Different Text Displays

Post » Wed Jun 20, 2012 5:51 pm

I've been searching the wiki and I can't find a way, other than through building a quest, to display information like a quest does.

I know about debug.messagebox and debug.notification but what would the syntax to get the message centered like starting a quest?

Thanks!
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Alkira rose Nankivell
 
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Post » Thu Jun 21, 2012 12:50 am

I read your other topic on dialogue. I'm a bit confused what you are trying to do that means it is not a quest that you are after?

Quests don't have to be things-that-the-player-must-do - Beth often uses quests as somewhere to put scripts and control mechanisms, because you can then easily use things like Quest Objectives which appear in fancy text in the middle of your screen.

For example, the Khajiit Caravans are controlled by a Quest, but that Quest is nothing to do with the player and has no Objectives and so on. Beth just used the Quest as somewhere to hang all the relevant scripts from. So, you could use a Quest for your Dialogue and to write things to the middle of your screen, without the player having to have any effect on the "quest" at all. I guess it depends on what you are trying to achieve?


As to this question, I haven't seen anyone report a way to do what you want, debug.notification always appears top-left of screen. However, at the back of my mind something tells me someone did report a way to do this, without quests, but searching here I can't find it (so I may well be imagining it!)
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lucy chadwick
 
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Post » Wed Jun 20, 2012 8:31 pm

The quest I'm working on is so small that I would rather spend the time finishing it up and posting it rather than spending hours on learning how to make a quest. The more you get in to making quests the more complicated it seems.

So, I'll try to make it look as much like a regular quest as I can and the only thing missing is the ability to have the text front and center when the item is taken from the NPC.

I'll make a quest later when I have something more grand to do.
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Sarah Bishop
 
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Post » Wed Jun 20, 2012 4:20 pm

You might end up spending more time trying to find a workaround rather then just putting together a hidden quest. I literally ran into a similar situation as my mod is only a house mod but i wanted to blend it into the game world a bit better. In my case, I am using my project as a way of learning as much of the ck as possible so I couldn't wait to jump in and start figuring things out

- Hypno
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Ladymorphine
 
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Post » Wed Jun 20, 2012 11:38 pm

I agree about the learning part. I've already learned a lot since I started this mod, which is also a house mod too :smile:

I have all the messages and sounds in place anyways...well, except the finale sound. I need to learn how to make a Quest complete sound when an NPC is activated.

But this quest is so simple, and I hope a little entertaining, that I would rather do a full quest later. All this quest is...get note with key from slain merc, go to house to free ghosts haunting it, get key 01, get 02, open safe, read document. And there is a few fights in-between. But when the ghosts float up and away I want the quest sound on that.

All that is missing is that centered text. But I can do without that if needed.
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Ray
 
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Post » Wed Jun 20, 2012 1:56 pm

Just make a quest objective for each 'notification', then SetObjectiveDisplayed(#) when the time is right, then you get the centered text along with the nifty drum sound. Once you've done it once, it'll be old hat.
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Ron
 
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Post » Wed Jun 20, 2012 5:23 pm

Justin

I still haven't been able to figure out how to make quests.

I've also been trying to get the NPCs to say "Goodbye" in the finale but nothing seems to work (following, or trying to follow, the wiki).
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Sophh
 
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Post » Thu Jun 21, 2012 12:09 am

Saying goodbye is just another line of dialogue. Though you should tick that line to indicate that it is a goodbye line (then the NPC can go wander off and do whatever else it was supposed to be doing)

However easy your "quest" is, you should still make it a Quest ... If you follow the Wiki Starter Tutorial (Bendo) right through it will show you how to setup a very easy Quest, with Dialogue and titles and all that good stuff. Otherwise you are just fighting the system all the time.

Bendo takes about an hour from start to finish (max) and it is well worth doing. You might also then want to carry on with the tutorials that go into more detail about Quests.

http://www.creationkit.com/Bethesda_Tutorial_Planning_the_Quest
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Ryan Lutz
 
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Post » Thu Jun 21, 2012 3:05 am

Bendo takes about an hour

I was 5+ hours in and still couldn't apply what it taught to my story.

My "quest" does everything a complete quest does anyway, except three things:

*No writing to the journal
*No message in the center
*No choosing what/when the NPCs say something

Close enough for my 1st foray into modding in the last 10+ years.

I think creating quests is the hardest thing there is to do in Skyrim modding. I find it maddeningly frustrating and complicated.

I guess I get a creative block, or something, when trying to deal with quest making.
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Amelia Pritchard
 
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