Glad you like the channel.
Not that I am quiting but I am so angry at Bethesda for making this kit with so many bugs. Like would it have killed them to check for bugs once and a while. I have crashed 3 times in a hour right when it was saving and it erased my work then when I tried to delete somethings and just missed the object, it crashed again. (Don't blame my computer either, I run a a pretty powerful system and that wouldn't be the case.) I know its buggy and stuff but I have played Alpha Games with mod systems less buggy then this and they were in production for about half a year and they were the companies first game. Might I add they weren't very hard but was very complex.