EPDGaffney Posted January 29, 2018 Author Share Posted January 29, 2018 (edited) Well, I wasn't actually using NVSE in my mod yet when I first got this working, so it isn't that, and I'm not sure how you mean the bit about defining the reference, but all I did was make a note by right-clicking and selecting New whilst in the notes section in the G.E.C.K., and then either dropped the note into a cell or used AddNote in any number of scripts. If you'd like, you can try it yourself easily enough.https://prnt.sc/i6zcxh I can guarantee you that will work if you just drop it in a cell or use AddNote SampleNote somewhere. Something else was going on in that person's mod. My guess, as they eventually got it working and didn't mention something like the quest not being turned on, is that they weren't using NVSE or Power Up and the script had an error so it never compiled but they never found out about it. Could be they used the name from the Name section of the note rather than the ID, or any other infinitessimal typing or syntax error. Also, I don't know if you have any reason to know this, but recipes are never added to the player's inventory; they are available at whatever crafting station is specified as long as certain requirements are met, and if there's a 'recipe' involved somewhere, one of those requirements is GetHasNote and it checks for the thing called a recipe that is really just a note, technically. Edited January 29, 2018 by EPDGaffney Link to comment Share on other sites More sharing options...
dubiousintent Posted January 29, 2018 Share Posted January 29, 2018 Interesting. No, I never had occasion to create a recipe so that's all new to me. (Most of the GECK specifics are anyway. I only get involved with it to try to fix something preventing me from progressing in the game.) I'll do a little research and see if that needs it's own tip. -Dubious- Link to comment Share on other sites More sharing options...
EPDGaffney Posted January 29, 2018 Author Share Posted January 29, 2018 Let me know what you find. You may want to refine the bit on MessageBoxExAlt to suggest that rather than waiting for JIP to update the function, you can already make a script that does nothing and use that for the script argument. I've only tested using the skeleton script from the wikihttps://geckwiki.com/index.php/MessageBoxExAltbut I imagine anything would work. This means that you would only need to make one such script per mod and any time you wish to use a message box with a title but no buttons and pass the text directly as a string, you can use MessageBoxExAlt with that blank script to work quickly. Link to comment Share on other sites More sharing options...
dubiousintent Posted January 29, 2018 Share Posted January 29, 2018 Update that tip with that information, and your image. Thanks. -Dubious- Link to comment Share on other sites More sharing options...
dubiousintent Posted January 31, 2018 Share Posted January 31, 2018 Added about passing along "recipes" to the "TIP: Passing a 'Note' to the player" entry under the "Scripting" section of the wiki "Getting started creating mods using GECK" article. I was unable to find any reference to anything other than creating a recipe itself elsewhere. I refined my conclusions by looking at how OWB handled SkillBooks, but haven't actually created anything to perform the action as I'm not working on any mod at the moment, so it's "theoretical" thus far. I would appreciate anyone who can confirm or clarify the process. -Dubious- Link to comment Share on other sites More sharing options...
EPDGaffney Posted January 31, 2018 Author Share Posted January 31, 2018 (edited) Honestly, hate to say it but that section looks a little messy. I think I would split it up or name it something more general regarding notes. Seddon's video and all the scripting stuff that didn't come from me is about workarounds because scripts aren't allowed to be attached to notes the way scripts can be attached to other pick-ups. My script suggestion was just referring to how to add a note via script. The traditional way of passing notes to the player is just putting them in the game world or in a container (or a terminal), and I would open the section with that. Holotape models are possibly the most common, but the game has no shortage of paper notes, either, as well as notes from a terminal or container (which don't need a model if you're sure you won't place them in a cell, and for a terminal they don't need an icon). Then when it comes time to make a note advance a quest, we get into the stuff that you have currently opening the section. Notes are only Activators if they're being picked up via Activating a note's in-game model, such as a holotape on a table. In a container or when added via script, they are just Notes. Technically, all pick-ups are activators that are disabled on activating them and an inventory reference is added to the player's container, with the exception of notes, which have no inventory reference but are still added (as strings, I believe, but don't quote me on that; actually, I'm pretty sure you're going to quote me, but anyway) and their activator is still destroyed. The bit about the messages I feel needs a bit more of a segue. And on recipes, I'm surprised they take the notes out of the player's inventory when listing them as ingredients (and I'm surprised that they allow you to do so), but a quick look at the GECK seems to indicate as much. But I think the major focus and the way it should chiefly tie into the stuff on notes is that when the player picks up a recipe in the game, they are really picking up a note that could say anything, and then the only thing that's done with that note is a completely separate Recipe Form can be set to appear to the player only if they meet the condition of having that note, like so:http://prntscr.com/i81jod All recipes are always present at their designated crafting station, but if they have Visibility Requirements (see linked image above), they are invisible to a player that does not meet the requirements. It's important to note that this doesn't need to be a Note. This could be a quest variable, a gender, whether some actor sees another actor (GetLOS), and just about anything else. Visibility Requirements are separate from Ingredients regarding notes, in the way you've mentioned, and Visibility Requirements are separate from the Required Skill above it, in that whilst both can check the player's skill, Visibility Requirements will hide the recipe entirely from a player that doesn't meet its skill check, but a player that has a skill value lower than that specified in the Required Skill will see a greyed out, unusable recipe that they can read through but not craft, similar to when the player doesn't have the required Ingredients. Edited January 31, 2018 by EPDGaffney Link to comment Share on other sites More sharing options...
dubiousintent Posted January 31, 2018 Share Posted January 31, 2018 (edited) Now see, that's the difference between "theoretical" and "practical" experience. I agree that entire section needs to be rewritten. Off the top of my head it probably warrants it's own sub-section with one TIP for Notes and one for Recipes. In the meanwhile I'll flag the existing as "WIP". -Dubious- Edited January 31, 2018 by dubiousintent Link to comment Share on other sites More sharing options...
EPDGaffney Posted January 31, 2018 Author Share Posted January 31, 2018 I didn't know we could do that. That's why they pay you the big bucks. Link to comment Share on other sites More sharing options...
Mktavish Posted February 1, 2018 Share Posted February 1, 2018 (edited) LOL big Bucks ? We'll see what you are saying about your effort input in another year :teehee: No if dubious gets paid anything here ... it is a pittance. But it ain't like the Nexus is knocking down the big bucks either. To do that ... they would have to employ tactics that would lose a lot of the present users probably ? Become something different :huh: Edited February 1, 2018 by Mktavish Link to comment Share on other sites More sharing options...
dubiousintent Posted February 1, 2018 Share Posted February 1, 2018 @Mktavish: You've been posting after drinking again, haven't you? :devil: You missed the obvious (even without the emoji) sarcasm implicit in his comment. It was a compliment. I don't think even the moderators get "paid", except possibly in access to the "Premium member" servers. Other than the design staff, Nexus is a volunteer community motivated organization by what Dark One has always maintained. -Dubious- Link to comment Share on other sites More sharing options...
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