Hello World
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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.