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[LE] Dynamically changing message buttons text


Myst42

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Let's say I have a script that has a function to change the names of certain actors, which are used as object references for other things.

 

Now there is another script functionality that allows the player to navigate through menus and choose different options

 

But I would like some of those menus to dynamically change their button's names based on the names of those NPC actors

Like if by script I rename actor one to "First", the message button would say "First" on it, instead of whatever it says right now as set on the CK.

 

 

Is that possible?

 

Read something about quest aliases too, maybe giving aliases to each of the actors and allowing Item Text to show the names of those aliases?

Is it possible?

How?

I'm not familiar with name summoning at all.

Edited by Myst42
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yes, use the items conditions, which i has far has I can see is blank, take a look at another mod that does it, or the game it self. remember messages returns int, which could alter globals, which then affect which message is displayed, by having the global has message condition.

 

Also take a look at Virtual Machine Quest Conditions it BETTER THAN GLOBAL'S, if for a quest that will end, then requiring no need for data storage.

 

Cos Global are FOREVER...... VM are great for TEMP data storage for duration of certain quest.

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yes, use the items conditions, which i has far has I can see is blank, take a look at another mod that does it, or the game it self. remember messages returns int, which could alter globals, which then affect which message is displayed, by having the global has message condition.

 

Also take a look at Virtual Machine Quest Conditions it BETTER THAN GLOBAL'S, if for a quest that will end, then requiring no need for data storage.

 

Cos Global are FOREVER...... VM are great for TEMP data storage for duration of certain quest.

Hmm... Eiither not sure if I follow, or the point of the question was not really clear.

 

On other lists, I'm using conditions to make the buttons appear or be invisible, but that's not the question.

I'm not trying to display/hide the message buttons

 

I'm trying to have them display different names every time the list is called, according to the names of specific object reference actors

Button 1 can be called "Mark1" or "Dragonsreach" or whatever name I give the actor with the renaming function from the other part of the script. And it should appear as so every time the list is called.

To put it simple, buttons show actors names, whatever they may be.

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messages can display Alias Names, which will you will to fill.. Then use the 10 float args to point to 10 Alias. But tho I have use that feature for the body of the message, I never applied to a button, I don't think it will work. But that your only hope.

 

Using the arguments parameters & alias. You write the Alias up the same has you would in Player Dialogue, but you Apply Messages Precision Points to them.

 

But give it go...

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messages can display Alias Names, which will you will to fill.. Then use the 10 float args to point to 10 Alias. But tho I have use that feature for the body of the message, I never applied to a button, I don't think it will work. But that your only hope.

 

Using the arguments parameters & alias. You write the Alias up the same has you would in Player Dialogue, but you Apply Messages Precision Points to them.

 

But give it go...

 

Ok, first, I created an alias for every actor reference and labeled them as "stores text"

 

 

Then I used <Alias=AliasName> on the buttons text, and set the quest to the one containing the aliases

 

 

But In game, buttons show invisible, even if actors get renamed.

I even tried changing one button to <Alias=Player> but it's still invisible

 

Should I drop it?

I thought for a second there that the fact it actually shows invisible instead than the literal <Alias=AliasName> text, means it did something and some function happened right?

Did I miss a step, or it definitely looks hopeless?

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