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Bethesda creation kit guide
Bethesda creation kit guide







bethesda creation kit guide

For example: I create my house, "riftenhouse" and I begin to add new features to it - an autosorting chest, a special door, a secret basement with a portal leading to all the main cities. This causes dozens of headaches in the long run, especially since changing the EditorID is so difficult once you've begun to add to that item. Or, if your mod is above theirs in the load order, you can completely overwrite theirs.

bethesda creation kit guide

This means that parts of, if not all of, your mod will be overwritten by the other mod, depending on load order. If you name your quest something extremely simple, such as "whiterunquest", or if you name your house "riftenhome", then another mod that gives an item, NPC, or quest the same EditorID willconflict with yours. Naming conventions are less important if you are creating a mod for your personal use only, but if you want to distribute your mod to the community, they're quite important.

bethesda creation kit guide

(If you understand what properties are, then you'll know what I mean, otherwise, it's not important to know for this post.) By name, I mean the EditorID - the way the CK refers to your item, or quest, or NPC it is also, indirectly, how Papyrus, the scripting language in Skyrim, uses any properties. Naming conventions are basic guidelines for how you name your items, quests, and really everything you create, in the Creation Kit. What are naming conventions, and why are they important?









Bethesda creation kit guide