Creation Kit Scripting Series 01 (Scripting a Message)

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  • เผยแพร่เมื่อ 21 ธ.ค. 2024

ความคิดเห็น • 45

  • @nothingsoul
    @nothingsoul 10 ปีที่แล้ว +2

    Good work dude, excellent video! Cheers from Italy :)

  • @stewbrowne5578
    @stewbrowne5578 8 ปีที่แล้ว +6

    DarkFox you are the best. Your tuts are very useful

  • @colonelguiltergr8theart288
    @colonelguiltergr8theart288 2 ปีที่แล้ว

    Excellent tutorial, as always. Thanks, man.

  • @flutterbutter2728
    @flutterbutter2728 7 ปีที่แล้ว

    omg! this video is exactly what I've been searching for! thank you so much.

  • @RonRay
    @RonRay 11 ปีที่แล้ว +1

    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. :)

  • @stevenmcneill4595
    @stevenmcneill4595 11 ปีที่แล้ว

    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.

  • @xKynOx
    @xKynOx 11 ปีที่แล้ว

    ty for the scripting tut's,it's the only thing in the CK i have real problems with

  • @akarnokd
    @akarnokd 9 ปีที่แล้ว +1

    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?

    • @curtispritchard5938
      @curtispritchard5938 8 ปีที่แล้ว

      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.

  • @DarkSpinningTV
    @DarkSpinningTV 3 ปีที่แล้ว

    Is it possible to skip a bugged script quest to access to the next step with creation kit ?

  • @MostlyCaffeine
    @MostlyCaffeine 3 หลายเดือนก่อน

    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.

  • @freddielettegaard9308
    @freddielettegaard9308 6 ปีที่แล้ว

    This was very useful, thank you very much!

  • @clydecash5659
    @clydecash5659 7 ปีที่แล้ว +1

    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?

    • @Mega-Brick
      @Mega-Brick 6 ปีที่แล้ว +1

      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.

  • @DingoDylan
    @DingoDylan 9 ปีที่แล้ว +4

    -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

    • @jc3001
      @jc3001 8 ปีที่แล้ว

      Dingo Dylan thank you so much for this!!

    • @joshreynolds8417
      @joshreynolds8417 7 ปีที่แล้ว

      you're a hero!

  • @Darkfox127
    @Darkfox127  11 ปีที่แล้ว

    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.

  • @HumiIiation
    @HumiIiation 11 ปีที่แล้ว +1

    Hey DarkFox, Could you please make a video of the "TranslateTo - ObjectReference" script?

  • @hx8457
    @hx8457 7 ปีที่แล้ว

    Is there a tutorial on text replacement?

  • @JesusGanga
    @JesusGanga 2 ปีที่แล้ว

    2022 and still helpful thx

  • @HumiIiation
    @HumiIiation 11 ปีที่แล้ว

    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 : )

  • @SatvaE
    @SatvaE 9 ปีที่แล้ว

    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.

  • @agure4061
    @agure4061 8 ปีที่แล้ว

    I downloaded your Project Modularity resource and I can't find the test cell on here, please help me locate the modding resource?

  • @melthorn641
    @melthorn641 9 ปีที่แล้ว

    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.

    • @Darkfox127
      @Darkfox127  9 ปีที่แล้ว

      Mel Thorn They are usually starting with DF127 but it's an old video and I forget if that's what I called them.

    • @majorlucky6466
      @majorlucky6466 3 ปีที่แล้ว

      it would be probable that the cell room would be called:
      DA127RecourseMessageScript
      (Based off the render window in this video)

  • @Darkfox127
    @Darkfox127  11 ปีที่แล้ว

    That tut could be interesting as I have used it i Caranthir Tower for the statues to rise.

  • @salisburytiny9663
    @salisburytiny9663 8 ปีที่แล้ว

    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.

    • @MrPflanzmann
      @MrPflanzmann 8 ปีที่แล้ว

      U need to do some changes in the Fallout4Custom.InI

  • @lmchucho
    @lmchucho 10 ปีที่แล้ว

    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

    • @jc3001
      @jc3001 8 ปีที่แล้ว

      MarKlar Gaming did you ever find a solution to this? I'm having the same problem now

    • @zachsowerby5656
      @zachsowerby5656 6 ปีที่แล้ว

      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

  • @qwertyqwerty9587
    @qwertyqwerty9587 3 ปีที่แล้ว

    Does anybody know why you would need a script editor, why cant you script directly into the creation kit?

    • @Darkfox127
      @Darkfox127  3 ปีที่แล้ว +1

      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.

    • @qwertyqwerty9587
      @qwertyqwerty9587 3 ปีที่แล้ว

      @@Darkfox127 Ah ok, thank you for the quick reply; It always sounded like a hard requirement to me,
      Thank you for clearing that up.

  • @arkhan021
    @arkhan021 9 ปีที่แล้ว

    fuck yea dude, well done keep, going friend you have my support

  • @davecheney3460
    @davecheney3460 9 ปีที่แล้ว

    Why does the Creation Kit crash when I try to do anything dealing with a script?

  • @Gargantupimp
    @Gargantupimp 6 ปีที่แล้ว

    Thank you kind sir

  • @wishyourlife6861
    @wishyourlife6861 6 ปีที่แล้ว

    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.

  • @ConvictJ96
    @ConvictJ96 4 ปีที่แล้ว

    ...is that metasploit?

  • @AndersonPaschoalon
    @AndersonPaschoalon 10 ปีที่แล้ว

    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

    • @Darkfox127
      @Darkfox127  10 ปีที่แล้ว +1

      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.

  • @Spartan322
    @Spartan322 10 ปีที่แล้ว

    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.