Making SKI widgets visible in dialogue, scenes, etc.
Making this a blog entry because it's something I keep forgetting and relearning.
iWant_widgets.psc extends SKI_WidgetBase.psc. There is a property in SKI_WidgetBase called "modes" which is initialized like this:
_modes = new string[6]
_modes[0] = "All"
_modes[1] = "StealthMode"
_modes[2] = "Favor"
_modes[3] = "Swimming"
_modes[4] = "HorseMode"
_modes[5] = "WarHorseMode"
The script says to check the readme for all available modes, but I don't see it documented in the readme. But, if you poke around other source files, you can find the list of all available modes:
["All", "Favor", "MovementDisabled", "Swimming", "WarHorseMode", "HorseMode", "InventoryMode", "BookMode", "DialogueMode", "StealthMode", "SleepWaitMode", "BarterMode", "TweenMode", "WorldMapMode", "JournalMode", "CartMode", "VATSPlayback"]
So, if making a custom widget using SkyUI, you can set these modes (for example, "DialogueMode" to make the widget visible in dialogue).
And if you want iWant widgets to be visible in dialogue, you can update the property on the iWant_widgets script. However this will make all iwant widgets visible in the new mode, not just your own mod's.
Edited by DayTri
Accidentally submitted without writing everything
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