Making multiple debug messages in a specific order.

Post » Mon Feb 17, 2014 12:22 am

Debug messages seem to be amongst the easiest scripts of all time... In general. I could be mistaken, but it appears that debug messages only allow a message to be so long, and even if I could make a single message long, I wouldn't want it to be ALL AT ONCE a massive wall of text that is hard on the eyes, so I made multiple debug messages. There's about 10 debug messages my mod uses, after the player performs a very specific action in my mod, and wakes up somewhere they didn't expect. The point of the debug messages, is for basically telling the player the story in the mod, of why their character lost consciousness, describing something like vivid bad dreams they had afterwards, as they are teleported to the place the player regains consciousness in.

The debug messages almost work fine but there is ONE glaring problem... They always seem to be in a random order, and this completely destroys the immersion, and is just confusing to read when stuff isn't in the right order. With the 10 different debug messages, nothing I do seems to make them go off in a specific order.

Is there something I can do to make sure one debug message of the same script, always goes off before another? I've searched around on this and haven't been able to figure it out, any help would be greatly appreciated.

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Danger Mouse
 
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Post » Sun Feb 16, 2014 9:40 am

Not really. Debug messages are not meant to be used for true mod material, and they often will come in somewhat random order, they also may not even appear sometimes if there is a lot of other stuff going on. Your best bet would be to use Messages instead, created in the CK, which can be set up to look pretty much just like debug messages - but the game will actually ensure that they show up and show up in the order you output them. If you're really set on using the debug messages, you could try adding a utility.wait(2.0) between each one, which might work.

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Queen
 
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