Difference between revisions of "Start Your Mod"

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== Purpose of this tutorial ==
{{Featured}}
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 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.


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*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.
*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.


{{Tools|req0=[[The Elder Scrolls Construction Set|Construction Set]]}}


== Step 1 - Creating the script ==
== Step 1 - Creating the script ==
A script is used to give the player any objects they require for the mission. The following example is for a mod which gives the player a new spell.
A script is used to give the player any objects they require for the mission. The following example is for a mod which gives the player a new spell.
<br>[[Image:StartScript.jpg]]<br>
 
[[Image:StartScript.jpg]]
 
Items to note:
Items to note:
*The script type is set to quest because we will use a quest to initiate it
*The script type is set to quest because we will use a quest to initiate it
*The if statement will prevent the script from running until the character creation process is finished, and will not run if the player is in combat. This is an important line because it ensures that the quest starts at an appropriate time.
*The if statement will prevent the script from running until the character creation process is finished, and will not run if the player is in combat. This is an important line because it ensures that the quest starts at an appropriate time.
*The [[StopQuest]] command is very important to end the script. However, since you have not made the quest yet, you may have to come back to this step.
*The [[StopQuest]] command is very important to end the script. However, since you have not made the quest yet, you may have to come back to this step.
This spell simply gives the player a few spells with a lame message to inform them what is happening.
This script simply gives the player a few spells with a lame message to inform them what is happening.
The following script is an example of how to give the player a note and a key. This example could be used in scripts which give the player a house.
The following script is an example of how to give the player a note and a key. This example could be used in scripts which give the player a house.


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</pre>
</pre>
When using a script similar to this one it is recommended that the player be somehow informed that they have received the new items. This can be done in several ways including:
When using a script similar to this one it is recommended that the player be somehow informed that they have received the new items. This can be done in several ways including:
*A [[journal]] entry in the quest we will soon be creating
*A [[:Category:Journals & Stages|journal]] entry in the quest we will soon be creating
*A [[message]] command
*A [[message]] command
*An [[activate]] command to make the note or book open.
*An [[activate]] command to make the note or book open.
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[[Category: Tutorials]]
[[Category: Tutorials]]
[[Category:Scripting_Tutorials]]
[[Category:Quest_Tutorials]]
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