antxs315 Posted Friday at 08:24 PM Share Posted Friday at 08:24 PM I just started and learned how to make a terminal. My goal is to display two different stats as text and two different options to select. (4 menu items) The stats are how many have I killed certain type of enemies. For example, enemies that have a certain keyword, like 'ActorType***' == 1 as a condition, checking combat (don't know how), And display that as a text, "** Enemies killed : (Number)". I first thought I could use "GetValue" on Actor value, and copy & paste '<Token.Name=**>' to output the value. But the placeholder <Token.Name=**> was just literally the text in the terminal. How do I get some value I want and display it in the terminal? Also, I'd like to learn how to make an action button in terminal that can input some resources I gather (like paying off bounty) and get something else in return. I've been opening the bethesda base files for examples and googling for ages, but it was all in vain. Link to comment Share on other sites More sharing options...
SKKmods Posted 21 hours ago Share Posted 21 hours ago Terminal text replacement is not an EZ thing to start learning on without a solid understanding of the form/object/script relationships. Attach script direct to the terminal to update when the player enters the terminal. If the values are dynamic and change WHILST the player is in the terminal, the terminal fragment or OnTerminalMenuItemRun needs to call the functions: Event OnTerminalMenuEnter(TerminalMenu akTerminalBase, ObjectReference akTerminalRef) ; this is not triggered by an activator with no animation. Debug.Trace("OnTerminalMenuEnter " + akTerminalBase + " " + akTerminalRef) Float fValueToSet = ; assign Global or Object.ActorValue Self.AddTextReplacementValue(asTokenLabel = "TheTokenTextValue", aValue = fValueToSet) EndEvent If you need a template look at SKK Outpost Attack Manager which dynamically updates names and values. Yes its horribly complicated. Link to comment Share on other sites More sharing options...
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