Jump to content

Got Event Handler working for Notes!


EPDGaffney

Recommended Posts

Haha funny stuff, lads. I never did get round to mastering the art of emoji use; I feel like a fraud when I try. My favourite jokes are just lies that are told so believably but are presenting information so ridiculous that you stop and say, 'Wait a minute, did I hear that right?' I also process these silently as 'funny' and move on; I am aware that emotions exist but I do not have them installed.

Link to comment
Share on other sites

  • Replies 43
  • Created
  • Last Reply

Top Posters In This Topic

Ya ... I guess I was drinking ... Which reminds me ... I miss the "Cheers" emoji from the old beth forums.

Clinking 2 beer glasses together.

 

But what do you mean about not having emoji's installed. Aren't they just part of the forums ... which is available from the Post screen. The smiley face in the middle of the header ?

Link to comment
Share on other sites

Rewrite of "TIP: Passing a 'Note' to the player" entry under the "Scripting" section of the wiki "Getting started creating mods using GECK" article is done. (As you expected, I did rely heavily upon your suggestions.) In the end I split off a separate "TIP: Passing a 'Recipe' to the player" entry.

 

-Dubious-

Link to comment
Share on other sites

So, I've rewritten the first portion but i need to go for now. Let me know what you think. You can of course edit it severely if you like.

 

 

 

From a modder’s perspective, it’s important to be aware that notes are different to standard items. They store text, and that text will not receive an inventory reference (link to https://geckwiki.com/index.php/Inventory_Reference) like other pick-ups and can never be dropped (though they can be removed in several less standard ways). Additionally, notes can’t have a script attached to them directly, though there are several workarounds available.

 

However, like normal pick-ups, notes can be assigned a model and an inventory icon that will be visible when being taken from a container (and not in the player’s Pip-Boy), and they can be placed in containers. Any model can be chosen, but it must have collision in order to be picked up. Holotape and paper models are most common. If the note is to be picked up as a model, no icon is necessary, and if the note is never to be seen in the game world, no model is needed.

Notes can be displayed in a terminal as well, and via the terminal form can be configured to be added to the player’s Pip-Boy on reading them there, or not to be added.

Once in the Pip-Boy, GECK: Notes are one of three things: text, an image, or a sound (with a graphic).

It's often easiest to take an existing note that shares the model you wish to use and then change the EditorID to make a new object. That way all the associated mesh and icon/texture files are already linked. Otherwise you have to unpack them from the BSA as the GECK Editor doesn't look there for those files. (can we link something about BSA stuff here?)

Scripting with notes:

To add a note to the player’s Pip-Boy, use the AddNote function. Unless the note is ever meant to be added in some other way, a note added in this way will never be seen in the game world or any container and thus requires no icon or model.

 

To trigger an OnAdd event when acquiring a note, as one may be accustomed to doing with other items, a workaround is required. A ‘dummy’ item must be placed in the game world or a container, and this item can’t be a note item. It must be a separate form, which can be named the same as the relevant note (but can’t share the same EditorID), and this item can have a script attached to it with an OnAdd block. You can (if you wish; it's not required) then have your script remove the "item" (whose only purpose is to provide a flexible anchor for the note) from their inventory, and add the text/image/sound of the note (e.g. "FCRaiderNote" below) to the player. It will then appear in their Pipboy "Data" tab under "Notes".

For more on the subject see the Bethsoft Tutorial Basic Quest article.

Example script attached to the game world "item" (e.g. the "holotape"):

Link to comment
Share on other sites

Reading that felt great. It all ties together extremely well now, and all your little, I don't know, 'things' that you add make it read much more clearly. The bit on BSAs is great, and the Messages section is much better intergrated. It's great. I expect a beginner would feel much more confident after reading it.

 

So, sorry but there are a couple of things left to change I think:

 

...(and not in the player’s Pip-Boy), and they can be placed in containers.

I think the 'not' here needs italics or something, but maybe I'm being overprotective of the unobservant. And however you'd like to phrase it, I think it should be clear that the notes can be placed in containers by a modder, not a player.

 

If the "note" is to be "picked up" as a model outside of a container in the game world, no icon is necessary; and if the "note" is never to be seen in the game world, no model is needed either.

I'd remove the 'either'. Don't remember was that my wording but either way, it implies that the note won't need an icon or model, but the real point was more to contrast the two situations (one needs a model and one needs an icon), and then I was unsure how to communicate concisely that if it would not be seen in a container or in a cell, then it wouldn't need either one. The latter case being a script or a terminal, or maybe some really weird cases like a recipe, potentially (though rare, if anyone ever does that).

Edited by EPDGaffney
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...