Difference between revisions of "TES5Edit Documentation"
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Added instructions for creating SEQ files
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The mod utilities are a collection of functions that have been added to XEdit over the years for both Oblivion and Fallout: New Vegas that can aid mod authors in several areas. The next sections review these functions and describe how to utilize them. | The mod utilities are a collection of functions that have been added to XEdit over the years for both Oblivion and Fallout: New Vegas that can aid mod authors in several areas. The next sections review these functions and describe how to utilize them. | ||
== Creating Start-Game Enabled Quest (SEQ) Files == | |||
As of version 1.7, Skyrim uses SEQ files in order to track Start-Game Enabled quests you've added, and possibly ones you've altered. These files are needed for your dialogue and scenes to work properly. To create one | |||
# Load your mod (see [[TES5Edit Mod Cleaning Tutorial#Warming up|Mod Cleaning Tutorial]]) | |||
# Right-click on your mod from the left-side panel | |||
# In the pop-up menu choose "Other" / "Create SEQ File" | |||
XEdit will automatically place the SEQ file into the SEQ folder for you. | |||
== Building Reference Information == | == Building Reference Information == |