Great idea & implementation but it could use some better name ;-) "Tooltip" can mean literally everything, I'm sure that I'll forget in one month what this mod is doing when I stumble upon it in /mwse directory.
I've never tried it but you should be able to rename the folder as you please, just replace 'Tooltip' with the same folder name in file main.lua, line local modName = 'Tooltip'
This mod is great to help decide quickly what loot is most efficient to pick up. One issue I've noticed with it: the value/weight ratio for filled soulgems is not correct (it's based on the value of the base soulgem, not the new value for the filled soulgem). UI Expansion has the same issue though (in the comments for UI Expansion there's a workaround for that mod).
sorry I don't understand how the game calculates the standard tooltip value for filled soulgems, the one thing I could do is hide the value/ratio tooltip for filled soulgems but if the workaround is just hide not worth the effort IMO
In response to post #77297118. #77318168 is also a reply to the same post.
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Necrolesian wrote: This mod is great to help decide quickly what loot is most efficient to pick up. One issue I've noticed with it: the value/weight ratio for filled soulgems is not correct (it's based on the value of the base soulgem, not the new value for the filled soulgem). UI Expansion has the same issue though (in the comments for UI Expansion there's a workaround for that mod).
abot wrote: sorry I don't understand how the game calculates the standard tooltip value for filled soulgems, the one thing I could do is hide the value/ratio tooltip for filled soulgems but if the workaround is just hide not worth the effort IMO
UI Expansion has code that determines filled soulgem value depending on whether or not the player has enabled the MCP feature that changes how it's calculated.
local useMCPSoulgemValueRebalance = tes3.hasCodePatchFeature(65)
elseif e.object.isSoulGem then if (e.itemData and e.itemData.soul) then local soulValue = e.itemData.soul.soul labelFormatted(e.tooltip, string.format("%s: %u / %u", common.dictionary.soulCapacity, soulValue, e.object.soulGemCapacity))
-- Fixup item value based on MCP feature state. if (useMCPSoulgemValueRebalance) then objectValue = (soulValue ^ 3) / 10000 + soulValue * 2 else objectValue = objectValue * soulValue end else labelFormatted(e.tooltip, string.format("%s: %u", common.dictionary.soulCapacity, e.object.soulGemCapacity)) end end
Can you PLEASE include the mod troubleshooting function for npcs and the likes too? I walked into a nasty conversation loop and i dont know which mod can be responsible.
as far as I know there is no source mod property available for dialog infos the NPC source mod information (from the tooltip mod or opening the console and clicking the NPC, then using ORI command) can only help if the npc is unique and added by the same mod altering the dialog
it is hard to troubleshoot dialogue, as dialog is often generic (e.g. no filter, filtered by class/faction only...)
if loop is with one topic, you can look for changes to that topic (e.g. look for the topic string in *.es? files, if it is not a super-generic topic usually it works).
as a workaround, to exit from a dialogue loop in-game, you can open the console and type goodbye usually it makes you able to exit
Im a newb with this but the modder said he would look into it, hoping it works. It is Silent Steps, an argonian scammer or something added by cut ITEMS (not cut npcs) restored. From Morrowind Restored
Installed and using it. Nice. One request, though. Could you set it so that it remembers what has been toggled ON/OFF from the previous game?I have the weight/value calculation turned off, but each time I load my saved game, that toggle is reset to ON. I am using several MWSE mods, so it has made me wonder of of them could be resetting the switch.
23 comments
local modName = 'Tooltip'
UI Expansion has code that determines filled soulgem value depending on whether or not the player has enabled the MCP feature that changes how it's calculated.
the NPC source mod information (from the tooltip mod or opening the console and clicking the NPC, then using ORI command) can only help if the npc is unique and added by the same mod altering the dialog
it is hard to troubleshoot dialogue, as dialog is often generic (e.g. no filter, filtered by class/faction only...)
if loop is with one topic, you can look for changes to that topic (e.g. look for the topic string in *.es? files, if it is not a super-generic topic usually it works).
as a workaround, to exit from a dialogue loop in-game, you can open the console and type
goodbye
usually it makes you able to exit
Works great with these other MWSE tooltip mods as well so almost all the info you need is right there with a mouse-over.
https://www.nexusmods.com/morrowind/mods/46109
https://www.nexusmods.com/morrowind/mods/46122
https://www.nexusmods.com/morrowind/mods/45991
Thanks, nice video! let's link it while it lasts :-)