Editing Scripting AddItem Holotape Using OnMenuOpenCloseEvent

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= Overview =
This tutorial is designed to teach the reader to add a [[Quest]] item, in this case a [[Holotape]], to the player inventory when the player opens the [[Menu|PipboyMenu]].


There are several ways to do this. This is but one example.


'''The reader will learn:'''
This will add a persistent quest item, in this case a holotape, to the player inventory when the player opens the PipboyMenu.
* How to set up a simple, "dummy" Quest
* How to create a [[Reference Alias]]
* How to fill that Reference Alias with a quest script


= The Quest =
There are several ways to do this. This is but one example.
The quest will need to be enabled at start, will have two stages, and will contain a reference alias with a Specific Reference Fill Type. It is not designed to show up in the player menu so it will not have a Type, Location, or a Quest Group. The script is designed to stop the quest after which time the object can be dropped by the player.
 
First, let's create the quest.
* In the [[Object Window]], navigate to Character > Quests
* On any of the quests on the right panel, Right Click > New
* Give the quest a unique Editor ID (EDID) and a name.  


For purposes of this tutorial, we've named it <code>OLT_HolotapeOnOpenCloseMenuQuest</code>. Because it is a "dummy" Quest that will not show in the player inventory and will only run "behind the scenes," you can give a brief description of what the quest does for your eyes only.
== Quest Set up ==
 
The quest will need to be enabled at start, will have two stages, and will contain a reference alias with a Specific Reference Fill Type.
The quest we are creating will be set to Start Game Enabled, and we only want the quest to run once so [[OnInit_-_ScriptObject|OnInit]] will not fire twice.
 
* Check the boxes for Start Enabled, Run Once, and Warn on Alias Failure
* Leave the priority at 0. While the quest has a Reference Alias, it does not have dialogue, so dialogue and AI package overrides to vanilla NPCs should not be an issue.


'''Creation:'''
* Create a quest that is Start Enabled, Run Once. For easy reference later, fill in Object Window Filter with your NameSpace. You'll be able to easily go to Character > Quests > YourNameSpace to find your new quest.
[[File:Ck_1.PNG]]
[[File:Ck_1.PNG]]
* Create two stages - 10 and 20.


* Fill in a namespace under Object Window Filter so that you can easily find it in the [[Script Object]]s panel of the Object Window.
<blockquote>[[File:InDepth_Nerd.png|left|140px]]
'''Note:'''
* The Quest form only gives a few tabs when first creating a quest. You'll need to save it after initial creation in order to fully edit it.
* For easy reference later, make use of the Object Window Filter. You'll be able to easily go to Character > Quests > YourNamespace to find your new quest.
* If you do not have your Warnings visible in case of Alias fill failure, navigate to View > Warnings. Setting a [[Layout]] color for the warnings window for <code><CURRENT></Code> warnings, will allow you to easily find the warning and double click on it. Most warnings will pop up the form where the warning is located.
* If "Start Game Enabled" is not also flagged to "Run Once," the OnInit() Event will fire twice.
</blockquote>
We're done with the initial set up of our quest.
* Click "Ok" to save and close the quest to refresh it.


== Quest Stages ==
== Quest Stages ==
Now let's set up the quest stages. There are two: Stage 10 and Stage 20.
'''Stage 10:'''[[File:Ck_2.PNG|thumb|Fig. 2: Quest Stage 10]]
 
* Check Run on Start.  
* Return to the new Quest. All tabs available for quest creation are now shown.
* New Entry
* Navigate to the Quest Stages tab
 
The first stage is set up to run on start with a simple [[Debug_Script|Debug]] trace for [[Enable_Debug_Logging|Papyrus Logging]].
 
'''Stage 10:'''
* Check the box for "Run on Start".  
* On the left panel Right Click > New to add a new index.
* Fill in the index number with "10".
* On the stage items panel Right Click > New to add the new entry to the stage index.
* Add designer notes, such as "Start Up".
* Add designer notes, such as "Start Up".
* Add the following papyrus fragment:
* Add the following papyrus fragment:


=== Stage 10 Papyrus Fragment ===
== Stage 10 Papyrus Fragment ==
The [[Quest_Stage_Fragments|Quest Stage Fragment]] for this quest is as follows:
<source lang="papyrus">
<source lang="papyrus">


Line 64: Line 27:


</source>
</source>
[[File:Ck_2.PNG]]
This is just a simple trace. It isn't necessary but it's useful if something goes south.
 
* Click compile
* Click "OK" to save and close the Quest to save the new fragment.
 
'''Renaming the fragment'''
 
For organizational purposes and efficient asset tracking for both the mod author and end-user, we're going to rename the fragment with our mod's unique namespace. Namespaces are subfolders within the data folder where the fragment will be output by the editor.
 
* Return to your quest.
* Navigate to Quest Stages and click on the Advanced tab.
* click Rename Script.
* For tutorial purposes, rename the script to <code>QF_OLT_HolotapeOnOpenCloseMenuScript</code> and the Namespace to <code>OLT:Example:Fragments:Quests</code>.
* Click Papyrus Fragment tab and click "Compile."
* Click "Ok" to save and exit the Quest tab to refresh the script fragment.
 


<blockquote>[[File:InDepth_Nerd.png|left|85px]]
'''Note'''


* You will not have to do any renaming for the next fragment. Everything will be set up for data entry.
'''Stage 20:'''[[File:Ck_3.PNG|thumb|Fig. 3: Quest Stage 20]]
* If you want the quest item to remain persistent, do not add stage 20.
* New Entry
</blockquote>
* Add designer notes, such as shut down.
 
* Check complete quest
 
'''Stage 20:'''
* On the left panel Right Click > New to add a new index.  
* Fill in the index number with "20".
* On the stage items panel Right Click > New to add the new entry to the stage index.
* Add designer notes, such as "Shut down".
* Check the box for "Complete Quest".
* Add the following papyrus fragment:
* Add the following papyrus fragment:


=== Stage 20 Papyrus Fragment ===
== Stage 20 Papyrus Fragment ==
<source lang="papyrus">
<source lang="papyrus">
debug.trace(self + "stage 20 - shutting down")
debug.trace(self + "stage 20 - shutting down")
Line 106: Line 45:
</source>
</source>
This will complete the quest once the Quest script has run its functions.
This will complete the quest once the Quest script has run its functions.
* Click "Compile".
* Click "Ok" to save quest and new fragment number.
[[File:Ck_3.PNG]]




== Reference Alias ==  
== Reference Alias ==  
Now let's set up the persistent reference.
[[File:Ck_4.PNG|thumb|Fig. 1: Reference Alias]]
* Return to your quest and navigate to the Quest Aliases tab
* Quests tab: Create a Reference Alias. For purposes of this example, the name of the alias is <code>SettingsHolotape</code>.  
* Create a Reference Alias by Right Click > New Reference Alias. For purposes of this example, the name of the alias is <code>SettingsHolotape</code>.  
* Fill type: Specific Reference (none).  
* Fill type: Specific Reference (none).  
* Check: Optional, Quest Object, Reserves Reference, Allow Reuse in Quest, Allow Disabled
* Check: Optional, Quest Object, Reserves Reference, Allow Reuse in Quest, Allow Disabled
* Click "Ok" to save and exit the Reference Alias window and "Ok" on the quest to save and refresh the quest.


[[File:Ck_4.PNG]]


= The Quest Script =
== Quest Script ==
* Open the quest and Navigate to the Scripts Tab.
On the Scripts tab, attach a new script:[[File:Ck_5.PNG|thumb|Fig. 4: Quest Script Properties]]
* Click "Add" to attach a new script to the quest.
* Select <nowiki>[New Script]</nowiki> and Click "Ok."
* Give your script a new name and add it to your mod's Namespace.
* Copy and paste the following code (rename "YourNameSpace" to the Namespace of your mod):


<source lang="papyrus">
<source lang="papyrus">
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;Add the holotape
;Add the holotape
TryToAddSettingsHolotape()
TryToAddSettingsHolotape()
;comment this section out if you wish the holotape to remain a persistent quest item


; we done
; we done
            SetStage(StageToSet)
                  SetStage(StageToSet)
        endif
endif
endif
endif


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Alias_SettingsHolotape.ForceRefTo(TapeRef)
Alias_SettingsHolotape.ForceRefTo(TapeRef)


    ;count the amount of actual tapes instead of the ref
        ;count the amount of actual tapes instead of the ref
int currentCount = PlayerRef.GetItemCount(HolotapeRef)
int currentCount = PlayerRef.GetItemCount(HolotapeRef)
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</source>
</source>
If you do not want a pop-up indicating the player has received the holotape, change <code>PlayerRef.AddItem(TapeRef, maxHolotapeCount, false)</code> to <code> PlayerRef.AddItem(TapeRef, maxHolotapeCount, true)</code>. See [[AddItem_-_ObjectReference]].


* Compile your script by clicking Ctrl + S.
== Usage ==
 
 
= Usage =
*This is specifically for compatibility with mods that skip the prologue but should also work during debug if coc'ing directly from main menu with default character.
*This is specifically for compatibility with mods that skip the prologue but should also work during debug if coc'ing directly from main menu with default character.
= Customization =
* If you do not want a pop-up indicating the player has received the holotape, change <code>PlayerRef.AddItem(TapeRef, maxHolotapeCount, false)</code> to <code> PlayerRef.AddItem(TapeRef, maxHolotapeCount, true)</code>. See [[AddItem_-_ObjectReference]].
* If you want the quest item to remain persistent and cannot be dropped and lost by the player, comment out <code>SetStage(StageToSet)</code> and do not create stage 20.


== See Also ==
== See Also ==

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