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Hey everyone,

I recently released Divine Logic v1.1, a Creation Kit logic framework I built to make it easier for Skyrim mod authors to add gameplay logic without writing custom Papyrus scripts.

This started from my own frustration with wanting to quickly prototype puzzle and interaction ideas in the Creation Kit. I wanted a way to place logic in the world, wire objects together, change a few properties, and test the result without stopping to write and recompile a new script each time.

Divine Logic is my attempt at that: a set of pre-scripted, modular trigger boxes that can be connected together through normal Linked References and DivineRef keyword links.

With it, you can build things like:

- moving objects and characters
- puzzle logic
- item checks
- staged events
- cutscenes
- traps
- spawners
- warps
- global-variable state checks
- linked logic chains

The goal is not to replace Papyrus for every possible use case. It is to give mod authors a visual, Creation Kit-friendly option for common gameplay logic, especially when iterating on puzzles, mechanisms, and interactive scenes.

v1.1 also includes an API for advanced mod authors who want to query and activate Divine Logic signalers from their own scripts.

Nexus:
https://www.nexusmods.com/skyrimspecialedition/mods/185730

Documentation:
https://gist.github.com/Sjshovan/0072d58030cc184e63589a7ebf48b280

Requirements:

- Skyrim Special Edition / Anniversary Edition
- SKSE matching your runtime
- Creation Kit, if you are building mods with Divine Logic

This is a modder's resource. Compiled scripts, source scripts, and documentation are included.

If anyone has questions, feedback, or wants examples, I'm available here and on Discord:

https://discord.gg/jTXqGnNJ8r

Use the #skyrim_divine-logic channel.

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Edited by LoTekkie

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