Setup Scripts

Post » Fri Jun 24, 2011 10:33 am

I would like to get some input and open a discussion about the best way to run setup scripts.

Having the ability to customize my mods to a degree is a very common request; people like to have some features but not all, or they want to bind a different key, etc. So I routinely create things with control variables that can allow modular function and make a setup script.

Most often I add a ring to inventory that runs the script when equipped, and is removed when the script is complete. The final message during setup either gives the name of the setup script to run again, or the name of a variable that can be toggled to get the ring again.

I have a number of concerns with the various common methods though.
  • I don't like having my inventory cluttered with setup items, especially ones that stay forever. It breaks immersion, though I hesitate to get rid of them, so I usually end up with some small container in my house that holds all of those.
  • Giving the IDs for some console command is tedious and not very effective. Nobody remembers them, so it's necessary to refer to the readme and hope it's in there; if not then you have to ask the author or dig through the mod in the CS....it's just a hassle.
  • Using an NPC gives the possibility of killing them and not being able to run the setup.
  • I *despise* mods that automatically run the setup upon game load or chargen completion. If you use NOM and GCD together you ought to know what I mean...the scripts get tangled up and compete to show messageboxes because they end up running at the same time.


So yeah, I am definitely open to ideas. Is there a mod you've come across that has a great setup method? Or do you have a clever idea on a way to do it?
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Gwen
 
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Post » Fri Jun 24, 2011 10:28 am

I know what you mean about those chargen things. >.>

Is it possible you could have a plain text file in the Morrowind directory that has the customization stuff in it? you just open the file, tell the file what you want the bind key to be (bind key= ...?) If the mods you are talking about use mge/mwse, I'm sure they could check that file as the game loads so that everything gets set up nice. The issue is, people would have to read the readme to know that you use that file to customize things. I wouldn't mind a single text file in my morrowind directory, or wherever you decide to put it, it would avoid crappy chargen scripts, and it would be pretty easy to customize, no?

But then again, I'm not a scripter, so maybe it isn't that easy...

EDIT: alteranatively, you could have a guy on the chargen ship tell you before you exit the ship to grab all this crap that came with you from the prison, which would be the setup items. So it gives a reason for why you have these strange items in the first place, seeing as you just got out of prison. The items would already be in your inventory (you can't access it that early yet though) and the guy would simply be a roleplaying effort.
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Lew.p
 
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Post » Fri Jun 24, 2011 8:11 am

i don't mind setup items, as long as they are at least a little inventive instead of just named 'setup ring'. one mod i used had a 'skull with strange markings' that you equip to access a set up menu. just throw those in a container and be on the way.
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Sarah Unwin
 
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Post » Fri Jun 24, 2011 4:52 am

Your http://www.fliggerty.com/phpBB3/viewtopic.php?f=46&t=1300 mod would ideal candidate to test this out...

Most often I add a ring to inventory that runs the script when equipped, and is removed when the script is complete

If such script would work with most items there is in Morrowind then why not add something new to keys (not the setup key) like this.

house mod
your setup script startsactivate the house key in your inventoryuse the key to get access to the house you walk through the locked dooronce you're in the key disappear from your inventorythe house door is no longer lockedyour setup script ends

Use the key (ref: the dwemer puzzle cube) as a quest item similar to the quest items there for Oblivion. I don't know if this is possible, but if it were it will be a great solution for many modders.
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Brad Johnson
 
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Post » Fri Jun 24, 2011 12:16 pm

How about an ESM master configuration plugin and then each ESP mod being dependent on that. The configuration item could be added in the ESM and then modified in each ESP.

Now, that'd be a bit of a bugger with message boxes but couldn't configuration be done through dialogue? Each ESP plugin could add a unique dialogue response which would trigger its configuration options. I just think of dialogue as that's how Multiple Teleport Marking works as it's not limited to the eight options you get with a message box. That'd work wouldn't it? Individual mods would create their own dialogue topics appropriately filtered and so only those topics associated with the mod someone has loaded would appear.

Can dialogue be triggered from activating an object?

Or if you're going for dialogue then you could create a Fliggerty NPC and have the player interact with him. IIRC, there's an avatar of yours already in the Census and Excise Office plugin that could be re-used.

And if you go the NPC route you could add some kind of teleport stone to the player's inventory that takes them to the pocket world of Fliggerty where they can meet the configurator in person.

Also, making this an ESM would mean that others could use it, y'know like abot with Water Life etc.

Anyhoo, don't know if that'd work but just an idea.
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Mario Alcantar
 
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