JcHARP Posted February 14, 2013 Share Posted February 14, 2013 Curious, if someone can help me out. Is it onActivate? or what ;_; all help is appreciated :3 <3 Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted February 14, 2013 Share Posted February 14, 2013 Reading a note in the pipboy, or in a terminal or something? If in a terminal, it'd be the result script in the terminal form. If you want to do something in the pipboy menu, oh well. You'll need to find some other way, such as a message form with an activate block on an activator of some kind. Link to comment Share on other sites More sharing options...
JcHARP Posted February 14, 2013 Author Share Posted February 14, 2013 Ahh, so there is no way to do so on the pipboy? Link to comment Share on other sites More sharing options...
viennacalling Posted February 14, 2013 Share Posted February 14, 2013 For a text note the best you can do (as far as I know) is check if the player has the note. Script VCassCompanionScript shows how that quest moves forward when the player has either evidence note at a certain stage in the quest. I don't think there is any scripting way to determine if the player actually reads a note. On the other hand, if it was a voice note you could use the result script block associated with the quest topic to call the setstage. Link to comment Share on other sites More sharing options...
llamaRCA Posted February 14, 2013 Share Posted February 14, 2013 For a text note the best you can do (as far as I know) is check if the player has the note. Script VCassCompanionScript shows how that quest moves forward when the player has either evidence note at a certain stage in the quest. I don't think there is any scripting way to determine if the player actually reads a note. On the other hand, if it was a voice note you could use the result script block associated with the quest topic to call the setstage.Well, if the reason you care about the way it's presented is because you want it to look like a note then you can do an activator type thing like Gribbleshnibit said. That works like this: You make a message that says what you want the note to say. Then you make an activator that looks like the note object (there are examples of this in the activator section of the Geck done for the powder gangers in the camps). Then you write your script. In the onactivate block you do: ShowMessage MyAwesomeContent SetStage MyAwesomeQuest X You attach your script to the activator. Then you put the activator into the gameworld somewhere and when the player activates it the message pops up on the screen (make sure it's that kind of message) and he/she reads it (note read) and the setstage is done. I think I remembered everything. I might have missed something. I'm not at my modding machine right now. But if you look at the Powder Ganger example in the activators you can find all the pieces you need by looking at it, the attached script and the message referenced in that script. Link to comment Share on other sites More sharing options...
Sirropoo Posted February 14, 2013 Share Posted February 14, 2013 (edited) Not plugging in a mod but for a quick reference.Do a mod search "GSRLP", its a small player home, down load it and load it into GECK, the interior cell is GSRLPWildQuonsetInt.There is a note on a table that the player picks up, it displays on the HUD (not Pipboy) then removes it from the players inventory. You can use this to see the parts that are linked and way it is set up. Best teaching aid in the world, is to go in and get your hands dirty :) EDIT: refer to Llama's post for the set stage, easy enough. Edited February 14, 2013 by Sirropoo Link to comment Share on other sites More sharing options...
JcHARP Posted February 15, 2013 Author Share Posted February 15, 2013 I suppose for this I will just have to make due with that, thanks all for the help :) Link to comment Share on other sites More sharing options...
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