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Everything posted by darkling3100
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Console Command Confirmation Thread
darkling3100 replied to MrsHandy's topic in Fallout 4's Discussion
I prefer to save through the command console but it seems it doesn't totally work. Using 'save (save name)' seems to save the game in the actual save directory but doesn't show the save in either the save or load menu in game. -
MCM: Is there a plain text option
darkling3100 replied to darkling3100's topic in Skyrim's Skyrim LE
Wow... I looked all around for something like that and decided to not even look through the SKSE sources. I've started to move to the OnOptionHighlight method though and will probably just hard code all of the line breaks where this would have fit in. And damn man, I guess that's probably one of the easiest ways to do it though. Moving away from objects is a severe pain in the ass and even a tiny bit of object code could easily get rid of all that. Unfortunately not knowing how many controls you have before hand really limits how you can track two values to an object. And I know Mattie. Coming from C type languages to Papyrus it just comes naturally but it's also helped me get through noting and commenting faster also. Just add a space and throw the note on the end of the line and come back to it later. I guess I may go back through on release and remove all of the unnecessary semi-colons just to reduce file size a bit but they don't really hurt anything or cause confusion. -
MCM: Is there a plain text option
darkling3100 replied to darkling3100's topic in Skyrim's Skyrim LE
Yeah I saw that looking through the API. I just wish it was always present. I guess I could just put a note to hover over the actor value to see a description. Would still have to find a way to manipulate the strings though. -
MCM: Is there a plain text option
darkling3100 replied to darkling3100's topic in Skyrim's Skyrim LE
:P Isn't that how it always goes when there's a new feature you want to try. The problem with them not displaying turned out to be the null strings but it seems they work now. Unfortunately I have to do a forced page reset any time a value is changed but I guess it doesn't seem to hurt anything. And I'm sorry, I didn't explain that correctly. I mean I COC directly from the main menu where you continue, new game, load game, and such. It creates a new player in the specified cell which is great for testing something like a MCM menu. Unfortunately the lack of string manipulation is a problem now. I have a description for the actor values and if the string runs past the half way column mark it cuts it off. I was thinking if I needed to I could create another text field but I can't find a way to find how long the string is. I guess I may have to attach a number to each description index to denote how many lines to use unfortunately. All part of the game I guess. What is the mod you are working on though? -
MCM: Is there a plain text option
darkling3100 replied to darkling3100's topic in Skyrim's Skyrim LE
What I've been doing is using COC MolagBalVoiceCell (just because it's the cell you edit on the CK tut) so I believe it should take it as a new initialization every time. And yeah I wasn't aware of the discrepancy with MCM and blank strings although I would think I could replace the null strings with a single space and try that. I've basically created the first index (0) for just a no selection option so that I don't have to change the display Options depending on if the user has made a choice or not. With the notes I luckily don't think I'll need to create that many options. But yes this is basically the idea of my mod. More to be a replacement for the console window. I'm startign with the player (AVs and items) and will expand to NPCs, saves, and things like teleportation(COC). Shouldn't be too much work once I get the hang of the data structures of the CK and the quirks of Papyrus. Anyway thank you again. I'll try editing my script tommorow as it's been a very hectic work week and will report back. -
First [Right Click] the mod and when the menu comes up click <Uninstall from all Profiles>. The mod will go grey like it is brand new and then just double click to install again. Hope that helps.
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MCM: Is there a plain text option
darkling3100 replied to darkling3100's topic in Skyrim's Skyrim LE
Now a new problem. Per forum ettiquette I should probably start a new topic but I thought it wouldn't be too much of a problem and both of you seem fairly adept with MCM menu creation as long as you don't mind helping a bit more. I am now having a problem with a MenuOption. My code compiles fine and has no problem loading in game. But when I click my MenuOption none of my MenuOptions are shown. It's just a blank field. My code(reduced to the relevant bits): String[] ConW_AVNames; Int currentPlayerAVSelectionIndex; event OnConfigInit() Pages = new string[2]; Pages[0] = "Player"; Pages[1] = "Items"; currentPlayerAVSelectionIndex= 0; ConW_AVNames= new String[55]; SetAVNames(); endEvent event OnPageReset(string page) SetCursorFillMode(TOP_TO_BOTTOM); If(page == "Player") AddHeaderOption(""); AddMenuOptionST("ConW_AVSelector", "Change ", ConW_AVNames[currentPlayerAVSelectionIndex]); Selects actor value to change ElseIf(page == "Items") ; EndIf EndEvent State ConW_AVSelector Event OnMenuOpenST() SetMenuDialogOptions(ConW_AVNames); SetMenuDialogStartIndex(0); SetMenuDialogDefaultIndex(0); EndEvent Event OnMenuAcceptST(int a_index) currentPlayerAVSelectionIndex= a_index; currentPlayerAVSelectionValue= ActorRef.GetActorValue(ConW_AVNames[currentPlayerAVSelectionIndex]); currentPlayerAVSelectionBaseValue= ActorRef.GetBaseActorValue(ConW_AVNames[currentPlayerAVSelectionIndex]); SetMenuOptionValueST(ConW_AVNames[currentPlayerAVSelectionIndex]); EndEvent event OnDefaultST() currentPlayerAVSelectionIndex= 0 SetMenuOptionValueST(ConW_AVNames[currentPlayerAVSelectionIndex]) endEvent EndState Function SetAVNames () ConW_AVNames[0]= ""; ConW_AVNames[1]= "Health"; ConW_AVNames[2]= "Magicka"; ConW_AVNames[3]= "Stamina"; ConW_AVNames[4]= "OneHanded"; ConW_AVNames[5]= "TwoHanded"; ConW_AVNames[6]= "Marksman"; ConW_AVNames[7]= "Block"; ConW_AVNames[8]= "Smithing"; ConW_AVNames[9]= "HeavyArmor"; ConW_AVNames[10]="LightArmor"; ConW_AVNames[11]="Pickpocket"; ConW_AVNames[12]="Lockpicking"; ConW_AVNames[13]="Sneak"; ConW_AVNames[14]="Alchemy"; ConW_AVNames[15]="Speechcraft"; ConW_AVNames[16]="Alteration"; ConW_AVNames[17]="Conjuration"; ConW_AVNames[18]="Destruction"; ConW_AVNames[19]="Illusion"; ConW_AVNames[20]="Restoration"; ConW_AVNames[21]="Enchanting"; ConW_AVNames[22]="HealRate"; ConW_AVNames[23]="MagickaRate"; ConW_AVNames[24]="StaminaRate"; ConW_AVNames[25]="SpeedMult"; ConW_AVNames[26]="WeaponSpeedMult"; ConW_AVNames[27]="BowSpeedBonus"; ConW_AVNames[28]="ShoutRecoveryMult"; ConW_AVNames[29]="MovementNoiseMult"; ConW_AVNames[30]="HealRateMult "; ConW_AVNames[31]="CombatHealthRegenMult"; ConW_AVNames[32]="MagickaRateMult "; ConW_AVNames[33]="StaminaRateMult "; ConW_AVNames[34]="AttackDamageMult"; ConW_AVNames[35]="MeleeDamage"; ConW_AVNames[36]="UnarmedDamage"; ConW_AVNames[37]="CritChance"; ConW_AVNames[38]="CarryWeight"; ConW_AVNames[39]="DamageResist"; ConW_AVNames[40]="DiseaseResist"; ConW_AVNames[41]="PoisonResist"; ConW_AVNames[42]="FireResist"; ConW_AVNames[43]="ElectricResist"; ConW_AVNames[44]="FrostResist"; ConW_AVNames[45]="MagicResist"; ConW_AVNames[46]="Paralysis"; ConW_AVNames[47]="Invisibility"; ConW_AVNames[48]="WaterBreathing"; ConW_AVNames[49]="WaterWalking"; ConW_AVNames[50]="RightItemCharge"; ConW_AVNames[51]="LeftItemCharge "; ConW_AVNames[52]="BypassVendorStolenCheckStatus"; ConW_AVNames[53]="BypassVendorKeywordCheck"; ConW_AVNames[54]="DragonSouls"; EndFunction I really don't know what it could be. I'm really sorry for asking so much but there is little guidance in the lack of documentation between Papyrus, SKSE and SkyUI/MCM. -
MCM: Is there a plain text option
darkling3100 replied to darkling3100's topic in Skyrim's Skyrim LE
Hmm well it would seem there is a function ForcePageReset() {Forces a full reset of the current page} And you could use a MessageBox to warn the user of an update although this isn't very dynamic. {Yeah never mind this isn't what you're looking for. Yeah it would seem it would all have to be done through the SKSE UI system and seems you already knew that, sorry.} And I guess I don't understand why you would need to update your mod's name. I would think that would break quite a few SKSE functions loading and searching for your mod. Although I don't know if you've tried changing the ModName property in script I would think you would have to unload the entire menu to update it, but I could be very wrong. I'm very sorry Mattiewagg. I didn't even see that until you pointed it out. :tongue: -
MCM: Is there a plain text option
darkling3100 replied to darkling3100's topic in Skyrim's Skyrim LE
Yeah this is actually why I thought my mod would work. I was first discouraged by all the old info but when I looked at the actual git it stated about the new input option. Don't see why they went with the pop up only option, would be easy enough to use inline or both, but hell I don't need another library for actual user input. -
MCM: Is there a plain text option
darkling3100 replied to darkling3100's topic in Skyrim's Skyrim LE
Thank you. For some reason I didn't think about having to process the event and can just use a blank string value. But MCM has a input option now. ; Add int function AddInputOption(string text, string initialValue) Along with the State version that brings up a pop up for user input. Although I've never used UILib or UI Extensions. May have to look into them to see if I can get a inline user input instead of a pop up. And Mattiewagg I don't mean to be so rude but why would ShowMessage work when I directly said that's not what I want? I needed a plain inline text option to describe something. Not a pop up window. Just confused why you would suggest this when I directly stated that is, "definitely now what I'm looking for." -
I've been looking through the MCM API and base PSC file but can't find a simple text option. Something without an input. I found: bool function ShowMessage(string a_message, bool a_withCancel = true, string a_acceptLabel = "$Accept", string a_cancelLabel = "$Cancel") {Shows a message dialog and waits until the user has closed it} Guard() endFunction but that is definitely now what I'm looking for. Any help or work-around would be greatly appreiciated.
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I would assume it just checks the nexus against the information you have in the manager. You're question might be better answered over in the manager thread though.
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Yeah it's quite a shock working years with C based languages and then trying to work with a small scripting language like Papyrus. That was most of my problems when I first picked up the creation kit and started to tweak the basic tuts. But yes I know about the array limitation and have thought up a work around and have experience with fake multidimensional arrays. The link you gave is almost exactly what I'm looking to do but in a different way. Do you know how I can find a reference to all of the SKSE functionality though? A knowledgebase for SKSE seems non-existent.
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Hello, I am new to the modding and creation kit community but come from a programming background. I just started a new mod 2 days ago and after a few problems things are coming along very quickly. My question is, is there any way I can load a list of all the items(mainly IDs and names if possible edit: Also item type) loaded into the game including any brought in through other mods? I've googled around a bit but can't find what I'm looking for. I would like to possibly load them into a 2d array or something else if that would be more efficient(unfortunately I believe arrays are the best list keeping I can do in Papyrus).I would also like to know if there would be a good way to efficiently load these into a list as it doesn't seem Papyrus has any efficient way to load large amounts of data without doing it all at once. Thank you in advance and I would even apprieciate pointing me to any tuts that could lead me in the right direction.