When failing at enchanting an item, Morrowind crashes with a "Menu Error: Memory pointer corrupted," and does not produce a MiniDump. This issue stops when uninstalling Rational Names. I would recommend adding any Soul Gems to the default blacklist
Just want to comment that there's a slight problem when using Rational Names with QuickLoot. The prefixes (such as those on enchanted weapons) will appear when your crosshair points on a container, even with the option "view prefixes" disabled in the MCM. I dunno if this can be fixed easily...
Also, does the mod need an update, considering many mods have been updated since Rational Names has been last updated? TR, SHOTN, OAAB, BCOM.. thanks in advance.
Yep, the mod basically has to manually update the UI in every place object names are displayed, and it only covers vanilla UI elements. When an MWSE mod displays object names, it will display the name with prefix, limited to 31 characters, unless the mod author specifically checks for this mod and gets the proper display name.
Basically, the author of Quick Loot has to update their mod for compatibility. There are instructions for how to do that in the description.
Excellent mod, thank you a lot! Enjoying the well organized inventory so far. I have a request though. I forget very often which items I have stolen but need to dump them somewhere before I give up to the guards. Could you, please, make a version of the mod that dynamically marks somehow (with an affix?) stolen items then unmarks them when they are sold? We have a red hand over stolen items in Oblivion, but nothing similar in Morrowind so far, to my modest knowledge. I hope it is possible with the current MWSE and believe in your talent and scripting power. Thanks in advance!
i'm pretty sure what you want is possible, but i think it's out of scope for this mod. it sounds like something that nullcascade could add to ui expansion, or it would make a good standalone mod.
basically yes. some of those mods handle their specific areas slightly differently than this mod does, so you could say disable this mod's changes to potions and use potion renamer instead if you wanted the "alcohol" label on alcoholic beverages. but in general there's no point in using those other mods with this one.
I would just like to report that this mod conflicts with Skoomaesthesia (https://www.nexusmods.com/morrowind/mods/49920). The mechanics of Skoomaesthesia don't work with Rational names.
If you blacklist skooma and skooma pipe in Rational names MCM the problem is solved.
Thank you for this wonderful mod (I actually really like all your mods).
I just have one question: is this comaptible with Not Clairvoyant Nerevarine (https://www.nexusmods.com/morrowind/mods/47102)? After I installed Rational names, the names of keys and some books started displaying before I "identified" them. I can disable book name changes in MCM and the problem is solved, but I can't find the solution for the keys.
The mods are probably not compatible. I haven't tried them together, but they're both trying to do the same thing, change the name displayed in object tooltips. I'm actually a little surprised if it's working for other object types.
But for keys, right now you can disable the misc items component of the mod in the MCM (or maybe just disable base name changes for misc items or only for keys with the special option for that, not sure how it'll work with that mod). I'm actually planning a minor update that will add options to disable prefixes for keys (and soulgems and propylon indexes) separately, so you could disable both prefixes and base name changes for keys only and leave the mod's changes for other misc items intact.
I disabled the misc items component and the key naming works according to Not clairvoyant Nerevarine. It's a shame really, because I really like your naming convention for keys - but I like the immersive aspect of Not clairvoyant Nerevarine too much :-/. Looking forward to your update, so I can disable only name changes for keys.
It is somewhat strange that the mods don't work together - the Not clairvoyant Nerevarine mod changes the tooltip text only temporarily - until you use the item. it actually works on potions (before you drink the potion, the tooltip displays "Brew", after you drink it, it displays the name from your mod). But to be honest, I don't know anything about scripting, modding and coding, so I have no idea how these mods work. i will also report this conflict on Not cairvoyant Nerevarine page - maybe its author will have some idea how to solve the issue.
Btw: I added poison potions from "Poison Crafting" to the data tables. I can share it with you, if you would consider it for the next update. The changes are in line with your conventions, however it is possible that I missed something or made a mistake or two, but it works for me (as I said, I am no modder).
I took a quick look at that mod's code, and it's pretty complicated, but the function that actually changes the name in the tooltip is set to run very late, after the function in my mod that does the same thing, so it seems like they should work together ok in general - my mod changes the tooltip, then the other mod does so and it takes precedence.
With the next version, one thing you might do is disable prefixes and base name changes for keys, and use Consistent Keys instead, which changes key names but doesn't mess with the tooltips so should work fine with Not Clairvoyant Nerevarine.
Regarding Poison Crafting, sure, go ahead and share them, I might include them.
I installed the update, disabled the prefixes and base name changes for keys and installed the Consistent Keys Mod. Everything works perfectly now, thank you!
This mod is incredible for a huge number of reasons. I think the only thing I would like it to also do is to change "Dwarven" to "Dwemer" and "Ice" to "Stalhrim" like this mod does. That would get rid of all my pet peeves with Morrowind's item names.
Thank you :) And that's not a bad idea. I remember thinking about the Dwemer thing when I was making the mod, but for some reason I decided not to do it. IIRC it's still referred to as "Dwarven" in some dialogue.
Necro cleaned-up TLAD for me (once again, Thank You) and did Consistent Keys (again, Thanks!) and we discussed inventory sorting (just a little) several months back. And it turns out he's cleaned-up inventory names for me now too! I just didn't know he was working on this, or I would not have worked on Better Sorting Names (I don't have prefixes in brackets, and I'm limited to 31 chars, so my stuff does not sort PERFECTLY, like it does here).
Rational Names is a LOT more advanced than what I came-up with. And it turns out others had tackled this issue before as well (I had no idea; looks like this sorting business bugs more ppl than just Necro and myself). I support hiding the sorting prefixes, and I suggest supporting at least OAAB/TR-DATA, some of the work for that is in my spreadsheets on Github.
Thank you! I think your mod is valuable - it does certain things differently than mine, and both are configurable so people can pick and choose which parts of each they like.
In theory it would be possible to cause tooltips and so on to not display the prefixes, though they would still technically be part of the object names. Hmm, I might look into it.
And at least they're not irrational numbers - if they were they'd take up the whole screen.
29 comments
Also, does the mod need an update, considering many mods have been updated since Rational Names has been last updated? TR, SHOTN, OAAB, BCOM.. thanks in advance.
Basically, the author of Quick Loot has to update their mod for compatibility. There are instructions for how to do that in the description.
i'm pretty sure what you want is possible, but i think it's out of scope for this mod. it sounds like something that nullcascade could add to ui expansion, or it would make a good standalone mod.
Am I right that this makes your other sorting mods redundant?
https://www.nexusmods.com/morrowind/mods/49853
https://www.nexusmods.com/morrowind/mods/49861
https://www.nexusmods.com/morrowind/mods/49941
https://www.nexusmods.com/morrowind/mods/47954
(Endorsements after testing).
If you blacklist skooma and skooma pipe in Rational names MCM the problem is solved.
Thank you for this wonderful mod (I actually really like all your mods).
I just have one question: is this comaptible with Not Clairvoyant Nerevarine (https://www.nexusmods.com/morrowind/mods/47102)? After I installed Rational names, the names of keys and some books started displaying before I "identified" them. I can disable book name changes in MCM and the problem is solved, but I can't find the solution for the keys.
Thank you in advance.
The mods are probably not compatible. I haven't tried them together, but they're both trying to do the same thing, change the name displayed in object tooltips. I'm actually a little surprised if it's working for other object types.
But for keys, right now you can disable the misc items component of the mod in the MCM (or maybe just disable base name changes for misc items or only for keys with the special option for that, not sure how it'll work with that mod). I'm actually planning a minor update that will add options to disable prefixes for keys (and soulgems and propylon indexes) separately, so you could disable both prefixes and base name changes for keys only and leave the mod's changes for other misc items intact.
I disabled the misc items component and the key naming works according to Not clairvoyant Nerevarine. It's a shame really, because I really like your naming convention for keys - but I like the immersive aspect of Not clairvoyant Nerevarine too much :-/. Looking forward to your update, so I can disable only name changes for keys.
It is somewhat strange that the mods don't work together - the Not clairvoyant Nerevarine mod changes the tooltip text only temporarily - until you use the item. it actually works on potions (before you drink the potion, the tooltip displays "Brew", after you drink it, it displays the name from your mod). But to be honest, I don't know anything about scripting, modding and coding, so I have no idea how these mods work. i will also report this conflict on Not cairvoyant Nerevarine page - maybe its author will have some idea how to solve the issue.
Btw: I added poison potions from "Poison Crafting" to the data tables. I can share it with you, if you would consider it for the next update. The changes are in line with your conventions, however it is possible that I missed something or made a mistake or two, but it works for me (as I said, I am no modder).
With the next version, one thing you might do is disable prefixes and base name changes for keys, and use Consistent Keys instead, which changes key names but doesn't mess with the tooltips so should work fine with Not Clairvoyant Nerevarine.
Regarding Poison Crafting, sure, go ahead and share them, I might include them.
These are the entries for "Poison crafting" mod:
-- Poison Crafting
["g7a_p_damage_fatigue_b"] = "Damage Fatigue, Bargain",
["g7a_p_damage_health_b"] = "Damage Health, Bargain",
["g7a_p_damage_magicka_b"] = "Damage Magicka, Bargain",
["g7a_p_drain_endurance_b"] = "Drain Endurance, Bargain",
["g7a_p_drain_agility_b"] = "Drain Agility, Bargain",
["g7a_p_drain_intelligence_b"] = "Drain Intelligence, Bargain",
["g7a_p_drain_luck_b"] = "Drain Luck, Bargain",
["g7a_p_drain_personality_b"] = "Drain Personality, Bargain",
["g7a_p_drain_speed_b"] = "Drain Speed, Bargain",
["g7a_p_drain_strength_b"] = "Drain Strength, Bargain",
["g7a_p_drain_willpower_b"] = "Drain Willpower, Bargain",
["g7a_p_blind_b"] = "Blind, Bargain",
["g7a_p_sound_b"] = "Sound, Bargain",
["g7a_p_damage_fatigue_c"] = "Damage Fatigue, Cheap",
["g7a_p_damage_health_c"] = "Damage Health, Cheap",
["g7a_p_damage_magicka_c"] = "Damage Magicka, Cheap",
["g7a_p_drain_endurance_c"] = "Drain Endurance, Cheap",
["g7a_p_drain_agility_c"] = "Drain Agility, Cheap",
["g7a_p_drain_intelligence_c"] = "Drain Intelligence, Cheap",
["g7a_p_drain_luck_c"] = "Drain Luck, Cheap",
["g7a_p_drain_personality_c"] = "Drain Personality, Cheap",
["g7a_p_drain_speed_c"] = "Drain Speed, Cheap",
["g7a_p_drain_strength_c"] = "Drain Strength, Cheap",
["g7a_p_drain_willpower_c"] = "Drain Willpower, Cheap",
["g7a_p_blind_c"] = "Blind, Cheap",
["g7a_p_sound_c"] = "Sound, Cheap",
["g7a_p_damage_fatigue_e"] = "Damage Fatigue, Special",
["g7a_p_damage_health_e"] = "Damage Health, Special",
["g7a_p_damage_magicka_e"] = "Damage Magicka, Special",
["g7a_p_drain_endurance_e"] = "Drain Endurance, Special",
["g7a_p_drain_agility_e"] = "Drain Agility, Special",
["g7a_p_drain_intelligence_e"] = "Drain Intelligence, Special",
["g7a_p_drain_luck_e"] = "Drain Luck, Special",
["g7a_p_drain_personality_e"] = "Drain Personality, Special",
["g7a_p_drain_speed_e"] = "Drain Speed, Special",
["g7a_p_drain_strength_e"] = "Drain Strength, Special",
["g7a_p_drain_willpower_e"] = "Drain Willpower, Special",
["g7a_p_blind_e"] = "Blind, Special",
["g7a_p_sound_e"] = "Sound, Special",
["g7a_p_damage_fatigue_q"] = "Damage Fatigue, Quality",
["g7a_p_damage_health_q"] = "Damage Health, Quality",
["g7a_p_damage_magicka_q"] = "Damage Magicka, Quality",
["g7a_p_drain_endurance_q"] = "Drain Endurance, Quality",
["g7a_p_drain_agility_q"] = "Drain Agility, Quality",
["g7a_p_drain_intelligence_q"] = "Drain Intelligence, Quality",
["g7a_p_drain_luck_q"] = "Drain Luck, Quality",
["g7a_p_drain_personality_q"] = "Drain Personality, Quality",
["g7a_p_drain_speed_q"] = "Drain Speed, Quality",
["g7a_p_drain_strength_q"] = "Drain Strength, Quality",
["g7a_p_drain_willpower_q"] = "Drain Willpower, Quality",
["g7a_p_blind_q"] = "Blind, Quality",
["g7a_p_sound_q"] = "Sound, Quality",
["g7a_p_damage_fatigue_s"] = "Damage Fatigue, Normal",
["g7a_p_damage_health_s"] = "Damage Health, Normal",
["g7a_p_damage_magicka_s"] = "Damage Magicka, Normal",
["g7a_p_drain_endurance_s"] = "Drain Endurance, Normal",
["g7a_p_drain_agility_s"] = "Drain Agility, Normal",
["g7a_p_drain_intelligence_s"] = "Drain Intelligence, Normal",
["g7a_p_drain_luck_s"] = "Drain Luck, Normal",
["g7a_p_drain_personality_s"] = "Drain Personality, Normal",
["g7a_p_drain_speed_s"] = "Drain Speed, Normal",
["g7a_p_drain_strength_s"] = "Drain Strength, Normal",
["g7a_p_drain_willpower_s"] = "Drain Willpower, Normal",
["g7a_p_blind_s"] = "Blind, Normal",
["g7a_p_sound_s"] = "Sound, Normal",
It is possible that I missed something, but I didn't find any mistakes yet. I hope it helps and thank you again for your help and great mods :).
Necro cleaned-up TLAD for me (once again, Thank You) and did Consistent Keys (again, Thanks!) and we discussed inventory sorting (just a little) several months back. And it turns out he's cleaned-up inventory names for me now too! I just didn't know he was working on this, or I would not have worked on Better Sorting Names (I don't have prefixes in brackets, and I'm limited to 31 chars, so my stuff does not sort PERFECTLY, like it does here).
Rational Names is a LOT more advanced than what I came-up with. And it turns out others had tackled this issue before as well (I had no idea; looks like this sorting business bugs more ppl than just Necro and myself). I support hiding the sorting prefixes, and I suggest supporting at least OAAB/TR-DATA, some of the work for that is in my spreadsheets on Github.
Regards,
And at least they're not irrational numbers - if they were they'd take up the whole screen.