Using Image Notes for more-interesting Terminal Entries

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Radioactivelad

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You may or may not already know that Notes can be used to display images. In the Gamebryo-Fallouts i'm pretty sure this functionality was exclusively used for a photo of Dr. Li in Fallout 3.

Using  a little creativity however, you can use Image notes to create Wiki-like terminal entries by simply making a basic "texture" with text and whatever other elements you want. 
For the text I used the Fixedsys font set to a size of 45px. The entire texture is about 1000x900 pixels.

To be clear, everything below the line just above the Image of Radman, ending at "the world" is a texture.

The downside of this technique is that using an Image note means the entry cannot be dynamically formatted for vewing on both the pipboy, and  terminal. Decide from the beginning which device you want the player to encounter these kinds of notes and develop your texture accordingly.

7 comments

  1. MoonALM
    MoonALM
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    Do you know if it would be possible to make multiple pages as a sort of "scrolling" mechanism?
    1. Radioactivelad
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      I don't think so; that's another limitation of using image notes. You have to use individual terminal entries.

      A picture by itself is worth a thousand words, so honestly terminal entries like this shouldn't need to be accompanied with pages and pages of text.
    2. MoonALM
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      I know, yet, if you want to make a page about something in particular and the image takes so much room that the accompanying text needs to bleed off on a second page, then we're screwed... But for humoristic intents and purposes like you used it for, it's fine.
    3. Radioactivelad
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      The text was just placeholder while I got the formatting worked out, lol.
      The font size of the text or the other elements on the texture can always be made smaller, to fit more information, it's only important that it's legible.

      Personally I always found overly long terminal entries to be poor form anyway. Breaking it up in to separate entries (and terminals) instead of a massive info dump is far more digestible. It's a problem that can be mitigated by smarter use of the space you have.
    4. MoonALM
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      Totally agree on the info dump problem. However, if you want to make the player deduce something out of random info, you could have a wall of data and ask the player to find the relevant info within. THat would be kinda clever and usefull.
    5. Radioactivelad
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      I whole-heartedly disagree.

      Important details needed to progress or understand the plot should be the most clearly visible piece of information in any text.
      Likewise, Riddles and Puzzles should not be obfuscated by irrelevant and potentially misleading information. Note that doesn't require outright telling the player the information you want to communicate. Subtlety doesn't require 400 words.

      If you want to covertly communicate key details to the player, there are limitless ways to do that without forcing the player to read through paragraphs upon paragraphs of bunk text for the sole purpose of finding the handful of snippets that are actually important.

      And as a bonus, by actually focusing on the key details instead of surrounding it with filler, your own skills as a storyteller and gamemaster will improve.

      In all the quest mods I've played, the most consistent complaint I have among them has been poor use of Notes. Tons of random info with only a teasing of actually interesting details. (Or they have a 30 Entry+multiple pages terminal at the very last point of the mod. Basically a novella to fill in the story after it's already concluded.)
    6. MoonALM
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      True. And I suppose the only acceptable use of obfuscating an info is for a special easter egg that is not plot-sensitive info and therefore irrelevant until you find someone that likes solving riddles for the fun of it. I still mean it provided you don't just make it so tedious it's ridiculous.