Revision as of 19:54, 16 January 2009 by JT (Talk | contribs) (Notes)


ShowMessage is used to display messages to the player. The message itself is an editor object that contains all the data: display text, type of message, buttons.


ShowMessage MessageID, [var1], ..., [var9]


  • This command replaces the "Message" and "MessageBox" functions of Oblivion and Morrowind.
  • Buttons are part of the Message form. If no buttons are specified on a MessageBox type message, a default "OK" button will be displayed.
  • Message Type on the Message determines whether we are displaying a "message" (upper right corner, single line of text, doesn't interrupt the game) or a "message box" (center of the screen, game stops until the player presses one of the buttons).
  • Variables can be inserted into the displayed text (see below). The message will fail to display if the wrong number of variables are passed into the ShowMessage call.
  • Variables cannot be inserted into a message box's buttons.
  • If you attempt to provide a parameter to a ShowMessage function that uses no variables, it will give an error about requiring an integer duration. This is an obsolete error message, as the delay is specified in the Message form itself.

Formatting messages

Variable parameters can be used in conjunction with a Message in order to insert variables into the displayed text.

  • Use the formatting notation below in the text of the Message.
  • The number of parameters called by ShowMessage must match the number of variables the message is expecting.

Formatting notation

%.2f - This means format the variable with 2 decimal places.

%.0f - This will format the variable with 0 decimal places, so is the normal choice for integers.

%5.0f - The number in front of the point specifies the minimum width of the number. In this case, there will always be enough space in front of the number for 5 digits:

Number    12 wins
Number  1234 wins

Formatting switches

The following formatting switches can be used in Messages. Put them in any sequence right after the '%'

Switch Function
+ Display + in front of positive numbers
<Space> Leave a leading space in front of positive numbers
- Use left-aligned formation instead of right alligned.
0 The filling-char used for formatting is '0' instead of ' '

Other Functions

%g - This usually works just like "%.0f", displaying 0 decimal places. When the number is 1000000 or larger, though, the game diplays it in scientific notation (1E+006)

%.3e - Shows numbers in scientific notation (123000 = 1.23E+005)

%% - Use this to display a percent-sign in the message

See Also


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