Added option to display notifications about PotentialMarriageFaction only for NPCs of the same sex.
In this version, the global variable RRND_MarriageOnlyOpposite is no longer used (I did not remove it, since I was not sure if it would break something when updating on existing save - however I simply stopped using it in the scripts).
Instead of RRND_MarriageOnlyOpposite, the variable RRND_MarriageNotifications tracks the state of this option: value 0 (or below) means the option is off, value 2 means option is turned on only for NPCs of opposite sex, value 3 means the option is turned on only for NPCs of the same sex, value 1 (or anything above 3) means that option is turned on for all NPCs.
Adjusted MCM, config power, and translation files to accommodate for this new option and new possible values for the variable RRND_MarriageNotifications.
I had limited time to test everything but changes were not that big so hopefully I did not introduce any new bugs. If you do not care about this new addition, then there is no need to update, nothing else was changed.
Version 3.0.1d
Prevent notifications from showing up when activating dead NPCs (for example while looting bodies). This bug was only present in v3.0.0d.
Updating from v3.0.0d: safe to simply overwrite. Updating from older versions: refer to the "Updating" part of the description.
Version 3.0.0d
The mod has been reworked from the ground up. Updating requires uninstalling, making a clean save and installing again OR installing on top of an older version and completely restarting the mod. Please refer to instructions in the description.
Remove the beta tag as the mod seems stable with no bugs reported so far.
Remove hard SKSE dependency. SKSE (and SkyUI) is no longer required unless you want to configure the mod through the MCM.
Introduce the "Relationships Insights" lesser power. It's a convenience option for configuration for users who don't use SKSE. It can be removed at any time (please refer to the description).
Configuration through console commands is still also possible.
Change the way of detecting the activation of the NPC: from listening to events in the script to adding a perk to the player. Big thanks to lofgren for showing me how to do it.
The notifications are now working also when activating the NPC without entering the dialogue (for example when the NPC doesn't have any dialogue lines, just some generic hello).
Proper capitalization in the notifications starting with alias' pronoun. Big thanks to gmiller7138 for showing me how to do it.
Version 2.0d-beta
Change the way of retrieving the NPC in dialogue: Game.GetDialogueTarget() instead of OnCrosshairRefChange. Script listens only for one event (opening dialogue menu) now.
Add option to display NPC's disposition toward the Player based on their faction (faction reaction). On by default, possible to turn off. It may feel a bit redundant considering that it rarely differs from the actual relationship rank. More details with link to CK wiki in the description.
Add MCM to configure all options. It's for convenience, it's still possible to change options through console commands (details in the description).
Version 1.1d-beta
Add notifications that show whether the NPC belongs to the PotentialMarriageFaction (you can configure/ turn it off via console commands, details in the description).
Updating requires making a clean save. Details in the description.
If you're not interested in this new feature, there's no need to update. Nothing else changed.
Version 1.1.1
Fixed a bug where notification would show up even if the relationship change didn't concern the player. (Forgot to include one condition in the previous update.) This bug only exists in v1.1.
Version 1.1
Removed SKSE dependency: NPC's name retrieved through Quest Alias instead of GetName().
Using Message objects instead Debug.Notification() - translating the mod will be easier.
If the old version is working well for you and you don't mind SKSE requirement, there is no need to update. Functionality didn't change.