Difference between revisions of "Start Your Mod"

72 bytes added ,  10:59, 15 April 2010
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imported>DragoonWraith
(→‎Step 1 - Creating the script: some extra spacing around that pic)
imported>Darkness X
 
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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 ==
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*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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