Difference between revisions of "Creating Multithreaded Skyrim Mods Part 3 - Callbacks"

no edit summary
imported>Chesko
imported>Chesko
Line 26: Line 26:
== Creation Kit ==
== Creation Kit ==


# '''Create Quest:''' Begin by opening the Creation Kit and creating a new Quest. We'll call our quest '''GuardPlacementQuest'''. Click OK to save and close the quest, then open it again (to prevent the CK from crashing). Make sure that "Start Game Enabled", "Run Once", "Warn on Alias Failure" and "Allow repeated stages" are unchecked. Click OK to close it again.
'''Create Quest:''' Begin by opening the Creation Kit and creating a new Quest. We'll call our quest '''GuardPlacementQuest'''. Click OK to save and close the quest, then open it again (to prevent the CK from crashing). Make sure that "Start Game Enabled", "Run Once", "Warn on Alias Failure" and "Allow repeated stages" are unchecked. Click OK to close it again.
# '''Create Future (Activator):''' Next, we want to create an object we will need later, called a <code>Future</code>. We'll get into what these do later. Open the Activator tree in the Creation Kit Object Window, and find ''''xMarkerActivator''''. Right click and Duplicate this object. Double-click the duplicate and rename it's Editor ID to identify it later; we'll call ours '''GuardPlacementFutureActivator'''.
# '''Create Anchor (Object Reference):''' We now want to create a "Future Anchor". This is an XMarker object reference that we will be placing in a far-off, unused cell. You can create your own blank cell, but '''AAADeleteWhenDoneTestJeremy''' is also a good candidate. Wherever you decide to place it, drag an XMarker Static from the Object Window of the Creation Kit into the Render Window and name the reference. We'll name ours '''GuardPlacementFutureAnchor'''. We'll use this to <code>PlaceAtMe()</code> Futures on this object later on.


<gallery widths="240px" heights="200px" perrow="3">
<gallery widths="240px" heights="200px" perrow="3">
Anonymous user