Difference between revisions of "Portal:Scripting"

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imported>Haama
(DX2VK's time has come and gone - use IsKeyPressed3 instead)
imported>Haama
(Should they be replaced or added?)
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<h2 class="header">Things you can do</h2>
<h2 class="header">Things you can do</h2>
*Replace the [[:Category:Functions (CS 1.0)]] with <nowiki>[[Category:Functions CS]]</nowiki> on ~400 functions.
*Add <nowiki>[[Category:Functions CS]]</nowiki> to the ~400 [[:Category:Functions (CS 1.0)|CS v1.0 functions]].
*Discuss the future of the Wiki [http://www.bethsoft.com/bgsforums/index.php?showtopic=795927 right here]
*Discuss the future of the Wiki [http://www.bethsoft.com/bgsforums/index.php?showtopic=795927 right here]
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<div id="esstyle" style="width:333px;float:right;">
<div id="esstyle" style="width:333px;float:right;">
<h2 class="header">Getting Started</h2>
<h2 class="header">Getting Started</h2>
*[[List of Functions]]
*[[List of Functions]]

Revision as of 00:10, 15 January 2008


Welcome to the Scripting Portal

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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

Related Portals

  • Portal:AI
  • Portal:Quests