Difference between revisions of "Hello World"
Jump to navigation
Jump to search
imported>Cobalt027 (Created page with "In this tutorial, we will make a mod that pops up a message box that says Hello World. === PreRequisites === # Install Creation Kit (From the [http://download.cdp.bethesda.ne...") |
imported>Qazaaq |
||
(5 intermediate revisions by one other user not shown) | |||
Line 1: | Line 1: | ||
[[Category:Bethesda_Scripting_Tutorial_Series]] | |||
In this tutorial, we will make a mod that pops up a message box that says Hello World. | In this tutorial, we will make a mod that pops up a message box that says Hello World. | ||
=== PreRequisites === | === PreRequisites === | ||
# Install Creation Kit (From the [http://download.cdp.bethesda.net/BethesdaNetLauncher_Setup.exe Bethesda.net] launcher) | # Install Creation Kit (From the [http://download.cdp.bethesda.net/BethesdaNetLauncher_Setup.exe Bethesda.net] launcher) | ||
# Update Fallout 4 to [ | # Update Fallout 4 to [[Enable Loose Files]] | ||
# Update Fallout 4 to [ | # Update Fallout 4 to [[Enable Debug Logging]] | ||
=== Steps === | === Steps === | ||
1. | :1. Load Fallout 4 Resources | ||
:* Start Creation Kit | ::* Start Creation Kit | ||
:* File -> Data... -> Double Click Fallout4.esm | ::* File -> Data... -> Double Click Fallout4.esm | ||
:* Hit [OK] | ::* Hit [OK] | ||
2. Set a default namespace | :2. Set a default namespace | ||
:When a namespace is set, the Creation Kit places all of the scripts you generate under Data/Scripts/<NameSpace>. This is handy for keeping track of your which mods various scripts support. | ::When a namespace is set, the Creation Kit places all of the scripts you generate under Data/Scripts/<NameSpace>. This is handy for keeping track of your which mods various scripts support. | ||
:* File -> Preferences | ::* File -> Preferences | ||
:* Scroll to the right and select the "Scripts" Tab | ::* Scroll to the right and select the "Scripts" Tab | ||
:* Within "Default namespace", enter "HW". (HW are the initials for this mod) | ::* Within "Default namespace", enter "HW". (HW are the initials for this mod) | ||
:* Hit [Apply] | ::* Hit [Apply] | ||
3. Create a Message | :3. Create a [[Message]] | ||
:* Within the left pane of the | ::* Within the left pane of the [[Object Window]], expand the [[:Category:Miscellaneous| Miscellaneous]] category. | ||
:* Click On/Highlight "Message" | ::* Click On/Highlight "Message" | ||
:* Double Click "Blank Message" in the right pane | ::* Double Click "Blank Message" in the right pane | ||
:** ID : HelloWorld | ::** ID : HelloWorld | ||
:** Title : Hello World Title | ::** Title : Hello World Title | ||
:** Short Title : Hello Title | ::** Short Title : Hello Title | ||
:** Message Text : Hello World! | ::** Message Text : Hello World! | ||
:** Hit [OK] | ::** Check the Box : [x] Message Box | ||
:** Hit [YES] when asked if you wish to create a new Form | ::** Hit [OK] | ||
::** Hit [YES] when asked if you wish to create a new Form | |||
4. Create a Quest | :4. Create a [[Quest]] | ||
::The best way to introduce content into the game is by creating a new Quest that adds the content or performs various actions. | |||
: | ::* Within the left pane of the [[Object Window]], expand the [[:Category:Character| Character]] category. | ||
::* Click On/Highlight "Quest" | |||
::* Within the right pane of the Object Window, Right-Click the background and select "New" | |||
::** ID : HelloWorldQuest | |||
::** ''NOTE : "Start Game Enabled" and "Run Once" are checked. For this example, the default values are fine.'' | |||
::** Hit [OK] ''NOTE : Scripts are not enabled until the quest is created'' | |||
: | :5. Create a Script for the [[Quest]] and inject the HelloWorld [[Message]] | ||
::* Within the left pane of the "Object Window", Make sure "Character" -> "Quest" is selected | |||
::* Enter "HelloWorld" into the Filter box | |||
::* Within the right pane, re-open The "HelloWorldQuest" | |||
::* Click on the "Scripts" Tab | |||
::** Click [Add] => [New Script] | |||
::** Name : HelloWorldQuestScript ''NOTE : You should see your "HW" in the Namesapce'' | |||
::* When the Properties Window appears, click [Add Property] | |||
::** Type : Message | |||
::** Name : pHelloWorld | |||
::** Hit [OK] | |||
::** Hit [OK] (To exit Property editor) | |||
: | ::: ''NOTE'' : When Properties start with the letter "p", The CK searches all objects matching the TYPE for an obvious match. Since there is a MESSAGE named "HelloWorld", it automatically fills the property for you. If you had named the property something else, or given the message box a different ID, you would have needed to specify the specific MESSAGE to inject. | ||
:6. Edit the script to show the message | |||
::* Open up HelloWorldQuest and go to the script if you are not already there. | |||
::* Right Click [HW:HelloWorldQuestScript] and Select "Edit Source" | |||
:* Open up HelloWorldQuest and go to the script if you are not already there. | ::* Add the following to the bottom of the file | ||
:* Right Click [HW:HelloWorldQuestScript] and Select "Edit Source" | :::'' NOTE: Spacing is important. If you are pasting from this page, paste into NotePad first to eliminate format and then paste into the CK edit window. | ||
:* Add the following to the bottom of the file | |||
::'' NOTE: Spacing is important. If you are pasting from this page, paste into NotePad first to eliminate format and then paste into the CK edit window. | |||
<source lang="papyrus"> | |||
Event OnInit() | Event OnInit() | ||
pHelloWorld.Show() | pHelloWorld.Show() | ||
Debug.MessageBox("Hello from a Debug MessageBox!") | Debug.MessageBox("Hello from a Debug MessageBox!") | ||
EndEvent | |||
</source> | |||
::* In the Edit Script Window, goto File -> Save (''When you save, CK automatically attempts to compile the code'') | |||
::* Close the Script Editor | |||
::* Hit [OK] on the HelloWorldQuest window | |||
::* CK -> File -> Save | |||
::* File name: HelloWorld | |||
::* Save as type: TES Plugin Files (*.esp) | |||
::* Hit [SAVE] | |||
::* [Optional] Exit Creation Kit | |||
:7. Test the Mod | |||
::* Startup Fallout 4 | |||
::* Hit [Play] | |||
::* Hit [Mods] | |||
::* Hit [HOME] to bypass the user login | |||
::* Select [HelloWorld], make sure it is checked | |||
::* ESC to back out | |||
::* Hit [OK] when it detects Mod change (reloads mods) | |||
::* Load an existing save game or start a new game. | |||
:You should see 2 message boxes pop up. One from the Message you created and the other from the debug. | |||
=== Lessons Learned === | |||
:1. Dependency Injection | |||
::Papyrus works off the principles of Dependency Injection: In general, you should create objects and Inject them into your script from within the Creation Kit. | |||
:2. Avoid Debug.MessageBox | |||
::When scripts are archived into release archives, the Creation Kit will strip out all [[Debug Script]] methods such as Debug.MessageBox, Debug.TraceAndBox, etc... This example creates and injects a MESSAGE object because it is technically required to get "Hello World" to show up in a released mod. You can not rely on Debug methods (specifically the message box function) as part of a mod. | |||
=== If things aren't working === | |||
: | :Make sure you enabled loose files. A common mistake is to edit the wrong INI file. Make sure you edit the file under Documents/My Games/Fallout 4. |
Latest revision as of 21:33, 1 August 2016
In this tutorial, we will make a mod that pops up a message box that says Hello World.
PreRequisites[edit | edit source]
- Install Creation Kit (From the Bethesda.net launcher)
- Update Fallout 4 to Enable Loose Files
- Update Fallout 4 to Enable Debug Logging
Steps[edit | edit source]
- 1. Load Fallout 4 Resources
- Start Creation Kit
- File -> Data... -> Double Click Fallout4.esm
- Hit [OK]
- 2. Set a default namespace
- When a namespace is set, the Creation Kit places all of the scripts you generate under Data/Scripts/<NameSpace>. This is handy for keeping track of your which mods various scripts support.
- File -> Preferences
- Scroll to the right and select the "Scripts" Tab
- Within "Default namespace", enter "HW". (HW are the initials for this mod)
- Hit [Apply]
- 3. Create a Message
- Within the left pane of the Object Window, expand the Miscellaneous category.
- Click On/Highlight "Message"
- Double Click "Blank Message" in the right pane
- ID : HelloWorld
- Title : Hello World Title
- Short Title : Hello Title
- Message Text : Hello World!
- Check the Box : [x] Message Box
- Hit [OK]
- Hit [YES] when asked if you wish to create a new Form
- 4. Create a Quest
- The best way to introduce content into the game is by creating a new Quest that adds the content or performs various actions.
- Within the left pane of the Object Window, expand the Character category.
- Click On/Highlight "Quest"
- Within the right pane of the Object Window, Right-Click the background and select "New"
- ID : HelloWorldQuest
- NOTE : "Start Game Enabled" and "Run Once" are checked. For this example, the default values are fine.
- Hit [OK] NOTE : Scripts are not enabled until the quest is created
- Within the left pane of the "Object Window", Make sure "Character" -> "Quest" is selected
- Enter "HelloWorld" into the Filter box
- Within the right pane, re-open The "HelloWorldQuest"
- Click on the "Scripts" Tab
- Click [Add] => [New Script]
- Name : HelloWorldQuestScript NOTE : You should see your "HW" in the Namesapce
- When the Properties Window appears, click [Add Property]
- Type : Message
- Name : pHelloWorld
- Hit [OK]
- Hit [OK] (To exit Property editor)
- NOTE : When Properties start with the letter "p", The CK searches all objects matching the TYPE for an obvious match. Since there is a MESSAGE named "HelloWorld", it automatically fills the property for you. If you had named the property something else, or given the message box a different ID, you would have needed to specify the specific MESSAGE to inject.
- 6. Edit the script to show the message
- Open up HelloWorldQuest and go to the script if you are not already there.
- Right Click [HW:HelloWorldQuestScript] and Select "Edit Source"
- Add the following to the bottom of the file
- NOTE: Spacing is important. If you are pasting from this page, paste into NotePad first to eliminate format and then paste into the CK edit window.
Event OnInit()
pHelloWorld.Show()
Debug.MessageBox("Hello from a Debug MessageBox!")
EndEvent
- In the Edit Script Window, goto File -> Save (When you save, CK automatically attempts to compile the code)
- Close the Script Editor
- Hit [OK] on the HelloWorldQuest window
- CK -> File -> Save
- File name: HelloWorld
- Save as type: TES Plugin Files (*.esp)
- Hit [SAVE]
- [Optional] Exit Creation Kit
- 7. Test the Mod
- Startup Fallout 4
- Hit [Play]
- Hit [Mods]
- Hit [HOME] to bypass the user login
- Select [HelloWorld], make sure it is checked
- ESC to back out
- Hit [OK] when it detects Mod change (reloads mods)
- Load an existing save game or start a new game.
- You should see 2 message boxes pop up. One from the Message you created and the other from the debug.
Lessons Learned[edit | edit source]
- 1. Dependency Injection
- Papyrus works off the principles of Dependency Injection: In general, you should create objects and Inject them into your script from within the Creation Kit.
- 2. Avoid Debug.MessageBox
- When scripts are archived into release archives, the Creation Kit will strip out all Debug Script methods such as Debug.MessageBox, Debug.TraceAndBox, etc... This example creates and injects a MESSAGE object because it is technically required to get "Hello World" to show up in a released mod. You can not rely on Debug methods (specifically the message box function) as part of a mod.
If things aren't working[edit | edit source]
- Make sure you enabled loose files. A common mistake is to edit the wrong INI file. Make sure you edit the file under Documents/My Games/Fallout 4.