MessageBox Button Text Replacement - Bug?

Post » Wed Jun 20, 2012 11:10 am

So we all know about using text replacement within a Message right? Using an alias from the owning quest to replace text in the message, the alias can point to an object or another message that will use the title text. I just recently found out that I could not use the text replacement on the menu buttons of a message box, which made absolutely no sense to me. The menus are pretty much the same as activation menus, the one you get when you add an activation choice to an activator (Through a perk) that only has one activation procedure, from the looks of it there is no way that it shouldn't be capable of text replacement as there are perks that directly shove in a new button with a new name.

Adding text replacement to a menu button results in a blank label.
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Lady Shocka
 
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Post » Wed Jun 20, 2012 2:53 pm

Yeah, that bummed me out too. One of the many times I pre-wrote 90% of the code, only to find that my assumption about Papyrus/CK was wrong. I can't for the life of me figure out why they disallow Text Replacement on buttons.
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Barbequtie
 
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Post » Wed Jun 20, 2012 2:07 pm

Yep, I wrote a massive menu plugin system involving objects to substitute for text replacement for modder made plugins so they could extend my follower menus, only to find the menu labels were blank when I finished... Guess they will have to have Generic menu names for now, the plugin system still works, you just won't know which one you pressed until you press it.

I guess I could make the text show a legend using the aliases instead and have them numbered

(1)
(2)
(3)

(1) (2) (3) Back Next Exit

Also had some issues using Globals for text replacement, I did infact call "UpdateCurrentInstanceGlobal" when the global changed but the messagebox just refused to replace the text, the Global was also included in the owning quests global data.
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gary lee
 
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Post » Wed Jun 20, 2012 12:21 pm


(1)
(2)
(3)

(1) (2) (3) Back Next Exit


That's a good idea.
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Minako
 
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