Difference between revisions of "Bethesda Tutorial Basic Quest Scripting"

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imported>David Brasher
(→‎Scripting the Amulet: Players CAN use the console. They just shouldn't be required to to play a mod.)
imported>Lmstearn
 
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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 [http://forums.bethsoft.com/topic/1513334-no-viable-alternative-at-input/ temperamental] after the wrong code is inserted. 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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