HBModdingGuy Posted May 29 Posted May 29 I believe in Skyrim you could add a map marker to the player's map by using pMapMarkerName.AddToMap() assuming MapMarkerName was added as a property. I cannot figure out how to accomplish the same thing for Fallout 4. I have added MapMarkerName as a property to my script but it says .AddToMap() is not a function. I looked online and there are a couple other people who never ended up figuring this out. Any help would be appreciated.
RolazLaguna Posted May 29 Posted May 29 Hi, You seem to be struggling the same way I did few months ago. If I may, here are a couple of things that might help you and that I learnt thanks to the help of others around here. First, as the CK wiki is down for a long time, here is the off line version: https://www.nexusmods.com/fallout4/mods/52183 Second, a lot can be learnt about scripting simply by looking for the functions in the Base Source folder. I personally abuse of the search in files feature of Notepad++. There is also a papyrus compiler for Notepad++ which works quite well but has some limitations: at least in my installation, if you have debug messages they won't work so I have to compile again in CK for them to show off. Finally, regarding the function you mentioned, I never used that, but there are many instances in the base scripts of that. An example is this one which I suppose is attached to a note: Scriptname DN097_ReadNote extends ObjectReference Const ObjectReference Property NeponsetParkMapMarkerRef Auto Const Event OnRead() NeponsetParkMapMarkerRef.AddtoMap() EndEvent
HBModdingGuy Posted May 29 Author Posted May 29 On 5/29/2025 at 7:49 AM, RolazLaguna said: Hi, You seem to be struggling the same way I did few months ago. If I may, here are a couple of things that might help you and that I learnt thanks to the help of others around here. First, as the CK wiki is down for a long time, here is the off line version: https://www.nexusmods.com/fallout4/mods/52183 Second, a lot can be learnt about scripting simply by looking for the functions in the Base Source folder. I personally abuse of the search in files feature of Notepad++. There is also a papyrus compiler for Notepad++ which works quite well but has some limitations: at least in my installation, if you have debug messages they won't work so I have to compile again in CK for them to show off. Finally, regarding the function you mentioned, I never used that, but there are many instances in the base scripts of that. An example is this one which I suppose is attached to a note: Scriptname DN097_ReadNote extends ObjectReference Const ObjectReference Property NeponsetParkMapMarkerRef Auto Const Event OnRead() NeponsetParkMapMarkerRef.AddtoMap() EndEvent Expand I appreciate it. I went ahead and downloaded the offline version of the wiki. I'll try to refer to it as much as possible before bugging everybody constantly. I'm personally still having a little bit of issues trying to figure this out because I'm trying to add it via dialogue fragments so I believe I have to do it slightly differently, I just haven't figured out how yet.
pepperman35 Posted May 29 Posted May 29 kinggath's Bethesda Mod School series might be a good reference. The lessons on quest making and dialogue could be useful in this current endeavor. In the lesson, Bethesda Mod School: Quest Making 106/Dialogue 105: Using Dialogue in Quests, kinggath shows how to use dialogue to make the quest function (set objectives, etc). While he doesn't specially use the AddToMap, hopefully you get the jest of it.
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