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Posted

GetName() is an SKSE function and will not necessarily return the proper name – not if the actor's name has been changed due to being placed in an alias or has a short name. You would need GetDisplayName(), also an SKSE function. If you want to change any pronouns you'll also need to get the sex of your actor somehow. Good luck if you have to mess with capitalization.

 

And here's what your code would look like if you used text replacement, changing all pronouns and capitalizing appropriately, as well as grabbing the correct display name, and all with only three functions:

 

MyPlayerAlias.ForceRefTo(Game.GetPlayer())

MyMessage.show()

 

That's quite a bit simpler.

 

Anyway it appears you think creating a quest and an alias is like, complicated or something. It's a few clicks. Takes no longer than typing that paragraph above.

Posted

I'm missing your point.

Would you like me to mention what version of SKSE GetName() was released and maybe also what version of Get/SetDisplayName() was added, would that alleviate your SKSE harping?

I won't go as far as to say I know all about SKSE functions, but I'm quite familiar with a good percent of them.

Including current day 1.7.3 and it's new functions added.

Your not actually saying something that I'm not aware of at this point.

 

For example:

In a mod a revamped I wanted text in book, same principal is used in message.

But for instance I wanted message with that same data that I was using in a book and not want to use the book at all.

 

press a key and tell me the message (yes another skse function).

The message is simple enough, A name and 5 x location and also a total count of what my framework is holding.

I did this via message, I needed:

Alias for the NPC

5x Alias for an objects in the area

5x Alias for a location of the alias above.

 

wth, you telling me "that it's easier", no way.

 

The NPCs are not in aliases to start with.

The objects (actually 5 different objects for each npc that could be in any location and is changed while in game) are not in an alias.

 

So I create just 11 alias, and I force each thing as required to present my required info on screen,

Easy enough, but talk about jumping through hoops to do something that should be as simple as and not require all the hoo haa.

 

For me to spam a simple message that would take one small block of code to spit it out in a Debug.Notification with the info is not easier or quicker to set up?

 

To produce this info I would not have to add any extra properties.

I would not have to depend on a quest running with multiple alias flagged as stores text (Which tends to interfere with SetDiplayName() when a user whats to rename something) .

I would not be forcing to and clearing each time i want the info

I would not have to call other scripts or properties full stop.

 

To me the whole Alias system has it up sides, but dam it's tedious, non dynamic and hard set.

Sure I use aliases constantly to do what I need to do.

But simple message and going through hoops when I already have all the data in my script to fill the message without the extra bloat.

Yes it is bloat pure and simple.

 

keep in mind I do take the long and tedious way of doing it, but begrudgingly at that.

I probably wouldn't see it as such task if CK was more reliable, but it's not.

Repeated opening property/edit windows to edit is tedious and causes nothing but instability the more you do in session.

 

That whole SKSE stuck in your head what's that about?

But since it there what's the big emphasis on SKSE statements you make, there's a point?

It's there, use or don't, but reality is it's there and if you can make use of it to alleviate the hoo haa, why not.

Don't want it then fine, bang your head against the wall and call it "easier"

SKSE is still there and it's still doing it's thing (Thank the gods for skse I mean team for that, I have nothing but praise for SKSE and it's developers).

Posted (edited)

This week I spotted a subtle difference between Message.Show and Debug.MessageBox. As you probably already know the Message.Show lets player pick a response and returns a response number. MessageBox does not. So at first glance Message with a single answer behaves the same as Debug.MessageBox. But it does not.

 

Recently I have made a stage fragment which uses MessageBox to convey the gist of a quest which is not implemented yet. So I coded it like this

Debug.MessageBox("1. Some text ... ")
Debug.MessageBox("2. Some text ... ")
Debug.MessageBox("3. Some text ... ")
Debug.MessageBox("4. Some text ... ")
Debug.MessageBox("5. Some text ... ")
Debug.MessageBox("6. Some text ... ")

I added these sequence numbers only because the game displayed the messageboxes out of order!

Obviously, it shouldn't happen with this code:

int response1 = Message1.Show()
int response2 = Message2.Show()
...
Edited by simtam
Posted
  On 8/17/2015 at 5:46 AM, sLoPpYdOtBiGhOlE said:

That whole SKSE stuck in your head what's that about?

But since it there what's the big emphasis on SKSE statements you make, there's a point?

It's there, use or don't, but reality is it's there and if you can make use of it to alleviate the hoo haa, why not.

Don't want it then fine, bang your head against the wall and call it "easier"

SKSE is still there and it's still doing it's thing (Thank the gods for skse I mean team for that, I have nothing but praise for SKSE and it's developers).

Creating an alias in the CK would have taken you less time than just this rant alone, much less your entire post. So yes, it's objectively "easier" to do. Plus it has the advantage of being universally compatible with everyone's games.

 

Yes. There are people who steadfastly refuse to use SKSE. They have surprisingly large numbers behind them, moreso than even the USKP haters. So unless the mod NEEDS SKSE for some reason, it's usually best to do what you can without it. Using GetName() in a debug statement doesn't qualify as such a need when there's a perfectly good mechanism for it provided by the game.

Posted
  On 8/18/2015 at 1:15 AM, Arthmoor said:

 

  On 8/17/2015 at 5:46 AM, sLoPpYdOtBiGhOlE said:

That whole SKSE stuck in your head what's that about?

But since it there what's the big emphasis on SKSE statements you make, there's a point?

It's there, use or don't, but reality is it's there and if you can make use of it to alleviate the hoo haa, why not.

Don't want it then fine, bang your head against the wall and call it "easier"

SKSE is still there and it's still doing it's thing (Thank the gods for skse I mean team for that, I have nothing but praise for SKSE and it's developers).

Creating an alias in the CK would have taken you less time than just this rant alone, much less your entire post. So yes, it's objectively "easier" to do. Plus it has the advantage of being universally compatible with everyone's games.

 

Yes. There are people who steadfastly refuse to use SKSE. They have surprisingly large numbers behind them, moreso than even the USKP haters. So unless the mod NEEDS SKSE for some reason, it's usually best to do what you can without it. Using GetName() in a debug statement doesn't qualify as such a need when there's a perfectly good mechanism for it provided by the game.

 

 

Your barking up the wrong tree old timer.

Ya can tell the old hands who are stuck in their ways and see why mods become stagnant and a repeat of the same old crap.

 

Good luck to those that despise skse or uskp (me I'm the latter, not a fan of USKP even though it great work they have done)

But SKSE, na I'll keep using it just to f#ck those users off who dislike it if nothing else.

 

Aren't I an ass lmao

 

In all honesty I often try not to depend on SKSE or dlc or other mods for a mod I'd share, but in most cases I always end up with at least 1 function that requires skse at some point.

It's either all in or not at all.

All in for me.

 

You can say it black and blue that Message is easy... blahh, alias... blah .. blah

All I say is that your statement of message system is great and trouble free and easy for text replacement, to me that is a crock of poop!

 

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