If you check the thread below started by philometer12, you'll see a comment by jojy123 that explained how the system works in Skyrim. If an exterior cell has a name, then it generates a "Discovered" pop-up. I follow the same rule, so this should work with any custom content as well.
When a location is discovered, I record the general name in a saved table, so that other cells in the same location don't have pop-ups. e.g. If the player has already discovered "Vivec", then other cells like "Vivec, Foreign Quarter" and "Vivec, Redoran Quarter" will be treated as the same location.
For the rollover effect you mentioned, can you point me to a video of what this looks like?
If you're looking for a new idea for a mod, I was told that New Location Discovery is linked to the Fast Travel system in Skyrim. I've exposed the records from the saved locations table using I.SSQN.getLocations(), in case anybody wants to use that information to implement Fast Travel for Morrowind, or maybe some other Mod idea might have a use for that data. Each location has a list of the cells the player has set foot in, with a record of the Game Time and position of the player when they first entered it.
If you check the thread below started by philometer12, you'll see a comment by jojy123 that explained how the system works in Skyrim. If an exterior cell has a name, then it generates a "Discovered" pop-up. I follow the same rule, so this should work with any custom content as well.
When a location is discovered, I record the general name in a saved table, so that other cells in the same location don't have pop-ups. e.g. If the player has already discovered "Vivec", then other cells like "Vivec, Foreign Quarter" and "Vivec, Redoran Quarter" will be treated as the same location.
Yeah, this was more or less the general idea i had in mind.
For the rollover effect you mentioned, can you point me to a video of what this looks like?
Well, maybe rollover is not the right word. Skyrim itself or Fallout NV are good examples.
Oh right, that's the animated effect I had initially been considering making an attempt at implementing. I think it's possible to do, just involves a lot of tedious work in having to fade in and out individual letters.
Another thing you might have a use for, there's an interop function made for modding purposes, that allows other scripts to generate pop-up banners through SSQN :
luap I.SSQN.showBanner{ text = "Show me the Banner!!!" } exit() There are various options for customising the banner look and sound, if anyone has an interest in using this.
Love the new [Location Discovered] addition! I really wanted this for a while. Could I suggest if it would be possible to have a [Entering Region] pop up as well in the future? I really liked that when playing Oblivion Remastered and there are so many diverse regions between Vvardenfell and PTR/TR that it would be nice to see them introduced upon entering.
I don't know of any mod that does that (yet), but I don't think it would be too difficult to make such a thing, since a lot of the framework already exists in SSQN. How does that system work in practice though, does it trigger for any new named location, or only for important ones?
All named exterior locations. It doesn't trigger when say, entering a dungeon, only on the outside of the dungeon if it has a map marker. It's tied into unlocking the fast travel nodes for each location.
If you're still following this thread, new version has your requested feature for newly discovered location notifications. Let me know if there is anything that needs tweaking.
For my part, I for one quite like the new addition - it just seems I might have messed something up, because the text is: text discover, followed by the name of the settlement. Does this cover settlements alone? (I entered the starting cave without any notification). Thanks a lot for the mod!
The New Location Notification only appears for named exterior cells, not interior cells like the starting cave. According to jojy123, this is consistent with the original Skyrim design.
I'm having an issue with MAO. Whenever it's raining outside, the journal updates with a blank quest. Not sure what's going on here, but whenever I disable either this mod or MAO's weather.esm module, the issue goes away. Any way to patch this?
Quick edit to add that I'm also using OpenMW Quest Menu, which is how I know the quest is "blank" - I thought this mod was the problem at first, but disabling it does nothing to solve the issue.
SOLUTION FOUND: I loaded up MAO_Weather.esm into the construction set and found a quest called "AO_Weather_reload" with a dummy entry. I tacked on "ssqn.registerQBlock("AO_Weather_reload")" in the big SSQN patch .lua that adds all the icons for different mods and it solved the problem.
Thanks for finding this, I'll add that quest ID to the built-in ignore list. Also, if you want to make custom additions to the ignore list, you can do it using your own separate interop file for convenience. Make a copy of "scripts\SSQN\interop\Example OpenMW Template.lua", give it a unique name, and edit the appropriate section inside to add the quest you want to block.
cool mod, but i changed the sounds :) i only have scribbling and page turning noises, but i like the indicator nonetheless i just thought the sounds were really out of place
Can you give me the name of the quest? There are some quests that will do that because of the way they were made in the Construction Set. This is an issue that is shared with the MWSE version of SSQN as well.
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Damn! you beat me on that. I was about to start a lua mod for that. I wonder how you did it. Will this work dynamically with custom content?
At the moment i have only two suggestions:
1) a rollover effect, like in Skyrim, with a transparent box
2) custom sound for the "area discovered"
Thank you and keep the great work!
When a location is discovered, I record the general name in a saved table, so that other cells in the same location don't have pop-ups. e.g. If the player has already discovered "Vivec", then other cells like "Vivec, Foreign Quarter" and "Vivec, Redoran Quarter" will be treated as the same location.
For the rollover effect you mentioned, can you point me to a video of what this looks like?
If you're looking for a new idea for a mod, I was told that New Location Discovery is linked to the Fast Travel system in Skyrim. I've exposed the records from the saved locations table using I.SSQN.getLocations(), in case anybody wants to use that information to implement Fast Travel for Morrowind, or maybe some other Mod idea might have a use for that data. Each location has a list of the cells the player has set foot in, with a record of the Game Time and position of the player when they first entered it.
Yeah, this was more or less the general idea i had in mind.
Well, maybe rollover is not the right word. Skyrim itself or Fallout NV are good examples.
https://youtu.be/QWoF8S_F3Bo?si=ZFJ-2vFdO5lFN4FS&t=31113
Another thing you might have a use for, there's an interop function made for modding purposes, that allows other scripts to generate pop-up banners through SSQN :
luap
I.SSQN.showBanner{ text = "Show me the Banner!!!" }
exit()
There are various options for customising the banner look and sound, if anyone has an interest in using this.
The New Location Notification only appears for named exterior cells, not interior cells like the starting cave. According to jojy123, this is consistent with the original Skyrim design.
for the new version with notifications for new locations, this is what I get. I don't believe this is normal behavior, so what might be causing this?
I'm having an issue with MAO. Whenever it's raining outside, the journal updates with a blank quest. Not sure what's going on here, but whenever I disable either this mod or MAO's weather.esm module, the issue goes away. Any way to patch this?
Quick edit to add that I'm also using OpenMW Quest Menu, which is how I know the quest is "blank" - I thought this mod was the problem at first, but disabling it does nothing to solve the issue.
SOLUTION FOUND: I loaded up MAO_Weather.esm into the construction set and found a quest called "AO_Weather_reload" with a dummy entry. I tacked on "ssqn.registerQBlock("AO_Weather_reload")" in the big SSQN patch .lua that adds all the icons for different mods and it solved the problem.
i only have scribbling and page turning noises, but i like the indicator nonetheless
i just thought the sounds were really out of place
Also, it just seems to work with a lot of my modded quests that I have installed! No idea how you did that, but I'm grateful that it just works!