eyeonus Posted May 2, 2012 Share Posted May 2, 2012 Is there any way to keep a native from sending it's internal Debug.Notification? For example, when Caster.TrapSoul(victim) is called from within magicSoulTrapFXScript, it will either send Debug.Notification(sSoulCaptured) or Debug.Notification(sSoulGemTooSmall) I've found that in CK I can set those game settings to empty strings, but when TrapSoul runs, it still outputs, resulting in a newline. So, you'd see, as an example: Critical Strike on {blah blah}! Greater Soul captured!Instead of: Critical Strike on {blah blah}!Greater Soul captured! Apparently, there is a console command that can set game settings, which would work, except there's apparently no way to run a console command within a Papyrus script? Additionally, I don't want to have to use any external tools, like SKSE or Script Dragon. Is this possible? Link to comment Share on other sites More sharing options...
scrivener07 Posted May 3, 2012 Share Posted May 3, 2012 Strange. I was able to suppress the message you get when trying to equip a MiscObject. I went to the game settings and made the string empty. Link to comment Share on other sites More sharing options...
eyeonus Posted May 4, 2012 Author Share Posted May 4, 2012 (edited) Are you certain it was suppressed, and not just printing a line of nothing? You'd only be able to tell the difference if it's message got sent in between two others. Edited May 4, 2012 by eyeonus Link to comment Share on other sites More sharing options...
scrivener07 Posted May 4, 2012 Share Posted May 4, 2012 Oh I see what your sayin. I dont think you can get rid of the string completely. When you delete the string you pretty much telling it to print an empty one. sorry :confused: Link to comment Share on other sites More sharing options...
Recommended Posts