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07/27/15, 05:00 AM   #1
QuadroTony
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Join Date: Apr 2014
Posts: 828
How to hide useless dialogs?




it is possible?
hide first string and disable it
so when i press "1" it will open bank, etc

Last edited by QuadroTony : 07/27/15 at 05:02 AM.
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07/27/15, 01:47 PM   #2
QuadroTony
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any answer can help
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07/27/15, 02:42 PM   #3
circonian
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Join Date: May 2014
Posts: 613
Originally Posted by QuadroTony View Post
any answer can help
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:
  1. function ZO_SharedInteraction:PopulateChatterOptions(optionCount, backToTOCOption)
  2.     local importantOptions = {}
  3.     local newControlId = 0
  4.    
  5.     for i=1, optionCount do
  6.         local optionString, optionType, optionalArg, isImportant, chosenBefore = GetChatterOption(i)
  7.        -- local controlID = i
  8.         if optionType ~= CHATTER_START_TALK or isImportant then
  9.             newControlId = newControlId+1
  10.             self:PopulateChatterOption(newControlId, i, optionString, optionType, optionalArg, isImportant, chosenBefore, importantOptions)
  11.         else
  12.             optionCount = optionCount - 1
  13.         end
  14.     end
  15.  
  16.     local backToTOC, farewell, isImportant = GetChatterFarewell()
  17.     if(backToTOCOption == SHOW_BACK_TO_TOC_OPTION and backToTOC ~= "") then
  18.         optionCount = optionCount + 1
  19.         self:PopulateChatterOption(optionCount, ResetChatter, backToTOC, CHATTER_TALK_CHOICE)
  20.     end
  21.  
  22.     if(farewell == "") then farewell = GetString(SI_GOODBYE) end
  23.     optionCount = optionCount + 1
  24.     self:PopulateChatterOption(optionCount, CloseChatter, farewell, CHATTER_GOODBYE, nil, isImportant, nil, importantOptions)
  25.  
  26.     self:FinalizeChatterOptions(optionCount)
  27.  
  28.     return optionCount, importantOptions
  29. end
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