40
edits
(Created page with "As of 2024-11-16, there is no definitive resource on SKSE plugin modding. Please note that instructions may differ from one source to another and that some might simply be c...") |
|||
Line 9: | Line 9: | ||
*[http://forums.bethsoft.com/topic/1496168-wipz-skyrim-script-extender-skse/page-4#entry23595441 Zartar's "noob tutorial" on Bethesda's old forum.] The whole discussion may contain other helpful information too. | *[http://forums.bethsoft.com/topic/1496168-wipz-skyrim-script-extender-skse/page-4#entry23595441 Zartar's "noob tutorial" on Bethesda's old forum.] The whole discussion may contain other helpful information too. | ||
* [https://www.reddit.com/r/skyrimmods/comments/bmg1z7/finally_aiming_for_my_first_skse_plugin_been/ This Reddit discussion on weird errors while trying to set up a plugin template] | * [https://www.reddit.com/r/skyrimmods/comments/bmg1z7/finally_aiming_for_my_first_skse_plugin_been/ This Reddit discussion on weird errors while trying to set up a plugin template] | ||
Generally, SKSE plugin development heavily depends on a good IDE that allows you to browse the SKSE and CommonLibSSE sources, and on reading other people's source code on GitHub. | |||
If you chose to use CLion, navigate to <code><Project Directory>\build\debug-msvc\vcpkg_install\vcpkg\pkgs\commonlibsse-ng_x64-windows-skse</code>, right-click it and select <code>Mark directory as</code>→ <code>Library Files</code>. Now, when you hit shift twice to invoke Search Everywhere, all the CommonLibSSE symbols will show up in your search! |
edits