Needing Tutorial to background scripts.

Post » Thu Jun 21, 2012 9:04 am

Hello, there are many mods out there using scripts which are not attached to items, actors or whatever but to quests (or quest aliasses) to make the script start on gameload.
Could any modder write a short tutorial of how to make a script work in the background? I mean a script that doesn't load once, but runs in the background all the time, checking for events like the player picking up any item and such things.
I think there are many people out there having problems with this, so a short step-by-step tutorial (maybe even added to the modding-wiki) would be great and very helpfull to many.
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Carolyne Bolt
 
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Post » Thu Jun 21, 2012 2:40 am

IMO using the story manager to listen for AddItem events is better than a constantly running script
http://www.creationkit.com/Story_Manager
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michael flanigan
 
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Post » Thu Jun 21, 2012 5:59 am

But aren't there http://www.gamesas.com/topic/1362045-event-node-conflict-question/ with other mods if they also use the AddItem event node?
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Mr. Allen
 
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Post » Thu Jun 21, 2012 7:30 am

all of my SMQN (story manager quest nodes) start with 01 form ID with no 00 edits. I think it's safe to say it doesn't conflict, unless there is some hidden values i'm not aware of.
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kelly thomson
 
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