How do you make messages appear in the upper left corner?

Post » Wed Jun 20, 2012 5:35 pm

You know where it says stuff like "Your follower has left your service." and "such and such item added"? I want to start displaying combat messages there, like when the player misses his attack (according to the DnD system) and so forth. Thoughts?
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Gemma Archer
 
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Post » Wed Jun 20, 2012 11:20 am

debug.notification("the message you want to show")
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Jacob Phillips
 
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Post » Wed Jun 20, 2012 5:12 pm

debug.notification("the message you want to show")

I figured it was something simple. Thank you!
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Alex Blacke
 
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Post » Wed Jun 20, 2012 9:39 pm

debug.notification should be used only for debug purpose.

To display gameplay infos you should use message property.
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NO suckers In Here
 
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Post » Wed Jun 20, 2012 8:53 am

debug.notification should be used only for debug purpose.

To display gameplay infos you should use message property.
Debug.Notification() is fine when you don't want to stop game time. There's nothing wrong with using it for non-debugging purposes nor is there any advantage to using a Message property pointed to a MESG form w/o its "MessageBox" flag ticked unless your plugin is multilingual...
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Joanne
 
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Post » Wed Jun 20, 2012 5:13 pm

unless your plugin is multilingual...
*this* is the reason.
all mods are potentially multilingual.
using debug.notification will need script edition.

message property also offer a way to change the display time.
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Rachel Eloise Getoutofmyface
 
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Post » Wed Jun 20, 2012 12:40 pm

I, for one, will still use Notification() preferentially for little snippets unless I plan to make the plugin multilingual myself. Others making others' plugin multilingual is not reason enough to suggest Notification() be disused.
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James Wilson
 
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Post » Wed Jun 20, 2012 5:14 pm

Well since this is a multingual community, developpers need to be aware of the multingual issue.
That's my point.

After that everybody is totally free to use lazy and inelegant methods ^^
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Suzy Santana
 
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Post » Wed Jun 20, 2012 8:48 pm

Get over yourself! There's nothing "lazy" or "inelegant" about authors not bending to your will. http://steamcommunity.com/sharedfiles/filedetails/?id=7520 and they're a pain in the azz to maintain as the CK delocalizes them. When and only when an author is ready to make their plugin multilingual should they worry about such details and there's no reason authors should disuse a perfectly viable Papyrus function lest they desire to make their plugins multilingual themselves. If one wants to translate without the author's involvement, they're most likely going to do so w/o localization string file use anyway, so opening a PSC and swapping out language X instances in Notification() calls is, aptly, on their shoulders.

I reiterate: Debug.Notification() is a perfectly acceptable function to display a message with.
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Ashley Hill
 
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Post » Wed Jun 20, 2012 5:00 pm

Dude,
*you* don't care of multilingual issues, but that does'nt mean everybody are thinking like you.

A lot of mods are starting to be translated right now, for everybody's benefits.

And what I am saying is that developers must be aware of the limitation of the debug option. If they dont care they dont... what can I do...
But I am talking about facts.
It's a good habit to do things right directly instead of looking for false excuses when they know they are lazy.

It's up to them.
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Sarah Kim
 
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Post » Wed Jun 20, 2012 5:51 pm

Dude, you really need to start thinking that you are not the center of the world.
Never thought I was. Again, I have multilingual plugins, so calling me "lazy" and saying I don't care is asinine.
A lot of mods are starting to be translated right now, for everybody's benefits.
Everybody? This only benefits players with different language installations then that of a plugin's author. Making a plugin multilingual is an undertaking only the author should impose upon themselves and it should not be mandated by users. I've gone out of my way to make multilingual plugins before and I'll do it again, but not at anyone's behest.
And what I am saying is that developers must be aware of the limitation of the debug option. If they dont care they dont... what can I do...
Agreed, but not preemptively setting up every plugin to be multilingual does not imply the author doesn't care as they might just be waiting until their work is closer to its final stages.
It's a good habit to do things right directly instead of looking for false excuses when they know they are lazy.
While I agree authors should know the limitations of their methods, there's nothing wrong with or lazy about using Notification() until the author plans to make their plugin multilingual. You're the one who is lazy as you'd have us all disuse Notification() to make translating easier for you.
It's up to them.
You're damned right it is, and I rest my case.
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Tyler F
 
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Post » Wed Jun 20, 2012 2:29 pm

Damn, I just wanted to alert the OP of some limitations of the debug method.


I didnt say *you* are lazy , I said the method was.
And it is (also inelegant).
With tool like Skyrim String Localizer, it's actually really easy to translate mods. Why would you make things harder?
And you also should be aware that not all dev are actually including their scripts sources in their mod release.

Now, I will leave you with your anger, because this will lead to nowhere.
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trisha punch
 
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Post » Wed Jun 20, 2012 10:53 pm

I didnt say *you* are lazy, I said the method was.
And it is.
Before the edit(s) and right between the lines, yes you did, right along with "inelegant". No, using Notification() is not lazy.
With tool like Skyrim String Localizer, it's actually really easy to translate mods. Why would you make things harder?
That's not what it's about. Sure, localizing/translating another's file for one's use is easy, but not in the event it's your file and you are still working on the project as the CK doesn't handle the string files/localized plugins. Making a separate MESG form every time instead of using Notification() would make things harder from the onset and my point remains that there's nothing wrong, lazy, or inelegant about using Notification() unless preparing for localization. If someone can't wait for the author to translate, the editing of a relevant PSCs and/or addition of new MESG forms rests squarely on their shoulders, not the author's.
And you also should be aware that not all dev are actually include their scripts sources in their mod release.
I'm aware and that is a shame. I always include the .PCSs.
Now, I will leave you with your anger, because this will lead to nowhere.
Adamant != Angry. You didn't get under my skin...
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Alberto Aguilera
 
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