Sergeek Posted August 22, 2023 Share Posted August 22, 2023 I am at loss. I read the Guide at wiki and another one at Nexus, but they are so complicated, and they only got me so far... I want to make a book that prompts a MessageBox (above its actual contents, like in Oghma Infinium) with four initial choices when you read it both from the floor and from the inventory (hence both Activate and Equip beginnings). These choices being the three skill specializations and "exit" button. Upon clicking the specializations, another menu should appear with seven respective skills plus the "back" button. Each skill button should increase the respective skill with ModPCSkill command by one, while keeping you inside the same specialization menu. The "back" button should return you to the initial menu where you select specializations. It is way beyond my understanding. I only managed to make a single-layer menu that keeps you inside of it, when you choose the first three options. ScriptName MyBook short Choosing short Choice Begin OnActivate Activate Set Choosing to 1 End Begin OnEquip Set Choosing to 1 End Begin MenuMode If ( Choosing == 1 ) MessageBox "Select Specializations", "Combat", "Magic", "Stealth", "Exit" Set Choosing to 2 Set Choice to -1 ElseIf ( Choosing == 2 ) If ( Choice == -1 ) Set Choice to GetButtonPressed ElseIf ( Choice == 0 ) Set Choosing to 1 ElseIf ( Choice == 1 ) Set Choosing to 1 ElseIf ( Choice == 2 ) Set Choosing to 1 ElseIf ( Choice == 3 ) Set Choosing to 0 EndIf EndIf If ( Choosing == 0 ) return EndIf End Please, I have no background in coding and any feedback will be greatly appreciated. Link to comment Share on other sites More sharing options...
Oblivionaddicted Posted August 22, 2023 Share Posted August 22, 2023 You can take a look at my Sigil keep selector or Oblivion addiction mods, they feature a selection menu Link to comment Share on other sites More sharing options...
GamerRick Posted August 22, 2023 Share Posted August 22, 2023 (edited) I found this: How to Create a Menu -- CS Tutorial But I haven't tried it myself and don't know how much it covers. Edited August 22, 2023 by GamerRick Link to comment Share on other sites More sharing options...
RomanR Posted August 22, 2023 Share Posted August 22, 2023 (edited) Here is a nice and tested example: scn RomRMessageBoxesScript short doOnce short choice short mbox begin OnActivate Player if doOnce == 0 set mbox to 1 set choice to -1 set doOnce to 1 Activate endif end begin GameMode ;message boxes if mbox == 1 MessageBox "Message boxes test","Box 2","Box 3","Exit" set mbox to 0 - mbox endif if mbox == 2 MessageBox "Box 2","Choice 1","Back" set mbox to 0 - mbox endif if mbox == 3 MessageBox "Box 3","Choice 1","Choice 2","Back" set mbox to 0 - mbox endif ;check if mbox < 0 set choice to GetButtonPressed endif ;process boxes if mbox == -1 if choice == 0 set mbox to 2 set choice to -1 elseif choice == 1 set mbox to 3 set choice to -1 elseif choice == 2 set mbox to 0 set choice to -1 set doOnce to 0 endif endif if mbox == -2 if choice == 0 Message "You selected choice 1." set mbox to 0 - mbox set choice to -1 elseif choice == 1 set mbox to 1 set choice to -1 endif endif if mbox == -3 if choice == 0 Message "Selected choice 1." set choice to -1 set mbox to 0 - mbox elseif choice == 1 Message "Selected choice 2." set choice to -1 set mbox to 0 - mbox elseif choice == 2 set choice to -1 set mbox to 1 endif endif end It's using only one extra variable. Flipping to negative and positive value of this variable will show number of message box you want to show and its state too. Tested while attaching to some chest, but it can be easily adapted to your needs. Edited August 22, 2023 by RomanR Link to comment Share on other sites More sharing options...
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