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[LE] Vendor/container names, inventory category list, .swf-files?


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Hi!

So I'm working on a little thing and I just got to a dead halt.

Can't seem to find anything written about it either, so I turn to you guys in hope for some answers.

 

I'm working on a thing that hides ALL the npc names from the player.

That means editing everything from perks with conditions, to scripts, to interface '.swf'-files.

I've gotten rid of NPC names showing up in the dialog menus, in the world, in the general HUD, in the subtitles - everywhere except for one place.

When you loot something, pickpocket or browse a vendors inventory the Name of the "container" in question is displayed as a category.

 

When you look at your own inventory, you have categories sorting your items, but the top one says "ALL".

When interacting with any kind of "container", that "ALL"-category is replaced by the container name.

 

I cannot find where and how the game decides to switch that up, where does the inventory menu grab the category list, and where is it being processed?

 

Any help is appreciated.

Thanks, and Cheers!

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Thanks for the reply!

Yes, after digging through the .swf-files, that's my assumption as well.

It's so annoying, since it's the last piece of the puzzle...

 

I know what programming looks like on extreme surface-level. I can usually change stuff here and there with a little bit of luck, but I'm completely clueless of what to do here...

I wish I could simply override list entries by adding something like:

   function __get__CategoriesList()
   {
       _CategoriesList[0] = "ALL"; // Added line
      return this._CategoriesList;
   }

...That's probably a laughable piece of pseudo-code, but it kind of demonstrates my intention...

I'm sure it's simple to do, but I'm just no good when it comes to this stuff. If I could get some help to pull this off then I'd be very happy!

 

Thanks, and Cheers!

Edited by Guest
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No, entry 0 is the player's name. Then there are entries for the category groups for which the player has items followed by a "divider" entry. The container/NPC name will be the one right after that divider entry. I would add some code to change it in the SetCategoriesList function because there's code there that explicitly marks that divider.

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