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Is it possible to change the take (hover over) message?


KingShelby

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Is it possible to change the text on an item so when you look at it in the game it will say something other than take?

 

I thought it was possible,but haven't found it yet.

I'm making a mod that would look a little better if it said buy instead of take.

 

Over a month of spare time has gone into this and I'm planing on making it an .esm before release so I'd like to have it as complete as possible.

 

Edit; This is for Fallout New Vegas

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Well, in my Wendy Gilbert mod I change 'pickpocket' to 'talk'. Switching it back and forth when appropriate.

if (RHKNvseFlag)
    if (fUITimer <= 0)
        set rTargetREF to GetCrossHairRef
        if (rTargetREF == RHKWendyREF)
            con_SetGameSetting sPickpocket "Talk"
            set fUITimer to 60
        else
            con_SetGameSetting sPickpocket "Pickpocket"
            set fUITimer to 2
        endif
    else
        set fUITimer to (fUITimer - GetSecondsPassed)
    endif
endif



In your case, 'take' is in the gamesetting sTargetTypeTake. Requires NVSE.

One downside in my case is that the text doesn't update when the crosshair is already under the target. I have to look away, then back. That's what the timers are to compensate for. You may not need them depending on how you are using the con_SetGameSetting.

 

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Thanks for the tip rickerhk.

This is great news, now I have some direction to head with the issue.

 

It'll be several days before I get to it, as I'm working on implementing a nice change to the way vending machines are used. I decided to add it to the mod, and almost scraped it last week. I've been working out the kinks and have the scripts for the machines about 90% done. Players will be able to use money, try to pick their locks, and even use weapons to attempt to break into the machines. Although player skills help out on some aspects, a lot of choices are purely random. Example : which way do you turn the lock pick? right or left ... every single time one way is right and one way is wrong. Player skill determines how many wrongs a player gets until the lock is broken.

 

The main mod itself will/should re-invent the way shops, stores, etc are created by mod authors. I stopped in the middle of another mod just to make this one because I didn't like the lay out of how shops were. I don't think an author should have to chose between having every item on the shelf free as all lootable items, or be marked as steal-able. As of right now the only way to buy things is having to go through an NPC and access there barter items, this will add another option as a way to have items placed for sell. I'll have a base mod/resource which authors can work off of to use in there own mods. Hoping to have it done within a month.

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I tip my hat to you "Sir" rickerhk

 

I worked on the mod a good part of yesterday and this mourning. I hope the time spent on changing the way vending machines are interacted with is appreciated. Three weeks working on them and now you can use money, lock picks, or simply try to use your equipped weapon on them.

 

About half an hour ago I decided to try and implement you suggestion and the results were right on what I was aiming for.

I made a simple cubic activator for the area and added the following simple script.

 

Scn zSetTaketoBuy

BEGIN OnTriggerEnter Player
con_SetGameSetting sTargetTypeTake "Buy"
End

BEGIN OnTriggerLeave Player
con_SetGameSetting sTargetTypeTake "Take"
End

 

 

Now you will be able to enter a shop and actually buy items off the shelf and it will state "Buy" not "Take". (Well shops can be set up this way)

 

If for some reason I accidentally forget to add you in the credits just drop me a line, I'll make sure you get credit.

 

P.S. One more thing

Where did you find the gamesetting sTargetTypeTake ?

I didn't see it on Beths Geck wiki Settings page.

 

Oh and have a kudos you earned it.

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