GECK Scripting Tutorials - Interest In and Ideas

General modding guides and authoring tutorials.
Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

GECK Scripting Tutorials - Interest In and Ideas

Post by Gribbleshnibit8 » Thu Apr 02, 2015 12:22 am

Interest has been shown by several people now in a modding tutorial of some kind for scripting. I'm willing to create some tutorials, video or written, but I'd like some help coming up with the content.


So, give me some ideas of what you guys want to see, need help with, etc. I know NVSE usage is high on the list, as there's very little in the way of examples or usage for a lot of the NVSE functions without diving into mods that use them.


Here's what I have so far, as things I've been working on recently:




  • Overview of NVSE, setting up environment, tools, plugins, and workflow for scripting with GECK


  • Function calling conventions - roybatty


  • Arrays and Strings


  • Compiler Override


  • User Defined Functions


  • Ref walking - gallahorn


  • Creating an MCM.


  • Saving your mod's settings to a .INI file, cross character data loading.


  • Dynamic length message box menus


These ideas are almost entirely NVSE related, which I think is the bigger stumbling block for most people. After all, the vanilla script is all fairly well documented and used in the game.



Gallahorn
Posts: 45
Joined: Sat Jul 26, 2014 10:37 am

Examples on advanced scripts

Post by Gallahorn » Thu Apr 02, 2015 1:41 am

Examples on advanced scripts like refwalking how they could be used and modified? And a walkthrough of some more advanced scripts what different parts do and how they connect?



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rickerhk
Posts: 116
Joined: Mon Sep 17, 2012 1:50 pm

Items 2 thru 7 (mcm->arrays)

Post by rickerhk » Thu Apr 02, 2015 2:15 am

Items 2 thru 7 (mcm->arrays) would be high on my list. It's been awhile and all that stuff is new to me.



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RoyBatty
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Location: Vault 108

Mentioned the other day I'd

Post by RoyBatty » Thu Apr 02, 2015 2:17 am

Mentioned the other day I'd really like one on all the calling conventions.


 


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Puppettron
Gary
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Joined: Sat Nov 23, 2013 10:47 pm

script troubleshooting

Post by Puppettron » Thu Apr 02, 2015 2:31 am

script troubleshooting practices


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.


help me fight starvation:  http://www.gofundme.com/vr56rc



Gallahorn
Posts: 45
Joined: Sat Jul 26, 2014 10:37 am

MessageBoxEx and simillar

Post by Gallahorn » Thu Apr 02, 2015 9:21 am

MessageBoxEx and simillar with buttons and how to format them.


Nvse functions and how to read them on your page or the wiki some are easy to understand and some are harder if you are like me with no background in programming at all.



how to make custom hotkeys and detect key presses



Anacostia Crossing
Posts: 60
Joined: Mon Mar 24, 2014 7:45 am

Gribbleshnibit8 wrote:

Post by Anacostia Crossing » Fri Apr 10, 2015 1:17 pm

[quote=Gribbleshnibit8]


 video or written


[/quote]


I find very complicated understanding certain written things, I think a video would really give a bigger possibility to understand what's happening in a script. However everything will be very fine, thank you.



DoctaSax
Posts: 3
Joined: Wed Aug 14, 2013 7:29 pm

If this is still on, I wouldn

Post by DoctaSax » Tue May 12, 2015 12:59 am

If this is still on, I wouldn't bother with actual refwalking - it may be a thing of the past now that NVSE has the GetRefs function, with similar object type filters and the cell depth parameter. It just dumps all such refs in an array at once, and then you can loop through that, sort it, delete stuff from it etc etc with the array functions. It's more flexible that way.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

GetRefs / GetRefsInCell is

Post by TJ » Tue May 12, 2015 1:21 pm

GetRefs / GetRefsInCell is still considered refwalking by most who do such things, it's just much quicker and more versatile.


My project Dash is on Kickstarter!



MajinCry
Posts: 167
Joined: Tue Apr 09, 2013 7:36 pm

Ooh, this is a thing? I've

Post by MajinCry » Tue May 12, 2015 2:06 pm

Ooh, this is a thing? I've got a couple o' suggestions.


1. Persistent script packages; as far as I am aware, adding a script package to a ref will not persist through game reloads, loading save games and cell changes (might be misremembering that last one).


2. Making an NPC play an idle until made to do otherwise by the player. Ideally, this would be persistent through save games (you reload, the NPC will still be playing that idle in the same spot) and will not stop functioning when the player changes cells.


Learning how to do these would be a major boon.



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