Player-inputed strings.. possible to apply to aliases and su

Post » Thu Jun 21, 2012 2:36 am

I can't seem to find anything on this, but i was wondering if it is possible to

1. prompt the player to input a string value (similar to renaming your weapon after enchanting it)
2. store the string as a property or overwrite a message object
3. apply the string in a script or alias name
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Valerie Marie
 
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Post » Thu Jun 21, 2012 12:27 pm

I have looked into this EXTENSIVELY when I was making my PokeMod, and found nothing. If you have any better luck, let me know.
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Jack
 
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Post » Thu Jun 21, 2012 3:48 am

i wonder if the player input for enchanting weapons is a hard-coded game function


i cant find anything in the CK that points to this, quest or otherwise
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Tammie Flint
 
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Post » Thu Jun 21, 2012 12:58 am

What about creating a quest with 10 or so reference aliases, each pointing to a custom dummy object? You can use SKSE to rename the dummy objects to the strings you need whenever you display a message box.

EDIT:
Re-reading this, I realize what I said had nothing to do with the topic.
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Maya Maya
 
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Post » Thu Jun 21, 2012 2:18 am

I'll copy/paste what I wrote on Nexus Mod Request section:

I think this that renaming is hardcoded somewhere, not accessible in CK, and even with other tricks involve there would be no way to prompt the input field for the name without of actually doing an enchanting...and so the problem would be if you try to rename and already enchanted item.
One pretty ugly solution I can see doable: place the item you want to rename on the table (then you can detect it in script by proximity), or in a container linked to a special enchanting table, and use the enchanting table to enchant a dumb item with a special effect...let's say "Rename". Once you do that, rename the item you placed using a quest with text replacement http://www.creationkit.com/Text_Replacement and remove the dumb item from the game. This still may not work if enchantment renaming is done via text replacement...for example in my Named Soul Gems mod if the NPC is named via text replacement then the gem will not take that name but the base name.
Edit: some other variation if you can have an enchant for a piece of paper for example not only equipment: do such an enchanting and consider the paper to be a recipe to rename the item, then give both the paper and the item to some special NPC which will give you back the item renamed using text replacement.
I have no time to work on this and don't know if the solution would be simple enough to get accepted, but if someone wants feel free to try doing it this way or use what I suggested as a starting idea that can be enhanced.
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Gill Mackin
 
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Post » Thu Jun 21, 2012 7:35 am

I'd like to know how to do this as well, but I haven't looked into it yet. Even if it IS hard-coded, there is most likely still some kind of code in the script which triggers the hard-coded action... shouldn't there be? I'm doing some real-world work lately, so I dunno when I'll be able to conduct my own search... hopefully someone'' figure it out before then heheheh.

RandomNoob: heheh.. you CAN do it the way you suggest, kinda. If you have 27+ buttons in a messageBox menu, each having a letter or 'spacebar' assigned to it (more for including numbers of course); then User would 'type' whatever. Your code could then string all those variables together in a message/whatever couldn't they? I know it's kind of a krappy workaround (if it actually works), and would take forever (in-game)... AND may take up a bunch of space (having all those properties/etc); but hey - if people want that kind of thing that bad, and no other alternative..
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yermom
 
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