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Need help with how to structure a mod I'm working on


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In the mod I'm working on I want for the npc to give a 'note' item to the player with (obviously) text that I have written up.

My problem is that by the nature of this mod there will be hundreds of such note possibilities (based on what the player does) and I'm concerned about the mess of introducing hundreds of objects in this way in the CK. Is there any way to do this via a script without requiring a unique object for every one of these notes ? Or if I'm giving the player a note, does that note simply have to be created in the CK ?

Is there some other creative solution for this problem ?

Edited by csbx
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In CK, Look at quest BQ01, specifically at its 'Letter' Alias, which is a 'Create Reference to Object',  and look at 'BQ01BountyLetter'  Book form - where in its text, it has placeholders for  other quest aliases.    Now, in this case, the letter is generated at the start of quest.    But if the letter text is supposed to depend on player's prior actions in the quest, you can always create a small sub-quest which purpose is to generate the letter using the aliases.

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After having a look at BQ01 I'm not sure that will get it done. The issue is that each one of my notes are distinct--they can't be hobbled together with a series of alias placeholders.  

I guess I'm just wary of adding several hundred unique notes but maybe in the end it's not actually problematic.

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Scorrp10's advice is right, but you can also go further, if you use SKSE:

  • Create a base form, say a MiscObject with a CK id of "MyNote"
  • Create a reference to "MyNote", say "MyNoteText" in cell "aaaMarkers"
  • In a script, call "MyNote.setName( whateveryoulike)"
  • Put MyNoteText in an alias, say "Alias_MyNoteText", and check the "stores text" flag
  • In your book or note, use just "<Alias=AliasMyNoteText>" as the content

With this setup, you can have the note read as anything you like.  To change the text, clear the alias, use setName to change the text, then forceRefTo the alias (this will force the quest to update the stored text).

The limit is that you can have only one text at a time.  If you want more, create more base forms, with corresponding reference and alias.

 

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