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!
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
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?
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'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.?
67 comments
Thanks!
HideTooltip(eventData.tooltip.children, obj.name, sBrew);
After that, the books and brews are showing their original tooltip.
... 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
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
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.?