Originally Posted by QuadroTony
any answer can help
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If you want to actually hide it (not disable it) and change the keybinds so the first visible item becomes 1, the second becomes 2, exc... I think you have to rewrite the PopulateChatterOptions(...)
I'm guessing that CHATTER_START_TALK option is only for unimportant conversation. That is a
guess. I don't actually know for sure & only tested it on the bank.
It could possibly end up hiding something else like quest talk options that might give extra information about the quest like the quest conversations relating to the story line, but I don't think it will prevent you from accepting/completing quests. Although if it does then I don't know of any way to determine if the conversation option is relevant or not.
No guarantees, but you can try this:
Lua Code:
function ZO_SharedInteraction:PopulateChatterOptions(optionCount, backToTOCOption)
local importantOptions = {}
local newControlId = 0
for i=1, optionCount do
local optionString, optionType, optionalArg, isImportant, chosenBefore = GetChatterOption(i)
-- local controlID = i
if optionType ~= CHATTER_START_TALK or isImportant then
newControlId = newControlId+1
self:PopulateChatterOption(newControlId, i, optionString, optionType, optionalArg, isImportant, chosenBefore, importantOptions)
else
optionCount = optionCount - 1
end
end
local backToTOC, farewell, isImportant = GetChatterFarewell()
if(backToTOCOption == SHOW_BACK_TO_TOC_OPTION and backToTOC ~= "") then
optionCount = optionCount + 1
self:PopulateChatterOption(optionCount, ResetChatter, backToTOC, CHATTER_TALK_CHOICE)
end
if(farewell == "") then farewell = GetString(SI_GOODBYE) end
optionCount = optionCount + 1
self:PopulateChatterOption(optionCount, CloseChatter, farewell, CHATTER_GOODBYE, nil, isImportant, nil, importantOptions)
self:FinalizeChatterOptions(optionCount)
return optionCount, importantOptions
end