I know lots of you out there are completely confused about how to start scripting, but want to learn anyway. First, I'll link
Morrowind Scripting for Dummies because it is the bible. It can still be a little complicated for the complete novice though, which is why I'm making this thread to help you all out ( and because I was asked nicely to do something like this ).

I will also link the
Comprehensive Tutorial and Useful Link List. There is lots of good stuff in there.
The CS Basics:
First I'll give a mini tutorial on making and applying a script.
So you have your mod open and an object you want to script it. ( I'll assume that much or you should be reading the "My First House" tutorial

) The first thing you do is go into the Gameplay menu and select Edit Scripts. Now you'll want to make a new script, so go ahead and select that from the menu in the scripting window. It'll open up a blank page and you can start typing in your stuff there.
* NOTE: you can also use ctrl-C and ctrl-V to copy and paste stuff. It's actually easier to write your scripts in WordPad or something because you can use the search and replace functions. It's also a good idea to save any script your working on as a text file just in case the CS crashes or you accidentally hit "recompile all".
That's another good bit of advice. Never ever EVER hit the "recompile all" button. EVER. Period. As far as most of us scripters are concerned, that bloody button should have been disabled when the devs handed their nifty tool over to us. It is the "please make the cs crash and ruin all my hard work" button.
After you save your script ( yes I skipped the scripting part for now because the rest of the tutorial/faq is going to be all about that ) you are going to have to reference it somewhere.
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A Local Script is attached to an object. To apply it to the object, just go into the object menu in the cs, click on the script bar and scroll down until you find the name of your script. Local scripts will only run if the object is currently loaded ( in the same cell as you or in your inventory ). So if you have a script on a barrel, that script will start as soon as you enter the room that contains the barrel, and then stop after you leave the room.
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A Global Script has to be started. Once it is started ( by typing "StartScript YourScriptName" into the dialogue results field, or into another script or by making it a startscript ) it will run in the background constantly until it is stopped. Global scripts are usually stopped inside the script itself by adding "StopScript YourScriptName" to the end of the script, or after a certain condition is met inside the script ( a certain variable or function is set to a specific number for example...more on that later).
Ok, now on to the actual scripting:
The first thing you want to do is give it a begin and end tag, as well as a name.
CODE
Begin YourScriptNameHere
End
These lines have to be in every script, and you stuff everything else in between.
If statements:These are pretty much the same as in most programming languages, php, C, you name it.
CODE
If ( this stuff happens )
Do This Stuff
Endif
Always check to make sure an If statement is closed by an Endif. Otherwise the CS compiler will barf up your script.
The next level is the Else and Elseif statements that can go in between to allow multiple variable conditions:
CODE
If ( this is true )
Do this
Elseif ( this other thing is true )
Do something else
Else; else meaning none of the conditions return true, and btw the semi-colon is a comment which means you can safely type stuff after it that won't be compiled to explain your scripts...as I am doing now.
Do nothing; or something else
Endif
And that's the basic logic behind coding.
That's part one. I'll get to more later as I find the time.