Hello World
Revision as of 15:19, 28 July 2016 by 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...")
In this tutorial, we will make a mod that pops up a message box that says Hello World.
PreRequisites
- Install Creation Kit (From the Bethesda.net launcher)
- Update Fallout 4 to Enable Loose Files
- Update Fallout 4 to Enable Debug Logging
Steps
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 "Miscellaneous"
- 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!
- 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 "Character"
- 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)
When Properties start with the letter "p", The CK searches all objects matching the TYPE for an obvious match. Since there is a MessageBox 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 MessageBox 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