SentientBagel42 Posted March 15, 2015 Share Posted March 15, 2015 I'm new to modding, and have little to no understanding of Papyrus yet, but I'm wondering if it's possible to make writable books. The answer I got when I Googled it was no, as it's impossible or nigh impossible to create/edit items in-game.Other people have made mods/tools in which you write the books in text files and then import them, but that breaks immersion. Another has been made that is a journal, but is not really a book you carry around (rather, a menu you open up). I thought about it a while, trying to think of a workaround. Could it be possible to treat books written in as enchanted items? I should elaborate... The idea: Make a new enchantment that runs a script that connects with/creates a text file for a book, accessing a different file based on the book title.Can this be done? Link to comment Share on other sites More sharing options...
Mattiewagg Posted March 15, 2015 Share Posted March 15, 2015 It might be possible. SkyUILib allows for writing, though only in certain menus: http://www.nexusmods.com/skyrim/mods/57308/? It's the issue of writing for the main part. Taking the text of the player and inputting it onto a page is difficult, nigh on impossible. Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted March 15, 2015 Share Posted March 15, 2015 (edited) Books in skyrim really are not that flexible with filling them with text dynamically on the fly.As far as I'm aware you can not just put text into a book while in game.You can use a form of text replacement via <Alias = xxxxxx> but it's not like you edit raw text in a book on the fly in game. For example: I wanted a book to show all the npcs that my mod has had forced into an alias, and I also wanted that npc's location also listed in the book. It was easy enough to do using alias refs and alias ref locations.But I basically have to have all the empty alias's listed in the book to start with.I couldn't just dynamically add an alias to the book as it was filled. The simplest of things like just trying to add a Count of how many npcs my mod is managing and keeping it updated as npc's are added or removed took some working out since you can't just use a variable in text page of a book.Nor can you call functions from the text page of a book. What your after could possibly be done, but I would not expect to be able to add big blocks of text to a book dynamically on the fly in game. A small line of text you can add quite easily, but adding multiple lines of text as needed on the fly takes a fair bit of effort. You can place a object you've creted in a cell that the player never enters.Create a quest with an Alias that points to the object. In the Book text field add <Alias=YourObject> Then use a script to change the name of the object as events unfold in your game.So when the book opens the name of the object shows in the book. For example:YourObject.GetBaseObject.SetName("My adventure started in Helgen.") Now when the user opens the book they see "My adventure started in Helgen." Edit: This where I worked out most of what I've done in booksBook information / formatting: http://www.creationkit.com/BookText replacement: http://www.creationkit.com/Text_Replacement Edited March 15, 2015 by sLoPpYdOtBiGhOlE Link to comment Share on other sites More sharing options...
SentientBagel42 Posted March 15, 2015 Author Share Posted March 15, 2015 (edited) Thanks for the quick replies. One more question, is it possible to add an enchantment in-game, or does that fall under the same restriction as adding an item? (As I know you can make new spells, so I don't know where the line is drawn) Edited March 15, 2015 by SentientBagel42 Link to comment Share on other sites More sharing options...
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