3.
All you have to do is save this, either by clicking the disk icon at
the top of the window, or selecting save from the Script menu. When
you save it, the script will automatically compile. If there’s
an error, the CS will tell you and the script will NOT save, but this
is only for syntax. If there’s a logic error in your script, you
won’t find out until you test it in-game. For example, if I left
out the line that says “activate”, the script would compile
and save just fine, but when I try to pick up the book in the game,
the journal will update, but the book won’t open…it will
just sit there and there would be no way for me to take it. The script
will automatically be saved as “sd_MaderaBook”, the title
from the first line of the script.
4.
Now we need to attach this script to our special book. Find the ID of
the book in the Object window under the Book tab and double click it.
In the Drop-down box labeled “Script”, type in the first
few letters of the script’s name and it should come up. If you
want to double-check if it’s the right one, click the little button
with three dots on it, and the script edit window should open with your
script in it. Click Save.
5.
Now all we have to do is place the book. I put mine under the bed in
one of the upstairs “guest rooms” of the Ald’Ruhn
Mages Guild.
6.
Save your mod.
Guess
what? It’s time to test!