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xml menu for item description text in game


maegnuz

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Hey, does anyone know which menu .xml file contains the code for the reticule mouseover item description text in game? i.e. (E) Open Door, (E) Take Shovel. I don't even know what wordings to search for. :/ Really hard to find, like a needle in a haystack.

 

Grateful for suggestions!

 

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The menu XML is organized fairly well, split into multiple files. Once you understand the naming of the individual files, finding something is a lot easier.

 

Under menus/main are all the 'main' menus (duh!), which include hud_main_menu.xml, inventory_menu.xml, map_menu.xml, and stats_menu.xml. The first one is the HUD (heads up display) and represents all the information that can be show while you're 'in-game' (ie, not a menu) such as the vault boy damage, AP, ammo types, and all the various rollover and popup info. Inventory is that, the inventory screens, map is all the map and data tab stuff like quest list, notes, radio, etc. Stats is all the stats screen info like perks, skills, reputation, etc etc you get the idea now.

 

The other menus in the menu folders are all named fairly descriptively, but you don't care about those. What you're actually looking for is likely the "InfoWrap" section of that menu, but there's a catch here. A lot of the game interface info is defined loosely in the XML and much more in-depth in the game engine itself (the inventory and barter menu list boxes are a really good example of this). So I'm not sure what you want to do with that section, but I'm pretty sure that's what you're looking for.

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Thank you for the reply!

 

Yes, that is about as far as I have gotten myself, though this particular section of the hud (I guess it's part of the hud) does not seem to have a specific name, so it's hard to find. Let's call it "activate on crosshair mouseover textbox" or something. I think I have found the correct reference, but changing it did nothing in game sadly. What I want to do is simply remove the keyprompt for the keyboard hotkey assigned to the "activate" function. i.e. (E) Open Door. Not sure if this can even be done simply through the xml code, but I have to try. :)

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That probably cannot be done. Like I said, a good portion of the code is generated in the engine code, and sent to the appropriate menu by the <id> tag. That part of the menu is multipurpose (it shows prompt text for activators, item info for inventory objects on the ground, etc) so it's probably got a lot of engine side work happening to decide what gets shown. You could experiment with removing small sections at a time, but make sure you keep a backup!

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