Difference between revisions of "Bethesda Tutorial Basic Quest Scripting"
Bethesda Tutorial Basic Quest Scripting (edit)
Revision as of 22:01, 23 January 2015
, 22:01, 23 January 2015Notes on payrus
imported>David Brasher (→Scripting the Amulet: Players CAN use the console. They just shouldn't be required to to play a mod.) |
imported>Lmstearn (Notes on payrus) |
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{{ProTip|The scripts for Skyrim are just text files that live in your data directory before they get compiled into bytecode. This means that if you've got a favorite text editor, you can use it to work on scripts. We've included setups for both [[Sublime Text Setup|Sublime Text]] and [[Notepad++ Setup|Notepad++]] that provide syntax highlighting, some basic autocompletion, and compilation shortcuts. If you're going to get heavily into scripting, these tools can make your life a lot easier.}} | {{ProTip|The scripts for Skyrim are just text files that live in your data directory before they get compiled into bytecode. This means that if you've got a favorite text editor, you can use it to work on scripts. We've included setups for both [[Sublime Text Setup|Sublime Text]] and [[Notepad++ Setup|Notepad++]] that provide syntax highlighting, some basic autocompletion, and compilation shortcuts. If you're going to get heavily into scripting, these tools can make your life a lot easier.}} | ||
=Notes= | |||
* Papyrus boxes can be temperamental when the wrong code is inserted. [http://forums.bethsoft.com/topic/1513334-no-viable-alternative-at-input/] Okaying the form and returning to it and possibly restarting the CK can resolve. | |||
* Removing a saved script from a papyrus box may not automatically remove the associated compiled pex in the script folder, which has an impact on testing in-game. | |||
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