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Is there a mod that removes name tags from dialogue?


Seiipher

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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 by Hemingway308
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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.

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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 by Hemingway308
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