Jump to content

Add Temporary HUD Module During Dialogue


DebugCenturion

Recommended Posts

So I'm fine needing some HUD-related mod as a required mod and any/all script extenders, but I'd like to keep this kind of as light weight and minimalist as possible since this is just a very small part of a much larger mod and isn't that vital.

 

Anyways, simply put, I'm looking for a good way to add a simple little item counter on the screen somewhere innocuous that displays how many of a certain item the player has in their inventory while in dialogue with certain NPCs.

 

I want it to appear when a conversation is initiated with one of these NPCs and then disappear when the conversation is ended.

 

There's... a minor hitch, however. Various dialogue options may remove various amounts of the item in question from the player's inventory, and I'd like the counter to stay up to date and reflect that.

 

Or, should I just opt for the likely much easier option of including a dialogue option with all these NPCs that allows the player to "check their inventory", creating a little popup dialogue that displays the current number of that item in their inventory?

Link to comment
Share on other sites

Making a HUD for it shouldn't be all that difficult, but every HUD component you add does come with a bit of work, even if it's basic.

 

I have a basic tutorial about it here, with some background intel here. The difference with what you want to do is that it'll need to pop up in a different mode and only if talking to specific NPCs. If those are mod-added, that can be resolved by using a topic's result script to start the script that triggers the HUD. Several steps that it tries to explain, such as letting the player adjust position or color etc, may not apply to what you're trying to do.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...