stalkerafi Posted September 2, 2020 Share Posted September 2, 2020 Hi guys, I'm still new to modding Skyrim so apologies if this has been covered or is a very simple thing to do. All I'm really looking for is some validation if what I want to do is possible or not and maybe one or two pointers to get started. I've played around with the creation kit, scripting etc a litle bit and searched countless times across the web, watched a few videos but haven't been able to find anything at all related to the world map UI. Basically, I want to add the ability to rename a MapMarkerRef instance (a location marker on the world map screen) when the player clicks it with the right-mouse button. The left mouse button event already fires the "fast travel to X?" question message or equivalent if the location hasn't been discovered yet whereas the right-mouse button seems to centre the point on screen. I'd like to override or replace that right-mouse behaviour to do the following: 1. Pop up a Message saying something like "Set state for this location" with buttons containing values such as "Cleared", "Explored", "Not Explored" etc. 2. The player clicks one of the buttons and the map marker ref is renamed by appending the button value to the existing name - e.g. "Bleak Falls Barrow - Not Explored".3. Persist these name changes between saves/loads etc. This will allow players to look at the map to determine the states of all the locations they find, explore, bypass for later and then manually update and should be more useful than the standard 'Cleared' flag which only seems to be applied to caves, ruins and other quest specific locations. This feels like a very simple thing to do but I'm not even sure if it's possible within the limits of the creation kit? Playing around so far with Bleak Falls Barrow I've got a script that pops up the message on cell loaded and intercepts the button that is pressed. But it needs to be more generic and work on the map screen. Q1. Can scripts be applied to the base Map Marker Ref so that I wouldn't have to write the same thing for every map marker in the game? The CK UI doesn't have a section for adding a script to that object so I'm not holding out much hope.Q2. Can a mouse click event be used as a script event?Q3. And if so, can that be applied to the map marker refs on the world map? Thank you very much in advance of any help or pointers. Also, if anyone knows of an existing mod that already does the above then please share! Cheers,Ian Link to comment Share on other sites More sharing options...
maxarturo Posted September 3, 2020 Share Posted September 3, 2020 The "Cleared" text that appears on the map is defined by the "Initial Boss" that lives in that cell / dungeon, after that boss dies the script on that actor will send the corresponding event that the "Map Marker" can then read. You need to study how the vanilla cells / dungeons are set up to understand it and get and idea on how and what your idea needs to do in order to send info to the "Map" / "Map Marker". If i remember correctly the 'creationkit' webpage has a detailed tutorial on how to built a fully functional dungeon and set up all this. Q1 No, the 'Map Marker' is a static object and static object can not hold scripts in its 'Base Object'. Q2 Yes, but you need to use SKSE to register for key event or apply the event to a key. Q3 Theoretically yes, but this needs testing. I don't think that a mod like this exists, but in the other hand, i don't know every mod that exists out there... What i can tell you though is that, for this idea to work requires a modder with the ability to "INNOVATE" and to be able to think way outside the box !. Theoretically everything you want to do can be done, but theoretically speaking... Link to comment Share on other sites More sharing options...
stalkerafi Posted September 5, 2020 Author Share Posted September 5, 2020 Thanks for the reply and tips! I'll look into the dungeon boss actor's events. I also found that scripts associated with the map icon's within the Map.swf could also be handling these events and communicating with the main game objects but I'll need to look further into it. Cheers,Ian Link to comment Share on other sites More sharing options...
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