"Fixed text in dialogues being eaten sometimes" Thanks for fixing that, I've been racking my brain trying to figure out which mod breaks it, turned out it was this one, but luckily it was fixed.
If you edit the main.lua file, you can. change: disposition:findChild(tes3ui.registerID("PartFillbar_text_ptr")).text = "Disposition" to disposition:findChild(tes3ui.registerID("PartFillbar_text_ptr")).text = math.clamp(npcRef.object.disposition, 0, 100) .. " / 100"
This and Buying Game are the best skill overhauls that exist for Morrowind! Adds depth and highly customizable. Wish there was something like this for every skill!
Error in event callback: Data Files\MWSE\mods\silverTongue\main.lua:238: attempt to index field 'victim' (a nil value) stack traceback: .\Data Files\MWSE\core\lib\event.lua:167: in function '__index' Data Files\MWSE\mods\silverTongue\main.lua:238: in function <Data Files\MWSE\mods\silverTongue\main.lua:236> [C]: in function 'xpcall' .\Data Files\MWSE\core\lib\event.lua:180: in function 'trigger' .\Data Files\MWSE\core\lib\event.lua:200: in function <.\Data Files\MWSE\core\lib\event.lua:170> is this error something to worry about ?
The MCM menu does not work correctly for the Russian localization of the game. Instead, abracadabra. Re-save the "translations" file with the desired encoding, then everything is shown normally. And why are all mod settings reset after exiting the game, is it supposed to be like that??
I get some errors in the log file if I start a new game while in-game. Just happened to notice them while testing another mod, they shouldn't affect the game much.
I got a little issue about the disposition column width change in my game: when activating npcs and opening the dialogue window, the mod generates the new Disposition/Fight/Alarm(width=192) bars as normal, but somehow the width change eats up some words in main dialogue a second later if the first greeting/section of text long enough to break into the next line. Any following conversation look fine though.
You can drag the dialog window border during conversation to resize a bit to update it(weird word-wrapping) back to normal, but it's kinda annoying every time. So I looked into the code and modified the widths from 192 to 166 for myself. Not sure if anyone has the same issue but that's my temporary solution.
--- Anyway, a great addition into the game for talkers, and very customizable.
Im not sure the level 100 perk works as I talk to hostile characters while fully visible and it still say that they are in combat before and during attacking me.
36 comments
disposition:findChild(tes3ui.registerID("PartFillbar_text_ptr")).text = "Disposition"
to
disposition:findChild(tes3ui.registerID("PartFillbar_text_ptr")).text = math.clamp(npcRef.object.disposition, 0, 100) .. " / 100"
Thanks for the suggestion, I'd never figure it out by myself! Kudos to you!
Error in event callback: Data Files\MWSE\mods\silverTongue\main.lua:238: attempt to index field 'victim' (a nil value)
stack traceback:
.\Data Files\MWSE\core\lib\event.lua:167: in function '__index'
Data Files\MWSE\mods\silverTongue\main.lua:238: in function <Data Files\MWSE\mods\silverTongue\main.lua:236>
[C]: in function 'xpcall'
.\Data Files\MWSE\core\lib\event.lua:180: in function 'trigger'
.\Data Files\MWSE\core\lib\event.lua:200: in function <.\Data Files\MWSE\core\lib\event.lua:170>
is this error something to worry about ?
And why are all mod settings reset after exiting the game, is it supposed to be like that??
https://imgur.com/Tb3hPG5
https://imgur.com/Frmxl3R
You can drag the dialog window border during conversation to resize a bit to update it(weird word-wrapping) back to normal, but it's kinda annoying every time. So I looked into the code and modified the widths from 192 to 166 for myself. Not sure if anyone has the same issue but that's my temporary solution.
---
Anyway, a great addition into the game for talkers, and very customizable.
if tes3.mobilePlayer.weaponReady and tes3.mobilePlayer.actionData.target == mobileActor then
disposition = disposition - 10
end
Great mod there!