[REL] Take Notes! - Journal of the Dragonborn

Post » Wed Dec 04, 2013 7:01 am

Hi everyone. Just finished my latest project.

Take Notes! adds a new player journal (SkyUI widget) to the game which lets you create, view and export your own journal entries.

I still don't have permission to post links, so here is the nexusmods ID: 48375

Let me know what you think.

Thanks and good night

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kirsty williams
 
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Post » Wed Dec 04, 2013 12:33 pm

http://skyrim.nexusmods.com/mods/48375/? :smile:

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CArlos BArrera
 
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Post » Wed Dec 04, 2013 6:31 pm

This looks very useful for roleplaying purposes. Thanks for this mod :)

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Milad Hajipour
 
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Post » Wed Dec 04, 2013 10:02 pm

Oh, I see, you already have a thread... :D

Well, I think your mod is finally a dream come true. It's the last instance of personal "most wanted" mods, as I was always using journal mods in Morrowind and Oblivion. I'm aware of how difficult it must have been to make this mod, so lifetime kudos to you Sir.

Edit: Pushed the mod throught TesVEdit, had no conflicts whatsoever with the following mods:

Spoiler
Update.esm
Unofficial Skyrim Patch.esp
Dawnguard.esm
Unofficial Dawnguard Patch.esp
HearthFires.esm
Unofficial Hearthfire Patch.esp
Dragonborn.esm
Unofficial Dragonborn Patch.esp
SkyMoMod.esm
SPIKE.esm
HighResTexturePack01.esp
HighResTexturePack02.esp
HighResTexturePack03.esp
Unofficial High Resolution Patch.esp
Chesko_Frostfall.esp
SurvivalistIngenuity.esp
CUYC_CleanUpYourCorpses.esp
Real Wildlife Skyrim 0.1.esp
Skyrim Immersive Creatures.esp
Skyrim Immersive Creatures - DLC2.esp
SkyMoMod Extras Collectables.esp
SkyUI.esp
Cloaks.esp
Cloaks - Dawnguard.esp
1nivWICCloaks.esp
1nivWICSkyCloaksPatch.esp
hothtrooper44_ArmorCompilation.esp
Immersive Weapons.esp
PrvtI_HeavyArmory.esp
PrvtI_HeavyArmory_DG_Addon.esp
Inconsequential NPCs.esp
Inconsequential NPCs - Enhancement.esp
Run For Your Lives.esp
When Vampires Attack.esp
Thunderchild - Epic Shout Package.esp
Guard Dialogue Overhaul.esp
Convenient Horses.esp
UnreadBooksGlow.esp
Helgen Reborn.esp
AIMP - Antz in my Pantz.esp
RealisticRoomRental-Basic.esp
MHYH_RentRoomFollower.esp
abotFiresHurt.esp
Apocalypse - The Spell Package.esp
The Dance of Death - Ultimate Edition.esp
3DNPC.esp
RealisticNeedsandDiseases.esp
RND_Dawnguard-Patch.esp
RND_HearthFires-Patch.esp
RND_Dragonborn-Patch.esp
RND_RWS-Patch.esp
RND_SkyMoMod-Patch.esp
RND_USKP-Patch.esp
SI_RNADPatch.esp
UFO - Ultimate Follower Overhaul.esp
UFO - Dawnguard AddOn.esp
UFO - Heartfire AddOn.esp
SIUFOPatch.esp
My Home Is Your Home.esp
Alternate Start - Live Another Life.esp
Atlas Map Markers.esp
Atlas Blackreach.esp
Atlas Dawnguard.esp
Atlas Dragonborn.esp
HM_HotkeyMod.esp
TakeNotes.esp
Bashed Patch, Skyrim.esp

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MISS KEEP UR
 
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Post » Wed Dec 04, 2013 2:57 pm

Excellent! Thanks for sharing :smile:
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Ludivine Dupuy
 
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Post » Wed Dec 04, 2013 12:43 pm

Hi Mofakin, thanks for your detailed feedback over at the nexus.

Cheers

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Ben sutton
 
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Post » Wed Dec 04, 2013 6:53 pm

This is great. Only thing I noticed that changing the hotkeys was a bit giltchy in the MCM menu. It worked though the changes weren't just updated immediately.

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Javier Borjas
 
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Post » Wed Dec 04, 2013 2:16 pm

Looking good, congratulations on the release! This has been a very frequently requested mod idea, I'm glad it was finally realised

- Hypno
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Tiffany Castillo
 
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Post » Wed Dec 04, 2013 8:04 am

Forgot to thank you for posting the link. So... thank you :)

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Lucky Boy
 
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Post » Wed Dec 04, 2013 3:41 pm

Thanks for the feedback.

Do you mean not immediately visible in the MCM or not immediately available in the game?

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sally R
 
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Post » Wed Dec 04, 2013 9:17 pm

The options to change the hotkeys are visible from the start. When you try to change the second hotkey the first one gets changed instead. But after exiting a returning to the MCM menu the hotkeys have been changed correctly. I also had some problems the second time I was typing an entry into the journal. For some reason the input was laggy and wrong letters got written on the text field. For instance when I was trying to write the phrase "We left for Solitude this morning" it wrote something like "We eeft tor Rolitude ehis sorning". :blink:

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Ria dell
 
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Post » Wed Dec 04, 2013 7:55 pm

I updated the mod to use flash text input instead of processing the keys in Papyrus (thanks schlangster). The problems with text input should be gone now. I also fixed the MCM issue (was only a display thing).

What I still don't like is the way I open/close the journal, which current works like this:

  • open MessageBoxMenu
  • hide MessageBox and show journal instead
  • when finished, close messagebox

And here come the problems:

A lot of people use the mod BetterMessgageBoxControls, which e.g. closes a mesagebox by pressing the activation key. So when writing text and you press E, the menu closes.

Current Solution: stack 3 messageboxes and open a new one, whenever one is getting closed.

Closing the menu used to work like this: fire "Y" keys until the stack is empty -> menu closes (Y key closed my messages because the button name is "Yes")

Problem: now that I'm using scaleform for textinput, everytime you press "Y" the TextField would loose focus

Interestingly it does not loose fucus when sending "Activate" keys to BetterMessageBoxControls.

So I had to edit the MessageBox.swf file a bit to behave like BMBC, rename the Button and fire "Activate" keys to close the journal.

It works well enough but

  • it's not very nice
  • the mod is no longer compatible with everything :(

Any advice?

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Amelia Pritchard
 
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Post » Wed Dec 04, 2013 2:11 pm

I think something like this was made for Oblivion, so it's nice to see something like that for Skyrim. Downloading right now, and will endorse when able. :) I definitely need a journal to remind myself where certain places are that I've put off visiting til later.

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Petr Jordy Zugar
 
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Post » Wed Dec 04, 2013 5:45 pm

Would be great if your journal data would be saved to your personal book series: Mr.Moe's Journal III

With that feature I would get red of landmarks and quest log instantly

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lilmissparty
 
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Post » Wed Dec 04, 2013 10:26 am

Making two versions, one for compatibility with BetterMessageBoxControl, and one for without compatibility. It does feel very inconvenient for me as user to use a mod, that has been chnaged for the bad, just to raise compatibility with third party mods. Isn't a comp patch practical as well? At least that's what I was always doing for my mods. Apart from that. Do you use the Mod BetterMEssageBoxControl? I'm just curious if there's a direct connection in changing the Mod because you use it. If not, why did you do this in the first place? I bet there's more users using your mod without BMBC, then there are users that do use BMBC with your mod.

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ONLY ME!!!!
 
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Post » Wed Dec 04, 2013 9:43 pm

Didn't downloaded your mod yet cause I didn't played lately but intend to. Please keep it compatible with BMBC, that mod is a life saver for laptop players at last.

On another hand as far as I remember (nexus is down atm) BMBC reacts on a couple of labels on the buttons. If you rename "Close" with "Bye Bye" (just kidding, I'll leave you the choice) I believe all the problems should be gone.

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kat no x
 
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Post » Wed Dec 04, 2013 8:12 pm

I agree about the compatibility patch and changed it already ;)
But I think I didn’t describe the issue clear enough. I did not change the mod to gain compatibility with BMBC. What I did change was to use a real scaleform textinput component instead of processing text input in Papyrus. After that change my former way of closing the journal did not work anymore, because the text input field would constantly lose focus.
With better BMBC on the other hand it worked well. So suddenly the problem was no longer to have BMBC installed, but to have It NOT installed.
So I changed the vanilla MessageBox.swf to behave similarly to BMBC.
This works for the moment, but I'm looking to find another way.
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NO suckers In Here
 
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Post » Wed Dec 04, 2013 7:25 pm

Don't worry. BMBC will always be compatible ;)

What BMBC does btw is to activate "gamepad mode" for the messageboxes. For gamepads, when you press the activation key, the selected button of a messagebox is triggered.

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.X chantelle .x Smith
 
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Post » Wed Dec 04, 2013 7:25 pm

Is it working with Czech character encoding and diacritics?

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Lily Something
 
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Post » Wed Dec 04, 2013 7:10 am

I encountered a problem with this. It wont exit out like it should. It'll just hang there and then CTD.

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chinadoll
 
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Post » Wed Dec 04, 2013 8:26 am

It would be easier to use MessageBox as your loader then hook the MessageBox functions to reroute input to your menu. Or have a replacer do that for you:

My replacer essentially does this: https://github.com/expired6978/skyui/blob/master/src/MessageBox/MessageBox.as

You basically just call a MessageBox with "$$loadMovie=myswf.swf$$" as the text and it'll try to load the movie, if load fails it'll display the error and show the default messagebox. Otherwise it loads the new movie, hides the messagebox, and shifts focus to the new menu.

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Stephy Beck
 
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Post » Wed Dec 04, 2013 10:48 am

OK, glad to hear that. I believe you should contact the creator of BMBC and probably the best solution is to do something on that side.

I don't know all inner works of this kind of stuff as I only mod with CK. But, if no better idea, what about a dummy (one pixel or something) button in your interface that will be always selected unless you click something else and trick BMBC to trigger that one and by that do nothing.

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Kat Lehmann
 
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Post » Wed Dec 04, 2013 6:10 am

Thanks, I've already seen your replacer and it looks fantastic.

Would I have your permission to use and ship it with my mod?

I would only want to force the variable controllerOrConsole to true so that default MBs feel like with BMBC.

Edit: I just tried it and the menu is showing just fine and I can access it from papyrus. Only thing I still need to figure out is:

How do I close the menu again :smile:

Edit2: Ok, I see that I can do it by calling GameDelegate.call("buttonPress", [0]);

But is that the best way?

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Kat Ives
 
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Post » Wed Dec 04, 2013 8:30 am

Yes, it's directly related to my poor attempts of opening/closing :(

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WYatt REed
 
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Post » Wed Dec 04, 2013 8:23 am

Sorry, I seriously don't know. Take a look at the font (currently) used. If the needed characters are included, it should work

http://www.dafont.com/foglihten.font?fpp=50&l[]=10

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Natasha Callaghan
 
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