Zorkaz Posted August 16, 2020 Share Posted August 16, 2020 The ideaWhen a holotape is put into the pipboy something gets disabled The issueI can't find the right Event On... line for it. I can't find any references in the CK nor the wiki. I already tried Event OnHolotapePlay (ObjectReference akTerminalRef)but to no avail Edit:It's Event OnEquipped() Link to comment Share on other sites More sharing options...
SKKmods Posted August 17, 2020 Share Posted August 17, 2020 The Pipboy generates no holotape events and also cant be used for text replacement. Probably because it is "in inventory" and we all now know that most inventory items do not have ObjectReferences. Unless clever mod authors use techniques to force persistence that the script/event developers did not envisage. Which is why all holotape driven cleverness must run from a fixed terminal in the world that has an ObjectReference. Fact. Link to comment Share on other sites More sharing options...
Zorkaz Posted August 17, 2020 Author Share Posted August 17, 2020 True. But at least it's possible to summon a text menu. Not beautiful but not terrible either. Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted August 17, 2020 Share Posted August 17, 2020 The Pipboy generates no holotape events and also cant be used for text replacement.Wow, you learn something new every day .....Another "weird limitation" of FO4 ..... (Maybe I should start a website that lists all of the limitations that this game has, just to prevent others from getting frustrated ...) Link to comment Share on other sites More sharing options...
Evangela Posted August 18, 2020 Share Posted August 18, 2020 (edited) That event is useless for pipboy as has been said, and Bethesda has never commented on why. I think they always intended for us to mess with actual terminal references andby extension the holotapes within them.. Another thing that's trippy is the OnMenuUponClose event thing, the holotape strings don't work when you use the pipboy as well heh. Edited August 18, 2020 by Rasikko Link to comment Share on other sites More sharing options...
pra Posted August 21, 2020 Share Posted August 21, 2020 Impossible. You must click something in the terminal first to trigger any kind of scripted action in the Pip-Boy.And yes, using terminal holotapes in the pip-boy is very limited, too. Some globals might work, maybe, but most text replacement just isn't possible. Thought: try making it an audio holotape. No idea for where you could get any sensible audio, but IIRC, audio holotapes use quest dialogues, and these you can script like whatever you want. I think there are actually examples of vanilla quest objectives like: Listen to holotape. Completed: Listen to holotape, go to that recon bunker. Link to comment Share on other sites More sharing options...
Zorkaz Posted August 21, 2020 Author Share Posted August 21, 2020 Again, Event OnEquipped() works great though with limited functionality Link to comment Share on other sites More sharing options...
SKKmods Posted August 21, 2020 Share Posted August 21, 2020 Are you suggesting that when a holotape is loaded the Pipboy is equipped, or the holotape is equipped ? If so, how are you generating the ObjectReference.OnEquipped event when the Holotape/Pipboy does not typically have a persistent ObjectReference as they are in inventory ? I can envisage how event Actor.OnItemEquipped() ... If (akBaseObject == pPipboy) would work Link to comment Share on other sites More sharing options...
Zorkaz Posted August 21, 2020 Author Share Posted August 21, 2020 Here's what I can do. The holotape gets loaded in the pipboy and it gives me some Pipboy text I put it. After I close the Pipboy a container where I put explosives in blows up. Tested with an esm. The script is holotape "internal", so attached to the holotape Message Property SMNotEnoughExplosivesMsg AutoObjectReference Property SMFallenRocks AutoMiscObject Property SMExplosivesBox AutoQuest Property SMMQ02 AutoObjectReference Property TheCar AutoObjectReference Property ExplosionMarker2 AutoObjectReference Property ExplosionMarker3 AutoExplosion Property SMExplosion AutoExplosion Property SMExplosion2 AutoExplosion Property SMExplosion3 AutoEvent OnEquipped(Actor akActor) if akActor == Game.GetPlayer()If SMFallenRocks.getitemcount(SMExplosivesBox) >= 8Game.ShakeCamera(afStrength = 1, afduration = 1)Game.ShakeCamera(afStrength = 0.5, afduration = 0.5)SMFallenRocks.placeatme(SMExplosion)ExplosionMarker2.placeatme(SMExplosion2)ExplosionMarker3.placeatme(SMExplosion3)SMFallenRocks.disable()SMMQ02.completeallobjectives()SMMQ02.setstage(40)SMMQ02.completequest()SMMQ02.stop()TheCar.unlock()ElseSMNotEnoughExplosivesMsg.show()EndifEndifEndEvent Link to comment Share on other sites More sharing options...
SKKmods Posted August 21, 2020 Share Posted August 21, 2020 So a holotape generates the event ObjectReference.OnEquipped to a Self. attached script. Is that event generated when it is: (a) Inserted into the pipboy, and/or;(b) Played on the pipboy, and/or;© Ejected from the pipboy ? Link to comment Share on other sites More sharing options...
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