Seiipher Posted December 13, 2014 Share Posted December 13, 2014 I'm talking about the little thing on the top right that tells you who you're talking to. Link to comment Share on other sites More sharing options...
Hemingway308 Posted December 13, 2014 Share Posted December 13, 2014 (edited) Try sticking this in a fast running quest script scn NoNamesScript string_var old_name ref Speaker Begin MenuMode 1009 if eval old_name return endif let Speaker := GetDialogueSpeaker if Speaker let old_name := $Speaker Speaker.SetNameEx "%e" ; * blank name endif End Begin GameMode if eval old_name Speaker.SetNameEx "%z" old_name ; * Reset name sv_Destruct old_name endif End Edited December 13, 2014 by Hemingway308 Link to comment Share on other sites More sharing options...
Seiipher Posted December 13, 2014 Author Share Posted December 13, 2014 How would I go about doing that? I'm not very well versed in mod language. Link to comment Share on other sites More sharing options...
Ladez Posted December 13, 2014 Share Posted December 13, 2014 Open the GECK and create a new quest. Then create a new script, set the type to quest, paste the script above into the editor, save and close. Now open the quest, set the script to the one you've just created, set it to start game enabled and set the script processing delay to something low, like 0.01 maybe. The script uses NVSE functions, so you will have to launch the GECK with the NVSE loader. You can find instructions for this on the NVSE website. Link to comment Share on other sites More sharing options...
Seiipher Posted December 13, 2014 Author Share Posted December 13, 2014 Well I did all that and it's not saving my script, is this because of an error in the script code? Link to comment Share on other sites More sharing options...
Ladez Posted December 13, 2014 Share Posted December 13, 2014 And you're sure that you launched the GECK with the NVSE loader? Link to comment Share on other sites More sharing options...
Seiipher Posted December 13, 2014 Author Share Posted December 13, 2014 Scratch that, made the script, set it up as an esp file, loaded it and it didn't take effect. I ticked the script processing delay as well. Link to comment Share on other sites More sharing options...
Hemingway308 Posted December 14, 2014 Share Posted December 14, 2014 (edited) It doesn't work, sorry. Thought it was worth a try. It needs to be PlayerREF.GetDialogueSpeaker, which the GECK PU will tell you. But, I just tested it and it doesn't work, GetDialogueSpeaker returns 0 (don't know why that fails), you can use GetDialogueSubject if they start the conversation only. SetNameEx changes the name, but the change is not updated in the top right, you would need to call it before the dialogue starts- which should be possible with an event in a future version of NVSE.-- Otherwise, maybe UI modding could do it- I'm not sure because I've never investigated that. -- Some dirty lateral thinking: you could fire an image space modifier to obscure the text during conversations (imod in menumode, rimod in gamemode). Probably this is not good enough for you :p. Edited December 14, 2014 by Hemingway308 Link to comment Share on other sites More sharing options...
Seiipher Posted December 14, 2014 Author Share Posted December 14, 2014 Nah, that's alright lolThanks for the suggestion though Link to comment Share on other sites More sharing options...
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