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TLDR: how do I do certain things in the CK? Now that I learn a bit about modding in the CK, https://www.loverslab.com/blogs/entry/7679-window-peeking-or-how-do-i-learn-to-love-the-creation-kit/ I come upon some good practises that I noticed in mods from other authors,... and I try to figure out how to achieve those. Maintainability: Good quest structures I took a first idea of that from here https://www.loverslab.com/topic/50094-radiant-prostitution-322-29-oct-2015/?page=14&tab=comments#comment-1278057 (Stage handling and failsafe quest cleanup) I think his is a good idea to make them understandable and hopefully reduce mistakes, logical errors, ...etc. Based on that, I learned the hard way, that all quests are prone to trigger scipt heavy activities at the same time. Worst moment is the game start. Next thing is, that all too often the game runs into an unforseen situation. If all is well designed, the player should be able to recover the situation, skip the story a bit and continue at the next safe stage. My principle §1: avoid quest with "start game enabled" and prefer delayed actions, triggered by willing actions of the player. Make sure quests are clean and with proper stages. Allow for player intervention with console commands. Controlled start/stop: How do I enable certain parts of my mod AFTER the player performed an enabling trigger I see it as a good practice to enable / disable parts or all of mods based on someplayer action. They can be in the MCM "swicth mod on/off" or by an action in game, like reading a book. I took a bit of the last weekend and tried to learn from @Blackbird Wanderer's SBC how this can be done. But I think, I still have to learn a lot more about this and would be very happy to find more examples. Especially for the stopping/shutdown/disable part, I am still lost. If anyone could point me to some more reading stuff or examples in mods with script sources? Anyway, I will be experimenting a bit with what I have learned already. My principle §2: allow the player to start, stop, reset, and selftest a mod in game at his own command. Handling dependencies: How to check if other mods are present and how do I do soft dependencies? I think the question says it all, and again it was Blackbird Wanderer's SBC and @Teutonic's SLAdv, where I could learn quite a bit how to do that. My principle §3: avoid hard mod dependencies, employ selftests and feedback messages if a mod is found/not found My principle §4: allow the player to override the names and ID's e.g. if the player merged a required mod, or if it was updated (side note RP/RPG has such a feature in an plain txt file) Update, 20200125: @Lupine00 wrote a very helpful post about it: https://www.loverslab.com/blogs/entry/10593-soft-dependencies-without-pain/ Updating: How do I know if an update would need a clean save and when not? I am totally lost on this question and still have no idea, which changes in my mod(s) could be considered "safe" and why? But if I release a mod, it will certainly receive updates. So this question will be important. Any comments, hints or links would be very helpful for me. Internal maintenance: How do I do internal updating routines? I have seen this feature with @Inte's POP @Teutonic's SLAdv and in some other mods as well. This is veeery player-friendly in my eyes and something that I decided for my self as a must. But it stretches beyond my abilities yet, what I have to watch out for and how I can do these. Of course this question is secondary and to be answered after the "safe/not safe" question above. A dedicated internal maintenence/update routine would only be needed for "unsafe" updates, right? I feel pretty sure, that I have to follow certain principles in the design of my quests and scripts. Yet, I have no clue what they could be. Again, any comments, hints or links would be very helpful for me. ... more questions will come... curiosity is still rising .. Thanks and credits The code and the mods of these authors below have already been very helpful for me to learn and understand. Thank you very much ???! @Blackbird Wanderer @Inte @Teutonic @Lupine00
Years of modding have left us with many occupied locations on a much too small map of Skyrim. Big question is always: WHERE CAN I PLACE MY NEW MOD? So, let's start with what I know myself. I created a quick scratchmap with locations that are occupied by mods of my current game. I will post probably more cities as I stumble upon them. But for sure I will update this article and replace the map with a better one! Part 1: Whiterun Red = location is modded orange = location is probably modded (old mod, currently not in use by me)