Skyrim - Downloaded from Steam or installed from a disc. It numbers lines, helps you line up indented code properly. This way you will be able to test if your quest triggers properly even if a downloader installs it on a game that has already passed that checkpoint. For example - if your quest doesn't start until after a certain event, make a clean save before and after that event. You'll want saves made at key points around the area and time frame in game that you'll be modding. Experimental.Ĭlean Saves - make your own or use my resource. Useful for finding mistakes and conflicts. TES5Edit - Shows you what files are included in your mod and how they are interacting with their respective masterfiles and/or other mods. Not necessary for other mod sites who allow uploads of loose files. Wrye Bash - Takes care of most of the hoop jumping needed to get your mod packaged for release to Steam. Unfuzer CPP Edition - Allows you to decompress FUZ files from Skyrim to WAV and LIP and compress WAV and LIP files to FUZ. Voice File Reference Tool - Allows you to view and search the voice files from Skyrim without needing to extract them and shows file name, dialogue, and voice type. You're going to need several tools for this job in addition to the Creation Kit.īSAopt - Allows you to view the contents and extract from Skyrim BSA and ESM files. Coming into this tutorial, you should already be familiar with the basics of navigating the Creation Kit and some knowledge of Papyrus syntax. We will briefly discuss item creation, triggers, and scripting, but this workshop will not cover every aspect of these topics, only what is needed for this task.
#Skyrim creation kit allow multiple masters how to
In this tutorial we will be discussing how to create a lore-friendly quest using existing NPC's and recorded dialogue and how to package it properly for upload. Welcome to the Modding Workshop: My First Quest.