stevie70 Posted August 24, 2011 Share Posted August 24, 2011 (edited) is it possible to suppress or at least change the "xyz(s) added"-message you get when creating stuff from recipes? i'd already be happy if just the "(s)" after the item name could be somehow removed Edited August 24, 2011 by stevie70 Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted August 25, 2011 Share Posted August 25, 2011 Things like that are, I think, stored in Game Settings as a string value. Try doing a GECK search for the message text and see if that shows you where it is. If it's in the GMSTs, then you can just delete it, or empty it, or change it to whatever you like. Link to comment Share on other sites More sharing options...
stevie70 Posted August 25, 2011 Author Share Posted August 25, 2011 Things like that are, I think, stored in Game Settings as a string value. Try doing a GECK search for the message text and see if that shows you where it is. If it's in the GMSTs, then you can just delete it, or empty it, or change it to whatever you like.aaah, a game setting indeed (sAddItemtoInventory), now that's an insight that lightens not only this but also a lot of other dark spots :-)) so, (stubborn mode on), i'd have to declare that as a variable and then just could set it to whatever (and back after use so it doesn't affect normal adding), do i get that right? (stubborn mode off, hopefully)... well just gonna try that way tonight i guess :-)thx Link to comment Share on other sites More sharing options...
TheTalkieToaster Posted August 25, 2011 Share Posted August 25, 2011 Well, no- you'd have to use the NVSE command con_SetGameSetting. Link to comment Share on other sites More sharing options...
stevie70 Posted August 25, 2011 Author Share Posted August 25, 2011 (edited) Well, no- you'd have to use the NVSE command con_SetGameSetting.oh. i'm not using nvse, can't this be done without? edit: just found "SetGameSetting", but the compiler tells me that was a "console only command", now this is odd... :-P but anyhow, i wouldn't necessarily need to change a gs, i'd just need any way to get rid of that items-added-msg, i'd actually rather find anything like the no-message-flag there is on AddItem and RemoveItem, if there is such a thing, than always having to change the &%* msg forth and back every time anyway... Edited August 27, 2011 by stevie70 Link to comment Share on other sites More sharing options...
stevie70 Posted August 27, 2011 Author Share Posted August 27, 2011 but anyhow, i wouldn't necessarily need to change a gs, i'd just need any way to get rid of that items-added-msg, i'd actually rather find anything like the no-message-flag there is on AddItem and RemoveItem, if there is such a thing, than always having to change the &%* msg forth and back every time anyway...just in case anybody cares to know :-), i found a way to get rid of the crafting-added-message (not suppress it though):i don't define an output item in the recipe. so none is added to inventory, so no message is displayed.what items actually have been used is queried by a before-/after-GetItemCount-comparison. yeah, i know, this is absolutely ridiculous, but since i found no nvse-free way to change the stat, this was the simplest working solution i could come up with.and it already had been absolutely ridiculous before anyway, because the whole crafting thing in this case is nothing but a workaround itself (for functionality for a vendor that doesn't accept caps, but only food items. had had a better idea that involved tweaking a version of container_menu.xml so i'd have containers on both sides instead of inventory to the left and container to the right, but i could SO not figure that out in any acceptable time (even if i managed changing the xml, i'd still have no idea how to call that on two containers), so i had to flush that one).(this just as a report about how i solved another q i posted here but remained unanswered (like many of my q's, still not sure mostly (no kidding) if they're too hard or just too plain stupid for anyone wanting to answer them :-) Link to comment Share on other sites More sharing options...
TheTalkieToaster Posted August 27, 2011 Share Posted August 27, 2011 Too boring? Dull questions that don't really contain anything particularly novel or challenging are just less likely to be answered. Plus the displaying variables in dialogue question is kinda a stupid one, given the dialogue system was made for talking human beings. Link to comment Share on other sites More sharing options...
stevie70 Posted August 27, 2011 Author Share Posted August 27, 2011 Too boring? Dull questions that don't really contain anything particularly novel or challenging are just less likely to be answered. oh. stupid me, i thought this was more about solving problems than entertainment factor... :-) Plus the displaying variables in dialogue question is kinda a stupid one, given the dialogue system was made for talking human beings. i don't quite get your point on this one, so why can't a human being say like "i still need XYZ items"...? Link to comment Share on other sites More sharing options...
TheTalkieToaster Posted August 27, 2011 Share Posted August 27, 2011 oh. stupid me, i thought this was more about solving problems than entertainment factor... :-)You start paying me, I'll start answering boring questions. Otherwise, welp, I'm answering them for (very little) entertainment. i don't quite get your point on this one, so why can't a human being say like "i still need XYZ items"...?Because they can't say "I still need an arbitrary number of items to be filled in at runtime", they can only say "I still need 1 item", "I still need 2 items", "I still need 3 items", "I still need 4 items..." each of which would have its own sound file. Link to comment Share on other sites More sharing options...
stevie70 Posted August 28, 2011 Author Share Posted August 28, 2011 You start paying me, I'll start answering boring questions. Otherwise, welp, I'm answering them for (very little) entertainment. you should maybe consider changing your name to TheCoinOperatedTalkieToaster :-)but seriously, you obviously have far more modding xp than i have, so how challenging can whatever gets me stuck possibly be for you? and the topic alone reveals most of the bore factor, so why bother reading it anyhow then (which you apparently still did)?anyhow, i ask when i'm stuck, and i never even got the idea considering how entertaining my problem might be - yet. Because they can't say "I still need an arbitrary number of items to be filled in at runtime", they can only say "I still need 1 item", "I still need 2 items", "I still need 3 items", "I still need 4 items..." each of which would have its own sound file. ah yes. hadn't thought about voice acting so far... ok, this one was stupid... :-) Link to comment Share on other sites More sharing options...
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