Difference between revisions of "Hello World"
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imported>Qazaaq |
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=== 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 | ||
Line 22: | Line 22: | ||
::* 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 | ||
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::** Hit [YES] when asked if you wish to create a new Form | ::** 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. | ::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 | ::* Within the left pane of the [[Object Window]], expand the [[:Category:Character| Character]] category. | ||
::* Click On/Highlight "Quest" | ::* Click On/Highlight "Quest" | ||
::* Within the right pane of the | ::* Within the right pane of the Object Window, Right-Click the background and select "New" | ||
::** ID : HelloWorldQuest | ::** ID : HelloWorldQuest | ||
::** ''NOTE : "Start Game Enabled" and "Run Once" are checked. For this example, the default values are fine.'' | ::** ''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'' | ::** Hit [OK] ''NOTE : Scripts are not enabled until the quest is created'' | ||
:5. Create a Script for the Quest and inject the HelloWorld Message | :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 | ::* Within the left pane of the "Object Window", Make sure "Character" -> "Quest" is selected | ||
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::** Hit [OK] (To exit Property editor) | ::** 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 | ::: ''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 | :6. Edit the script to show the message | ||
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:::'' 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. | :::'' 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> | |||
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::* Load an existing save game or start a new game. | ::* 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. | :You should see 2 message boxes pop up. One from the Message you created and the other from the debug. | ||
=== Lessons Learned === | === Lessons Learned === | ||
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:2. Avoid Debug.MessageBox | :2. Avoid Debug.MessageBox | ||
::When scripts are | ::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 === | === 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. | :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.