Difference between revisions of "Category talk:Getting Started"
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I think it might be a good idea somewhere in these tutorials to advice creating/using a savegame from before the plugin is loaded, as saving/loading during creating and testing the plugin will get buggy/wrong and confusing --[[User:Nemesis|Nemesis]] 15:36, 11 February 2012 (EST) | I think it might be a good idea somewhere in these tutorials to advice creating/using a savegame from before the plugin is loaded, as saving/loading during creating and testing the plugin will get buggy/wrong and confusing --[[User:Nemesis|Nemesis]] 15:36, 11 February 2012 (EST) | ||
:You can coc from the main menu for faster testing. Your character will be level 1 with a set of iron armor, an iron sword, a few potions, and some other basic items. --[[User:Syneris|Syneris]] 16:27, 11 February 2012 (EST) |
Revision as of 16:27, 11 February 2012
Under "Creating Your First Plugin," the following section should be modified:
"To do this, simply navigate to '"File>Save" from the Main Toolbar. Since you have no active file specified, the Creation Kit will prompt you to create a new one."
Following this part, a sentence should be added which reads:
"Save a file called testquest.esp."
"Double-click to select Skyrim.esm for load - indicated by an "X" in the box on the left - and select "OK"."
This should also include the Update.esm, shouldn't it?
- If I remember correctly, Update.esm is hard-coded to always be loaded, even if not selected. At least, I'm pretty confident that's true for Skyrim itself. I'd assume it's also true for the Creation Kit
- I'd appreciate it if someone else could confirm this, though.
- -- Cipscis 22:14, 7 February 2012 (EST)
- Consider it confirmed. Joel Burgess 04:10, 8 February 2012 (EST)
- Even though Update.esm is always loaded by the game... Should mods have it as a dependency, or just Skyrim.esm? When creating a new mod, wouldn't it be best to check both Skyrim.esm and Update.esm, so that your mod is based on both of them? That way, when editing, you'll be editing based on the updated game, and not the base game? This seems like it might be important, so that you don't accidentally overwrite things that have been fixed in a patch. On the other hand, you're then basing your mod off a moving target, one that will (hopefully) be updated frequently, and this may cause other messiness. Thoughts? -- Jumps-Down-Stairs (Speak) 10:32, 8 February 2012 (EST)
Does the plug-in need to be saved to a specific location? When I attempt to save 'test.esp' in any arbitrary location it gives me an error window with "File Error" in the title, and "Invalid Directory" inside the window. Yesurbius 00:16, 8 February 2012 (EST)
- It appears that you can only save to data or a subfolder within. Not sure if this is intentional. --Syneris 00:34, 8 February 2012 (EST)
- Yes, this is the case. Plugins are expected to live in your .../Skyrim/Data Folder. Joel Burgess 04:10, 8 February 2012 (EST)
This should be added into the document. Under the "Creating Your First Plugin" section, the following sentence should be added to the paragraph:
- "Plug-ins are stored in the Skyrim\Data folder."
Yesurbius 19:53, 8 February 2012 (EST)
Savegame before testing the plugin?
I think it might be a good idea somewhere in these tutorials to advice creating/using a savegame from before the plugin is loaded, as saving/loading during creating and testing the plugin will get buggy/wrong and confusing --Nemesis 15:36, 11 February 2012 (EST)
- You can coc from the main menu for faster testing. Your character will be level 1 with a set of iron armor, an iron sword, a few potions, and some other basic items. --Syneris 16:27, 11 February 2012 (EST)