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You Don't Know Everyone...


MightyCrow

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Maybe you could do something similar to Immersive HUD where it just hides the HUD objects. I wouldn't even mind just when you hover over the npc you can't see their name but when you start talking to them then the name will show up (this is easier for scripting purposes). Then you wouldn't have to change any names or nothing. You just make the name invisible when you hover over the person. It'll just say "Talk" instead of "Talk - Maven Black-briar" or something.

 

but honestly I have so many hours invested into this game to the point where I already know just about everyone's name lol...

Edited by Tehandyman
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This idea has been on my list of things to add to my mod (Dynamic Naming) since I first started developing it 3 months ago first I tried as has been suggest here changing the actual NPCs names but that proves troublesome, since a Actor Base can have multiple Actor References at any one time the name can potentially be the same also if you use the .setname(string) function which is included in SKSE it will reset each time you leave the game therefore you would have to run a startup script each game reload to ensure the name is kept. (Though since your refering mostly to Unique actors this shouldn't be a problem but still scripting is involved and some people are not too fond of it.)

 

The way I settled doing this is through another method which you fellas have touched on in this topic. The use of display names, display names are temporary names given to NPCs while you are on a particular quest and they are in a particular Alias(The Companions Radiant Quests are great examples of this where Beth has renamed common Bandits to Silver Hand instead, also this is how Serana is done when you first meet her.) If you have Creation Kit look at a Quest Reference Alias and you will notice a display name field this uses a message title to replace the name temporarily.

 

This is also how Dynamic Naming achieves naming of dynamic actors, through the use of display names via it's own quest aliases. There are some limitations to display names but this shouldn't affect what you fellas are trying to do here. So my suggestion if one of you wish to take this up is to look at Quest Aliases and Display Names in particular and you can use 'blanket' Display names to prevent the proper name of an NPC appearing till you chat to them then use a Faction applied afterward to prevent them from being 'recloaked' so to speak.

 

If you were to couple this with Story Manager you should be able to do what is wanted here without any more then ten or so lines of papyrus (most of that would be used to restart the quest when moving areas.)

 

I do hope I made sense and have assisted in what you fellas are setting out to do. Good Luck.

 

References(In case one of you wish to take this up yourselves these are good reads.):

 

Quest Alias Tab

Text Replacement

Story Manager

 

 

EDIT: One thing I forgot to mention you cannot change an NPCs Short Name and if they have a short name that will appear for subtitles and not the display name.

Edited by Wafflesalot
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