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Writable Logbook [Fallout NV]


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------------
Update
------------

 

NOTE on update: if you come from a previous version (especially <2.7), you could experience strange behaviours, a clean save would be necessary.
v5.1 - Corrected an issue where a customized UI aspect could have been resetted during initialization; some slight script changes.
V5 - Adds the possibility to use the logbook with alternative starts (i.e. Project Brazil, DUST). Automatically corrects the data, whatever the modder decided.
V4.0 UPDATE
IT STILL REQUIRES THE MAIN FILE (v.3) TO BE INSTALLED BEFORE IT! This is just an incremental update.
- Groovatron compatibility granted
- For modders: as per request, now 2 events are dispatching
--- aLBOpenLogbook
--- aLBCloseLogbook
- Solved a small issue preventing TTW users who updated NV to receive their logbook
V3.0
Since ENB users can have problems in erasing characters with Backspace, I added the left arrow to erase the last character you are editing.
Uploaded another interface file, the previous one was wrong. Not a big deal, however it was not the one intended and it was different from the pics)
V2.9
Added hotkey to open the LogBook without opening the pipboy (configurable via MCM - Default L)
V.2.8
Patched for TTW, now it shouldn't be possible to cause issues forcing the logbook to appear in inventory. It will be added after the quest Escape! in DC
V.2.71
Re-packaged the folders, I did a typo in the folder name, probably preventing a mod manager to install it correctly -_-
V.2.7
Corrected critical issue mainly for non-Lutana users
V.2.5
I changed idea, I did a new version.
- Added options to custom the UI, inside MCM, along with some pre-made themes. People using a custom UI graphic (i.e. Darn UI) should hopefully now be able to adapt the interface to their needs. If then a Darn UI user will send me the parameters to set MCM, I'll add it as pre-made theme for Darn UI.
- Switched the day time back of 5 days (thank you RogueMage)
- Added an initialization quest: now it will start after the first tutorial quest inside doc mitchell's house.

 

V.2
- Corrected little script things
- Corrected a major issue where the logbook was erased everytime you were quitting and then playing again
- AnT is in the safe list now
- Introduced possibility to save the logbook on a file (Thank you Luthien)

 

v.2 is probably the last stable version before removing the state of Beta.
The optional requirement of Lutana was changed from v10 to v11 (updated around 26-27th february, check Lutana's page)
This allowed me to introduce a new function in MCM that will save the LogBook inside a file. The file will be in Data\Config\LogBook, and it will be named with the name of your character. So basically you can have more logbooks if you play with more characters at the same time.
What the save will do:
> It will create the file if it doesn't exist. It will overwrite the existing entries
What the save won't do:
> If you save the file, then you manually erase a line using R and then you save again, you won't see the difference. This because the save is not differential, it will only store new values but not erased values. So, if you erased many lines and you want to update your logbook file, simply erase it and create a new one in game using the MCM option.

 

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Description
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A writable Logbook for New Vegas made by Odessa and me. It will be automatically added to your inventory once you finish the first quest "Ain't that a kick in the head) in NV, or "Escape!" in TTW. You will find it under Apparel, like armors and outfits. Once you'll click on it, you will be kicked out from pipboy and after an instant it will open. From v.5, it is possible to have a LogBook via MCM, to grant compatibility with those using mods like Project Brazil or Dust.

 

At start you will have only the cover, you will have to add a new page entry pressing the key N. The new page will contain the actual date, expressed as "number of days since you started the game", like a logbook. You can add a new page only once a day.

 

You can browse along the pages using the four arrows or using WASD (NOTE: direct code, not controls)

 

You can edit a page browsing over it and then pressing E: at that point, you will enter in EDIT mode, a green line will highlight the line you can edit. To edit the highlighted line, you can press <Enter>, a cursor will appear on the line and you will be able to write. <Enter> again will confirm your sentence. To quit EDIT mode you will press E again. You can press R to remove a line, except for the very first entry (the one named "NOTHING SO FAR" when you create a new page). You can add a new line pressing N, the line will be added just under the point where you actually are (the green hightlight line). If you press down arrow over the last line, you will automatically add a new line at the end (exactly as if you were pressing N and you were in the last position).

 

To exit the logbook you must press Q in GameMode and ESC in MenuMode.

 

NOTE: the keys could seem a lil hard to remember, but they are all written as description near the logbook, when you open it, so you can't make mistakes.

 

-----------------------------------------
GameMode vs MenuMode
-----------------------------------------

 

GameMode is "realtime", the game doesn't stop. It's more realistic, it will show an animation of your character pinching on the pipboy. If you are using a pipboy replacer / remover, it still shouldn't be that bad.
Since you can be attacked, there's a safe script that will kick you out from the logbook if a creature is near you
GameMode requires Lutana and it's a lil more script intensive.

 

MenuMode is paused game, just like when you open your pipboy or you talk with someone or you sleep. No animations will be triggered nor you can't be attacked. However, in any case you won't be able to open the logbook if are already in combat or an enemy is near.
MenuMode doesn't require Lutana and it's a lil less script intensive.

 

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MCM
--------
MCM is not mandatory, however it would make easier choosing the few extra options
1) Debug mode: flag it to check the console spam and understand something more when there are problems.
2) I've lost my logbook: will give you another logbook if you have lost yours (because it's not considered quest item so you can drop it in a container)
3) MenuMode: if flagged, will select MenuMode; if unflagged, will select GameMode. If Lutana is not installed, you won't be able to unflag it.
4) AZERTY bug: this is just for those lucky ones using QWERTY but Beth was really thinking they were using AZERTY

 

Manual enabling options via console:
1) Set "xx000AE0".bDebug to 1
2) Player.AddItem xx000ADD 1
3) Set "xx000AE0".bLogMode to 1 >>> *** SEE NOTE BELOW!
4) Set "xx000AE0".iKeyb to 1

 

*** NOTE: setting to 1 means enabling MenuMode. DO NOT FORCE THIS VALUE TO ZERO IF YOU DON'T HAVE LUTANA!

 

----------------------
Requirements
----------------------
- NVSE v4.5+
- JazzIsParis UIO
- MCM (Optional)
- Lutana (Optional) v11+.
- 45+ fps (Optional). More it's lower and less it's smooth when you write.

 

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Installation
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Install the requirements and then use your favourite mod manager to install this package, or unzip the content inside Data as always.
If you are updating, please do a clean save.

 

NOTE for DARNUI users, or whatever custom UI you are using: you can custom the UI alignment using the MCM options, I included a picture that shows the parameters. It's not super easy but if you can manage to make some template for Darn UI I will include them as standard templates in a future update

 

------------------------------------------------
Known Issues and extra notes
------------------------------------------------

 

Until it's Beta, Debug Mode will be enabled by default. Can be disabled via MCM or console.
Darn UI will probably have a misplacement on the strings, due to the different size. I'll be happy to make a patch if some Darn UI user will drop me a line and will have small patience to send me a screenshot and try the patch.

 

------------------
Permission
------------------

 

This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.

 

-----------
Credits
-----------

 

Odessa
Jaam, Luthien, JazzIsParis
Prideslayer and Doctasax

 

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Video example in game
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[FLASH]


[/FLASH]

  • Submitter
  • Submitted
    02/24/2015
  • Category
  • Requires
    NVSE, UIO

 

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Cool, would be cool if it could automatically record speech dialogue with a time stamp too, then all we'd need is it to put things triggered by sexout like <Jessica is fucked by the raider> as they occur, through in some screenshots and we'd have instant novels to publish :)

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Guest tomm434

I thought I tested that too. I was thinking of exporting variables to setting file (so people could move from .esp to .esm without losing progress) and I think I managed to get it working. But it's been a while.

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that function is not inside MCM. it doesn't exist. only the one that allows to store numbers exists, but not strings. And by the way, if the file doesn't exist, it's created by the function itself (at least for the one that works with numbers). It's a pretty function, I still hope someone will do the same with strings one day. But in a safer way.

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I checked in Lutana's page but I didn't find anything like that. I asked to Luthien but I didnt' have answer still. I hope so... in general, it could allow sweet things. Not only dumping things like arrays, but also for example I'm thinking to easier ways to patch mods, like "hey! your mod conflicts with this!", "ok, open the .ini and follow the instructions to buildref it on your own...".

 

Obviously is not for users, but in the long run I still believe it could be a nice idea. Some mods are still used after years, and every time there's somethign new, someone must dig on their code (since the original modder maybe disappeared) and dig through the code and try to understand what the hell happens etc.etc. to make a patch.

 

Instead, in a way like this, you (modder) just need to add a line with some converted hex code inside the ini, something you already do often. 5 minutes per patch.


This is kinda what I thought we'd get to do in OWB, after the gizmo inside "The Sink" would recycle books...giving you blanks.

 

oh my god I forgot about that furniture and those blank books! awww that was soooo hilarious, like the rest of the Sink!

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I love this and used it for hours, but after making a break and starting the game again all entries were/are gone (happened twice now). I use latuna and mod organizerl btw.. Any idea why? i wonder where the entries are supposed to be stored: in the save game or in an external file?

 

 

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that function is not inside MCM. it doesn't exist. only the one that allows to store numbers exists, but not strings. And by the way, if the file doesn't exist, it's created by the function itself (at least for the one that works with numbers). It's a pretty function, I still hope someone will do the same with strings one day. But in a safer way.

 

try GetStringGameSetting SetStringGameSettingEx

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I love this and used it for hours, but after making a break and starting the game again all entries were/are gone (happened twice now). I use latuna and mod organizerl btw.. Any idea why? i wonder where the entries are supposed to be stored: in the save game or in an external file?

They should be inside the save game. They should be "connected" to your character, i.e. if you start a new game then you will have a new empty logbook. If this didn't happen, then I'm going to check the code to see if there's a mistake EDIT yes I found a mistake, I upload the new version soon

 

@Jaam

I would like to stay away from vanilla inis.

The function I linked above here, it is like the NVSE ini functions, but it allows to specify a custom .ini file. It is contained inside MCM.dll and I've seen other mods already use it for settings inside their mods (since more or less MCM is almost mandatory nowadays).

However, that is for float, the string version of that function seems not existing anywhere

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Guest luthienanarion

LutanaNVSE v11 does indeed contain functions to read/write numeric or string values from custom INI files. I should have it ready to upload fairly soon.

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V2 is working fine now. The save-to-file-feature is nice as well.

 

One suggestion though: It would be great if you could make missed entries for the past. The player might forgets to write into the diary, lets say between the 12th and the 14th game day. So it would be good to have the option to make this entry later.  

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I thought I was able to dump em because I've read of this. However it seems this function doesn't exist.

Yep, I added those back forever ago and need to remove them. At the time I thought Pelinor was close to a release on a new MCM version that had those in it (in fact I have the dll that contains those functions). Luthien has done a much better job, and between his work on INI (you're welcome cause I've been bugging him for a couple months about those :P ) and some other functions a few of my other on-hold projects are now going to be much easier to make work. I'll go in and remove those as soon as I get home today.

 

 

On a technical note, what is the possibility of getting out just the text entry section for use in creating a text search based system for a list of items. Alphabetical order is nice and all, but so is the ability to just search by string.

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V2 is working fine now. The save-to-file-feature is nice as well.

 

One suggestion though: It would be great if you could make missed entries for the past. The player might forgets to write into the diary, lets say between the 12th and the 14th game day. So it would be good to have the option to make this entry later.  

 

I did some more changes, now you can configure the interface in the way you prefer, changing fonts etc.etc. I'll upload when I have some free time.

I thought about adding pages as you say, but in the end I preferred to not do it, I can't focus on a good way to handle the whole thing.

 

The "day 6" is not really a bug, it's the starting time. I assume the courier is shot by benny at day 1 and then it takes 5 days to recover. I think this was happening once when the initial scene with Benny was scripted instead than a movie and then they kept the 5 days of delay. I could be wrong, it's just my assumption.

TL;DR I was a lil undecided of what to do, in the end I thought starting from day 6 wasn't bad. But if you think it's better, I could start from zero.

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V2 is working fine now. The save-to-file-feature is nice as well.

 

One suggestion though: It would be great if you could make missed entries for the past. The player might forgets to write into the diary, lets say between the 12th and the 14th game day. So it would be good to have the option to make this entry later.  

 

I did some more changes, now you can configure the interface in the way you prefer, changing fonts etc.etc. I'll upload when I have some free time.

I thought about adding pages as you say, but in the end I preferred to not do it, I can't focus on a good way to handle the whole thing.

 

The "day 6" is not really a bug, it's the starting time. I assume the courier is shot by benny at day 1 and then it takes 5 days to recover. I think this was happening once when the initial scene with Benny was scripted instead than a movie and then they kept the 5 days of delay. I could be wrong, it's just my assumption.

TL;DR I was a lil undecided of what to do, in the end I thought starting from day 6 wasn't bad. But if you think it's better, I could start from zero.

 

 

I never recognized that the game starts at day 6, shame on me :blush: . So let it be day 6, don't change anything for that.

 

Happy to hear that there are some interface features coming up next. I am happy that this mod exists and I think I can train myself not to forget to make my daily entry :) .

 

 

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Updated new version in OP with many changes. Day 6 was sounding strange, it makes more sense that if you come back from the death then this is your day 1. Thank you for the suggestion RogueMage

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  • 2 weeks later...

I like the themes. Now I have much more space for writing.

 

I just started using the 'Another Kick in the Head' mod. After one of the dream sequences I ended up with 2 logbooks in my inventory. Clicking on the item gave me a warning that the logbook may not have been initialized correctly (I already used it for a few gamedays without problems). Is there a way to make your mod proof against other mods that take stuff out of the player's inventory (like a quest item or something like that)?

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