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Some questions about Notes


BarbyFN

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I always hated the disorder in my Pip-Boy's Notes section so I'm making a mod that removes all notes to a container, then I can pick up just the notes I want to inspect. The script is simple:

If Player.GetHasNote <Note ID> ==1
Player.RemoveNote <Note ID>
ContainerREF.AddItem <Note ID> 1
Endif
The note is removed as note, but added to the container as item, so I can pick the one that I want to inspect in my Pip-Boy and remove it again to maintain my Notes section free for quests. I have tested it with notes (with and without models/textures), and works fine, but I have some doubts about this...
1) First of all: is there already a mod to do this? Because it will save me huge copy-paste work, ha!
2) According the wiki there are 350 records for the Pip-Boy; that means 1400 to 2100 lines of code (depending amount of spaces used). But is there a limit in the length of a script?
3) Same questions for containers because it need to store at least 350 items. Is there a limit to containers storage?
4) Even while the GECK has no script flagged as "quest", I'm using notes as items, so I'm afraid to bug the savegame in a way that I can't figure right now (bug the main quest, lost all notes from my container, etc). So, I ask if removing all notes from my Pip-Boy looks reasonable for you.
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Well, I have finished the script and apparently there is a limit, the script is too long and I can't paste it in the GECK, but I can split it in two scripts, the problem is that the container can use only one script and I need to figure out how to call 2 scripts from 1 object (or make 2 objects, but I prefer to have only 1 object for aesthetic reasons).


The other questions are less important, just the 4th still worrying me, I'm experimenting without problems but I prefer to be sure if this is safe.

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Thanks, but as I commented in my other thread, I've solved that by splitting the script in two and using two devices, this was the best, simple and more flavored solution.

 

All in this thread was solved except the 4th point, I want to know if this could be safe, I've experimented a lot with no problems, also some notes (as blueprints for crafting) were not removed and I really like my Pip Boy free of useless notes (that Birthday Poem ha!), but I want to be more sure before re play again with this new feature.

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You could always just add conditions to exclude quest notes until the relevant quest(s) is/are completed, avoiding any problems. You should check the usage info of all notes in geck.

 

And your solution is practically the same but you don't have to lug around 2 devices if you script it right. Your choice of how you'd like the mod to function.

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http://fallout.wikia.com/wiki/The_Replicated_Man< this quest requires you to recieve certain notes to proceed. You should check the actual quest conditions in geck. I remember fixing a bug ingame for this quest by using additem for a note so it isn't checking whether i talked to a specific actor .

 

I suspect why no notes are marked as quest owned (which is what i assume you're talking about) is because the notes aren't normally removeable in game as they are treated differently from other inventory objects. You may find a different story when checking the usage data compared to quest ownership flag in the item dialogue. I don't have geck with me right now so i can't check for you.

Edited by sneezemonkey
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Thanks for the warning. This issue that you have solved by "additem" (I think it was "addnote"), is solved by my devices too, if you don't have a key note, you can return to your home and recover all your notes (to be sure), the script works with the "addnote" command, so is exactly the same that you have done).

For now I'm more worried about other kind of bugs that can't be fixed by re-adding the note.
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