jexthomas Posted January 13, 2018 Share Posted January 13, 2018 On my recent playthrough of FNV, I was reminded how much I hate having to go into my Pipboy to read notes/holotapes after collecting them. Maybe it's just laziness, but I would love to see a mod that displayed the content of the note or holotape in a pop-up text box as soon as you picked it up. I don't know how hard it would be to implement, and I even thought about taking a crack at it myself but I have zero experience modding and wouldn't even know where to begin. I have no idea if other folks would be interested in something like this or not, but it'd sure make the game smoother and less annoying for me! Link to comment Share on other sites More sharing options...
devinpatterson Posted January 13, 2018 Share Posted January 13, 2018 but I would love to see a mod that displayed the content of the note or holotape in a pop-up text box as soon as you picked it up. I don't know how hard it would be to implement, and I even thought about taking a crack at it myself but I have zero experience modding and wouldn't even know where to begin. A modder could definitely set this up when creating his or her mods fairly easy (onAdd, showMessage). However I think your looking for something that works with all messages and that's something I can only guess at. If I was just to brainstorm, I'd say a quest script leveraging the message type code (98) and passing it to showMessage. I'm not sure how to capture the objectID when it's added to inventory. My guess is it would involve a dynamic formlist of all the players messages and some of the form manipulation functions....but that's above my pay grade. But once that part is accomplished, you could pass the specific ref/obj code to showMessage via the quest script. Link to comment Share on other sites More sharing options...
dubiousintent Posted January 14, 2018 Share Posted January 14, 2018 Seems like you would want an EventHandler to trigger that quest script when an "OnAdd Player" event occurs and the script determines the added object is "Form Type ID" (98) in the "OnAdd block". It should have the object reference implied at that time, but the EventHandler runs a "User Defined Function" (UDF) which can do things like save the object reference to a variable used in the script. That should be able to display the message at the time it is acquired, with no need to process a formlist. Sounds definitely do-able in concept. -Dubious- Link to comment Share on other sites More sharing options...
Mktavish Posted January 14, 2018 Share Posted January 14, 2018 (edited) Well first you would have to copy paste all the Text notes into a message item. Then have a script detecting which note ID was added to then :ShowMessage ThisParticularMessage Unless there is a way to grab the note data , and dynamically create/edit a message item with that placed in it's Message Text ??? Or wait ... are y'all talking about just opening the note item automatically upon pick up ?To simulate a show message item function ? Edited January 14, 2018 by Mktavish Link to comment Share on other sites More sharing options...
devinpatterson Posted January 14, 2018 Share Posted January 14, 2018 Seems like you would want an EventHandler to Ah interesting find and new to me, thanks for the info Or wait ... are y'all talking about just opening the note item automatically upon pick up ? To simulate a show message item function ? Yeah jexthomas was just looking to open the note automatically, I had muddied the waters with showMessage because I didn't actually pay the appropriate attention to his/her post....and started brainstorming down the wrong path. Link to comment Share on other sites More sharing options...
Mktavish Posted January 14, 2018 Share Posted January 14, 2018 (edited) So I was thinking how to just automatically open the pipboy > > > to the note you just picked up.But one element needs this http://geck.bethsoft.com/index.php?title=ClickMenuButton which I don't know how to use. So I'll just add lib where JIP is needed. Okies so this will just be a Quest script ... or like Dubious mentions "An Event Handler" ~~~~~~~~~~~~SCN MyAutoNoteScript Int iNoteInt iPressOnce Begin OnAdd Player If GetIsFormType 49 == 1 Set iNote to 1 Tapkey 61 endifEnd Begin MenuMode 1023 If iNote == 1 ClickMenuButton "PipBoy/Data/Misc" ; don't know what this string should be ? Set iPressOnce to 1 If iPressOnce == 1 ; && JIP function here to see what is active != [MISC] Tapkey 205 elseif iPressOnce == 1; && JIP function == [MISC] Tapkey 200 Tapkey 200 Tapkey 200 Tapkey 200 Tapkey 200 Tapkey 200 Tapkey 200 Tapkey 200 Tapkey 200 Tapkey 200 Tapkey 200 Tapkey 200 ; What ever amount key presses will hit top of note list Tapkey 28 ; then tap enter to select the latest added note for display. Set iPressOnce to 0 Set iNote to 0 endif endif END ~~~~~~~~~~~~~ Edited January 14, 2018 by Mktavish Link to comment Share on other sites More sharing options...
devinpatterson Posted January 14, 2018 Share Posted January 14, 2018 I'm not seeing a tree of xml elements for teh pipboy posted online, so this may be way off base (never worked with any of the UI stuff), but maybe the element is specific for notes. Like "PipBoy/Data/Misc/Notes" and a separate element for "PipBoy/Data/Misc/Quests". Guess I should put on my big boy pants, grab a xml editor and take a look around (although I probably won't have time to in the near future). Are you familiar with the UI and it's related functions Mktavish? The actual details are greek to me Link to comment Share on other sites More sharing options...
Mktavish Posted January 14, 2018 Share Posted January 14, 2018 Ya sorry I am still in toddler pants for those XML edits. This approach I came up with is a hybrid so to speak ... just some basic code block > button press > then hoping for a way to see what is active within the Pipboy/Data / Misc/... ? Because that menu can be left active within Quest or challenges. But it seems there may be a way to reset that menu if not a way to tell what is active ? Link to comment Share on other sites More sharing options...
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