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67 comments

  1. Mermer16
    Mermer16
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    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!
    1. paraDiXson
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      I had exactly the same though. I looked at the main.lua file and commented out these lines at 326 and 341:

      HideTooltip(eventData.tooltip.children, obj.name, sBrew);

      After that, the books and brews are showing their original tooltip.
    2. Mermer16
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      Oh gosh, two YEARS later I discover your reply, lol! I will certainly try that, thank you!

      ... for some reason, notifications for replies to my comments was disabled! Weird, weird. I'd been wondering why I wasn't gettting them but was too lazy to investigate. :P
  2. Matrimelee
    Matrimelee
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    Great mod. Is this also possible for items with enchantments? So that you basically have to identify the items first (high Enchantment trader/or PC with high enchantment skill) to know what enchantment they have?
  3. Meldowa
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    amazing mod, fits right into the game. would love to see one that is tied to having to learn daedric before knowing what scrolls do.
  4. DetailDevil
    DetailDevil
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    I love this mod concept. Thank you. I hope this will inspire a modder to create an OpenMW equivalent.
    1. JaundiceJones
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      Oh, so do I. If I could help with my limited knowledge, I would.
  5. DetailDevil
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    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".
  6. zdostr
    zdostr
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    Great mod. I play without hiding potions names.

    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

  7. SaikyoFox
    SaikyoFox
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    I just need a version with just the names hidden, the other features break so many mods its insane.
  8. GimmeMods222
    GimmeMods222
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    It would be nice of each feature was toggle-able in the MCM menu.
  9. ActuallyUlysses
    ActuallyUlysses
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    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 :)
  10. ActuallyUlysses
    ActuallyUlysses
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    Hi, so I came back to this mod after almost a year, updated it and it seem to work fine.

    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).
    1. ActuallyUlysses
      ActuallyUlysses
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      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.?
    2. qqqbbb
      qqqbbb
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      Yes