

This is perfectly alright, as scn is an alias of ScriptName. If you look through some of the scripts that exist in Fallout3.esm, you'll probably notice that many of them use scn instead of ScriptName.

Now, let's get started, shall we? The first thing you need to know about scripting in Fallout 3 is that every script (except for Result scripts, which will be explained in a later tutorial) must start with a ScriptName declaration, which declares the EditorID of the script. If you don't understand any of the terminology that I've used in this tutorial, you can check the Glossary of Terms at the bottom of this page. If this is not the case, then I recommend that you look at some of the official tutorials for the GECK to familiarise yourself with it before you attempt to follow this tutorial. This tutorial assumes that you are competent when it comes to using the GECK, or some other tool capable of creating and editing data files for Fallout 3.

While this means that you can have a perfectly good script with inconsistent capitalisation, it is a good idea to try to standardise your capitalisation, as it can help to make your scripts easier to read. The scripting language used in Fallout 3 is not case-sensitive. Before we start, there are a couple of things that we should go over: If this sounds like you, then hopefully you'll find this tutorial helpful. This tutorial is aimed at people who want to learn the basics of scripting for Fallout 3, but have no prior programming experience.
