Sospice Posted April 22, 2016 Posted April 22, 2016 I've had a decent amount of experience with programming (Pascal, C++, Python, Java and assorted ladder logic based software development) and I've been meaning to try game modding for some time now (specifically, skyrim adult modding and yes, I've got very limited experience with the concept of modding games, skyrim is the first time I've ever dealt with it).I understand the concept behind the creationkit and have played with it a bit when editing content in pr-existing mods, and have done some work with conversion of outfits/ creation of outfits, but I'm still a bit fuzzy on how game mod creation from scratch works. Could someone either give me a quick run down or link me to one? I was interested in developing (one example) a follower based mod questline that involved a capture & forced-submissive relationship with the follower. Would all the dialogue, interaction (etc) be developed entirely in creationkit? I understand the object oriented nature of creationkit, but I am not clear on how dialogue-interaction based events are created in it (if they can be).
Guest Posted April 23, 2016 Posted April 23, 2016 Hi. You can have a basic example ofr a follower mod, including a really basic quest in my Follower tutorial (in my signature.) Then some other answers: * Yes, all the interactions, dialogues, quests, are done in the CK. * About all "objects" in CK can have scripts and run scripts (based on events), so a "dialogue" (actually a topic info) can run a small script to progress the "interaction" (add objects, progress the quest, kill an actor, start a sexlab anim, whatever the language can do.) In case you want a guide to the Papyrus language (including many examples) then check again my signature. Kind Regards,
Sospice Posted April 23, 2016 Author Posted April 23, 2016 Hi. You can have a basic example ofr a follower mod, including a really basic quest in my Follower tutorial (in my signature.) Then some other answers: * Yes, all the interactions, dialogues, quests, are done in the CK. * About all "objects" in CK can have scripts and run scripts (based on events), so a "dialogue" (actually a topic info) can run a small script to progress the "interaction" (add objects, progress the quest, kill an actor, start a sexlab anim, whatever the language can do.) In case you want a guide to the Papyrus language (including many examples) then check again my signature. Kind Regards, Thanks for the help, I'll check them out. i think your answer has helped me finally get a clearer picture of just how versatile CK is.
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