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Revision as of 08:42, 1 February 2008
The Scripting Portal
With scripts the standard action of objects can be changed and new actions can be created, but scripts can also enhance actor behavior, change quests and sometimes influence dialogue.
Scripts are limited to the functions available, most of them are provided by the game and a few are provided by the 1.2 patch. The Oblivion Script Extender greatly increases the number of functions and thereby the capabilities of scripting.
Featured
Start Your Mod
The aim of this tutorial is to teach modders how to make their mods start the next time the player loads a save file with the mod activated. The method described is similar to the way that every official mod in integrated into the game, thus creating a more professional feel to your mod.
The majority of mods I have downloaded require the player to:
- use console commands to get the items or spells
- require the player to find an item only identified in the read me file
By the end of this tutorial you should be able to make a mod that:
- Activates the next time you play with a new or existing character
- Informs the player in the game where to go instead of relying on the read me files in the mod, thus creating a better role-play environment.
Things you can do
- Discuss the future of the Wiki right here
Getting Started
Related Pages
Tutorials
- Bound Arrows Tutorial
- Casting Spells From An Activator
- Combine your SI and non-SI mods into one (OBSE, Patch v1.1, Other mods too)
- Getting started with TSFC
- Health Regeneration over Time
- MessageBox Tutorial
- Script Timers and Logic: Part 1
- Script Timers and Logic: Part 2
- Basic Scripting Knowledge
- Custom Bound Items
- My First Creature Script
- My First Script
- My First Spell
- My Second Script
- Start Your Mod
Troubleshooting
Related Portals