A mod user of mine (Of Melodies and Moonlight) ran into the issue that his game crashed whenever he clicked "little advice". My mod only added two sterile entries here and a background topic. In the "warning.txt" this came up:
Script Dialogue CompileAndRunScript command "wt" not found on line 1. wt Script Dialogue CompileAndRun Script command "7" not found on line 1. 7<2< xD 9Mxb[us"
We were able to trace it down to probably a script from this mod. Not sure how this mod affects "little advice".
elseif obj.objectType == iAlchType and not tKnownIDs[obj.id] and obj.sourceMod then and comment out everything inside that if, so it becomes
elseif obj.objectType == iAlchType and not tKnownIDs[obj.id] and obj.sourceMod then -- mb('iAlchType'); -- local potionNameElement = FindUIelement(eventData.tooltip.children, obj.name); --HideTooltip(eventData.tooltip.children, obj.name, sBrew); elseif obj.objectType == iBookType and not tKnownIDs[obj.id] then
I love this mod, especially for doors, keys, NPC names and scrolls. However, I'd like to turn it off only for potions and books and have their name display as normal. The only option in the MCM is 'when bartering reveal'. Any chance of more options? Or does anyone know a simple way to change this? Thanks!
I've found rather peculiar conflict when using this mod. NPCs added by mods when answering to topic that contained only one choice (like "Continue"), would cause following error:
Morrowind has raised a warning with a lua stack trace: Script luce_ssc_schedulescriptScript command "wt" not found on line 1. wt stack traceback: [C]: in function 'forwardEvent' .\Data Files\MWSE\mods\ui expansion\menudialog.lua:69: in function <.\Data Files\MWSE\mods\ui expansion\menudialog.lua:61>
luce_ssc_schedulescriptScript - is from Silt Strider Courier mod. However, if another mod was attached to npc, it would be mentioned in error.
Anyway, popup would appear and the game would crash.
This would only happen when some other specific mods where present in load order. Mods like Main_Quest_Overhaul or Inns and Taverns Expanded (probably others, only found these two, possibly because they edit "background" topic).
However, if abovementioned mods were not present - the game would sometimes just not present one choice in dialogue with those NPCs. And only when 1 choice was offered. If 2 were offered (ie. "Yes" and "No"), everything was fine.
I read authors compatibility section, I am just mentioning it as a curiosity. I am pretty sure this mod works perfectly on its own, as I haven't had such issues with vanilla NPCs for like 200 hours of previous playthrough.
I think, that it should be considered to use topic other than "background" to reveal npc name. Maybe new one? Like "name" or "introduce". I like a lot how this mod is implemented at the moment and what it does, hence I was using it for 200 hours, but incompatibility with a lot of other mods forced me to remove it from my load order. I would pick this mod over any other in my load order, but not in exchange for dozen of mods :)
Any idea what is causing this? I know for a fact that some modded critters end up with similar names, but this must be first time I see something like that on vanilla NPC (shopkeeper in Dagon Fel).
Welp, I figured what happened. There is other mod called Bonemold weapons that contained insane amount of dirty edits. Some of them touched npcs and forced the game to output their names in other languages. Since I haven't installed alphabet of said languages game client was showing just random signes.
If you have problem like I had - clean your mods using tes3cmd.?
Great mod as far as the hidden NPC names are concerned, though many tell you their name when first greeting you so no need to even use the 'background' topic most of the time.
One thing that's weird is that when in barter menu, I can see names of potions both in the sellers window and in my inventory; when I exit the barter window, the names of as yet unused potions in my inventory revert back to 'brew' -- including those I just bought, obviously this is odd because I KNEW what I was buying; makes it feel like my character has dementia. Sure it will go away once I've used all the potions at least once, but this might take a while; and buying potions just to ID them early on, defeats the purpose of hiding the names in the first place. It would definitely make more sense if only looted potions were unknown, not the ones you buy from traders.
Still, endorsed, because I love the idea of not knowing names of random people, even random outlaws in caves... that never made sense in vanilla game.
I tried this mod but for some reason everytime I was getting an quest journal update in SHOTN it was breaking and throwing me an error. In the end had to uninstall it. Which is a shame as having to explore somewhere never been with this on would be amazing and realistic as all hell.
64 comments
Script Dialogue CompileAndRunScript command "wt" not found on line 1.
wt
Script Dialogue CompileAndRun
Script command "7" not found on line 1.
7<2< xD 9Mxb[us"
We were able to trace it down to probably a script from this mod. Not sure how this mod affects "little advice".
To do that, in main.lua find
elseif obj.objectType == iAlchType and not tKnownIDs[obj.id] and obj.sourceMod then
and comment out everything inside that if, so it becomes
elseif obj.objectType == iAlchType and not tKnownIDs[obj.id] and obj.sourceMod then
-- mb('iAlchType');
-- local potionNameElement = FindUIelement(eventData.tooltip.children, obj.name);
--HideTooltip(eventData.tooltip.children, obj.name, sBrew);
elseif obj.objectType == iBookType and not tKnownIDs[obj.id] then
Thanks!
HideTooltip(eventData.tooltip.children, obj.name, sBrew);
After that, the books and brews are showing their original tooltip.
Morrowind has raised a warning with a lua stack trace: Script luce_ssc_schedulescriptScript command "wt" not found on line 1.
wt
stack traceback:
[C]: in function 'forwardEvent'
.\Data Files\MWSE\mods\ui expansion\menudialog.lua:69: in function <.\Data Files\MWSE\mods\ui expansion\menudialog.lua:61>
luce_ssc_schedulescriptScript - is from Silt Strider Courier mod. However, if another mod was attached to npc, it would be mentioned in error.
Anyway, popup would appear and the game would crash.
This would only happen when some other specific mods where present in load order. Mods like Main_Quest_Overhaul or Inns and Taverns Expanded (probably others, only found these two, possibly because they edit "background" topic).
However, if abovementioned mods were not present - the game would sometimes just not present one choice in dialogue with those NPCs. And only when 1 choice was offered. If 2 were offered (ie. "Yes" and "No"), everything was fine.
I read authors compatibility section, I am just mentioning it as a curiosity. I am pretty sure this mod works perfectly on its own, as I haven't had such issues with vanilla NPCs for like 200 hours of previous playthrough.
I think, that it should be considered to use topic other than "background" to reveal npc name. Maybe new one? Like "name" or "introduce". I like a lot how this mod is implemented at the moment and what it does, hence I was using it for 200 hours, but incompatibility with a lot of other mods forced me to remove it from my load order. I would pick this mod over any other in my load order, but not in exchange for dozen of mods :)
However, after some time, some npcs started to show strange streaks of letters instead of their names. Like on screenshot below:
https://ibb.co/N2RTXBv
Any idea what is causing this? I know for a fact that some modded critters end up with similar names, but this must be first time I see something like that on vanilla NPC (shopkeeper in Dagon Fel).
If you have problem like I had - clean your mods using tes3cmd.?
One thing that's weird is that when in barter menu, I can see names of potions both in the sellers window and in my inventory; when I exit the barter window, the names of as yet unused potions in my inventory revert back to 'brew' -- including those I just bought, obviously this is odd because I KNEW what I was buying; makes it feel like my character has dementia. Sure it will go away once I've used all the potions at least once, but this might take a while; and buying potions just to ID them early on, defeats the purpose of hiding the names in the first place. It would definitely make more sense if only looted potions were unknown, not the ones you buy from traders.
Still, endorsed, because I love the idea of not knowing names of random people, even random outlaws in caves... that never made sense in vanilla game.
Which is a shame as having to explore somewhere never been with this on would be amazing and realistic as all hell.