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.
Hey! :) Maybe dumb question, but.. how do I let the default names through, past this mod? I'd like to actually see the names for doors I walk through and flora I collect, but when I put a - like it says to for people, it.. just shows a hyphen. Not the original name (e.g. Whiterun, or Tundra Cotton, or whatever). Am I missing something?
hello ! in [Display Replacers] menu i cant see meat / cheese and other food options. i try hide every name but keep only activate text. how can i add this too? or mb advice me some othert mods pls
If you ever have time, I would really appreciate if you added the ability to hide or customize the "owned" tag, like how you can with the "empty" and "locked" tags. Regardless, I really appreciate this over the original, as it allows me to get rid of (almost..) all interaction text and still have Oblivion Interaction Icons show up. Great mod
also the ability to customize the name of furniture. That's the only thing i've found so far that still has text besides the OII icons, and no way as far as I saw to change it in the .ini
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.
67 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.
in [Display Replacers] menu i cant see meat / cheese and other food options. i try hide every name but keep only activate text. how can i add this too? or mb advice me some othert mods pls
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.