Thanks a lot for the feedback guys. Most of the requested features have been added. Thanks to Styyxus you can now customize the name you want on things. A new section called [Display Replacers] has been added to the INI file. Check the changelog for details.
Version 2.0 has been released. Why jumping from 1.4.1.x.y.z to 2.0.0 ? I changed the way the settings were handled, so it kinda differs from the original mod, so the changes are now on areas outside the added features. No new save needed or anything, just a number to note an outreaching change.
Next step is to use Object Categorization Framework keywords to refer to things by what they are fundamentally. For example, Alto Blanc Wines are currently labeled, Provision, because the game natively labels it food, and it happens to be the same keyword that any food like Garlic bread and Eidar cheese use. So cheeses, and wine bottles currently are provisions label wise.
With OCF you get a bunch of keywords on things and it makes it convenient to call them Bottle, Bread and Cheese by inspecting the added keywords.
I actually have no idea. Have not played updated Skyrim after 1.6.640. I think it should work if you have SKSE and Address Library updated, not really sure though as I'm a bit out of the loop regarding the state of the updates and SKSE plugins.
First off, I love this mod. Been trying to mash different mods together to get this one-line interaction style for a while and nothing has worked as seamlessly as this one.
Quick question - as of 2.1.0, what's the status on splitting the Provisions prompt by keyword? Is it available in the .ini yet? I'm working on a patch for Interaction Icons and while I already have icons for potions, poisons, drinks, food etc I can't decide on one for all non-potion ALCH records.
It's already done. I just haven't found the time/will to make it ini compatible. If you go to the source code on github you'll see it. Also the automation that took care of FOMOD packaging stopped working so I kinda have been putting it aside for a while. I'll take a look at it next weekend since you are interested. I've been guilty of playing with the feature without uploading it :)
I love the mod, there is only one thing I would request a feature for Doors similar to the one existing for NPCs that preserve the location name. Because sometimes you have to find a new location and sadly you can't really go around asking people for directions. So the easiest way is to walk around and just look at where the doors lead, but now they just say "door" so you (seemingly) have to go inside to figure out where it leads, meaning load screens. So as a QOL feature, I would like to disable this on doors).
(Maybe make the ability to disable any of the replaces, so people can choose for themselves what they want to be replaced and what not, would make it more user friendly)
Version 2.1.0 is almost my ideal, I really appreciate being able to distinguish between the various types of weapons, armor and complements. The addition for corpses and remains is a very good idea. Very nice work.
I just wanted to make a single suggestion: would it be possible to add an option so that, after talking and meeting someone, they stop being called Person and start seeing his name?. You know: I just met you, you are no longer a stranger to me. However, the option to disable this to see the real name is something I appreciate.
Glad you enjoying the refinement. Distinguishing things based on shapes and materials really adds as lot of comfort while still being immersive. For the naming functionality you are better off with another mod that does that, like the ones mentioned on the description, and setting the replacer to - in the configuration file.
That functionality is out of the scope of the mod and I never was quite satisfied with how it was implemented. For example, you can talk to an NPC, immediately cancel the dialogue and you know the name. Or even worse, you can even talk to the NPC about things that don't mention their name, and magically know the name. So, everyone is a generic Person, you decide what their name, or even nickname is. And if you forget it (because we forget names yes) then there is beauty.
Yes, I understand what you mean about person names. I've found myself on occasion searching on my smartphone for a picture of someone I hadn't seen for a long time to find out their name. Those poor devils would have been better off having a prodigious memory or knowing how to write and draw to have similar help hahaha.
Hello, I really like the mod and all its options except the fact that a npc always remains an unknown person. This is normal for the first meeting but then politeness would like us to address them by their name. So great mod but compatibility with People are strangers would make it just perfect!
And i don't understand the meaning of this ini line : ;Hide NPC name and show generic prompt. Set to - if wanting to preserve the NPC name NPCs = Person
Take it quite literally. NPC = - -> every NPC will keep their name. Hulda will be called Hulda, Falkreath Guard will be Falkreath Guard, X will be X, Y will be Y and so on.
Getting to know people would be sick though, I agree
You can also look at More Immersive Activations, which behaves like a combination of this mod and People Are Strange. NPCs are described as something like "Female Nord" until you talk to them, then you know their name after interacting. It also does item interactions and doors, but you could turn those off and use the customizations from this mod alongside it. I'll probably be using both that way.
I'm surprised I never see people talking about MIA
You may also go all the way to NPCs Names Distributor if you specifically look for getting to know NPCs (and as a bonus having all NPCs have a name)
P.S. sorry for a shameless plug but I feel like people might’ve missed the mod and I created it specifically to fulfill NPCs naming needs of all kinds I'll show myself out now.
As an idea, and without knowing how difficult it might be to implement something like this, would it be possible that, once you pick up and identify an object or talk to and meet a person, it stops being called "Resource" or "Person" and changes to its original name?. I see it great that someone who is not interested in alchemy sees any flower along the way and simply identifies it as a plant, but it would be nice if someone who has collected and used that plant several times (I think the first time is enough), already knows what kind of flower it is. The same could be said of ore veins, for example. Myself, not usually interested in mineral picking, would see something like "Ore Vein" instead of "Orichalcum Ore Vein" as a good thing. I understand that it is a mineral and not a common stone, but I have no idea what type of mineral I am looking at until I pick it and identify it.
And on the other hand, would it be possible for easily identifiable animals and weapons to be called "horse", "dog", "wolf", "axe", "sword" or "dagger"?, it would also be great to be able to differentiate ammunition between arrow and bolt. Not just called, but it would be possible to add these names to the configuration file in order to be able to modify it. Having the game in another language, it is something that I appreciate, as you have done with the many options that you have been adding to customize version by version.
Thank you very much for the work you are putting into this project!. (=
Thanks a lot for the detailed feedback. The identification feature most likely will not be, reasoning being, if you know how an iron ore looks like, do you really need it to be called iron ore ? The remembering what the thing part is left to the player IRL. The main reason of the mod is to strip completely the premade names the items have and let the player interpret what they are through visual cues. The generic name is there to let you know what kind of item is under your crosshair.
Regarding the item refinement, yes, there is more to be done. I don't particularly like those (horse was on a development build for example) as I like the uncertainty (an animal, what is it ? you decide ). Maybe the weapons though, as you could technically use a table fork as a weapon, but the game doesn't let you wield it.
I understand your point of view, although I particularly find it strange not having that option to change it to my liking and having to settle for a generic term.
Anyway, your mod still looks like a great idea to me and I will continue testing new versions, thanks!.
Hey there! I am wondering whether the "Item/NPC names turn red" for Steal/Pickpocket also apply to the generic names, like the Owned part for furniture? If yes, it isn't working for me atm as Items at least for me, are in white, so I am unable to discern whether something is owned or not.
This could be a VERY good replacement for People are Strangers, especially if the NPCs could be identified by their race before being known (So "Nord" or "Redguard" rather than NPC).
Well, my goal is to leave such things obscure. It's up to the player to identify which race something is. And names would never be displayed. The idea is to make names irrelevant. They will always be strangers UI wise, it's up to the player to remember who the NPC is.
So, there will be no way to reveal their names? Uh, if anyone here uses NPCs Names Distributor, keep in mind that this will be a big incompatibility
on that note, would setting NPC = (or simply removing it) exclude NPCs from the mod? This could be a nice way to preserve compatibility between two mods.
P.S. @carpenihil you might want to take a look at that mod, it offers a very flexible replacement for People are Strangers.
I might add that, it should be easy enough. A preserve name kinda thing. Thanks for the feedback. Although the main reason of this mod is me not wanting to see the NPC names :)
Yeah I get it, but inevitably people will come who want to have everything as generic as possible, but absolutely must have unique names for NPCs at least revealable.
61 comments
Version 2.0 has been released. Why jumping from 1.4.1.x.y.z to 2.0.0 ? I changed the way the settings were handled, so it kinda differs from the original mod, so the changes are now on areas outside the added features. No new save needed or anything, just a number to note an outreaching change.
Next step is to use Object Categorization Framework keywords to refer to things by what they are fundamentally. For example, Alto Blanc Wines are currently labeled, Provision, because the game natively labels it food, and it happens to be the same keyword that any food like Garlic bread and Eidar cheese use. So cheeses, and wine bottles currently are provisions label wise.
With OCF you get a bunch of keywords on things and it makes it convenient to call them Bottle, Bread and Cheese by inspecting the added keywords.
First off, I love this mod. Been trying to mash different mods together to get this one-line interaction style for a while and nothing has worked as seamlessly as this one.
Quick question - as of 2.1.0, what's the status on splitting the Provisions prompt by keyword? Is it available in the .ini yet? I'm working on a patch for Interaction Icons and while I already have icons for potions, poisons, drinks, food etc I can't decide on one for all non-potion ALCH records.
(Maybe make the ability to disable any of the replaces, so people can choose for themselves what they want to be replaced and what not, would make it more user friendly)
I just wanted to make a single suggestion: would it be possible to add an option so that, after talking and meeting someone, they stop being called Person and start seeing his name?. You know: I just met you, you are no longer a stranger to me. However, the option to disable this to see the real name is something I appreciate.
That functionality is out of the scope of the mod and I never was quite satisfied with how it was implemented. For example, you can talk to an NPC, immediately cancel the dialogue and you know the name. Or even worse, you can even talk to the NPC about things that don't mention their name, and magically know the name. So, everyone is a generic Person, you decide what their name, or even nickname is. And if you forget it (because we forget names yes) then there is beauty.
I really like the mod and all its options except the fact that a npc always remains an unknown person. This is normal for the first meeting but then politeness would like us to address them by their name.
So great mod but compatibility with People are strangers would make it just perfect!
And i don't understand the meaning of this ini line :
;Hide NPC name and show generic prompt. Set to - if wanting to preserve the NPC name
NPCs = Person
Thank for your work !
NPC = - -> every NPC will keep their name. Hulda will be called Hulda, Falkreath Guard will be Falkreath Guard, X will be X, Y will be Y and so on.
Getting to know people would be sick though, I agree
You can also look at More Immersive Activations, which behaves like a combination of this mod and People Are Strange. NPCs are described as something like "Female Nord" until you talk to them, then you know their name after interacting. It also does item interactions and doors, but you could turn those off and use the customizations from this mod alongside it. I'll probably be using both that way.
I'm surprised I never see people talking about MIA
You may also go all the way to NPCs Names Distributor if you specifically look for getting to know NPCs (and as a bonus having all NPCs have a name)
P.S. sorry for a shameless plug but I feel like people might’ve missed the mod and I created it specifically to fulfill NPCs naming needs of all kinds I'll show myself out now.
Now with the v2.0, all seem to work well, including after translating some of the .ini keywords in my language.
Cool mod !
As an idea, and without knowing how difficult it might be to implement something like this, would it be possible that, once you pick up and identify an object or talk to and meet a person, it stops being called "Resource" or "Person" and changes to its original name?. I see it great that someone who is not interested in alchemy sees any flower along the way and simply identifies it as a plant, but it would be nice if someone who has collected and used that plant several times (I think the first time is enough), already knows what kind of flower it is. The same could be said of ore veins, for example. Myself, not usually interested in mineral picking, would see something like "Ore Vein" instead of "Orichalcum Ore Vein" as a good thing. I understand that it is a mineral and not a common stone, but I have no idea what type of mineral I am looking at until I pick it and identify it.
And on the other hand, would it be possible for easily identifiable animals and weapons to be called "horse", "dog", "wolf", "axe", "sword" or "dagger"?, it would also be great to be able to differentiate ammunition between arrow and bolt. Not just called, but it would be possible to add these names to the configuration file in order to be able to modify it. Having the game in another language, it is something that I appreciate, as you have done with the many options that you have been adding to customize version by version.
Thank you very much for the work you are putting into this project!. (=
Regarding the item refinement, yes, there is more to be done. I don't particularly like those (horse was on a development build for example) as I like the uncertainty (an animal, what is it ? you decide ). Maybe the weapons though, as you could technically use a table fork as a weapon, but the game doesn't let you wield it.
Anyway, your mod still looks like a great idea to me and I will continue testing new versions, thanks!.
I am wondering whether the "Item/NPC names turn red" for Steal/Pickpocket also apply to the generic names, like the Owned part for furniture? If yes, it isn't working for me atm as Items at least for me, are in white, so I am unable to discern whether something is owned or not.
EDIT: I just tried it ingame, it works now.
on that note, would setting
NPC =
(or simply removing it) exclude NPCs from the mod? This could be a nice way to preserve compatibility between two mods.P.S. @carpenihil you might want to take a look at that mod, it offers a very flexible replacement for People are Strangers.
Anyways, nice mod