GitHub - MdRuz-git/Gothic2_NPCname: Gothic2 Night Raven NK; Union; shows quest givers NPC names on screen.
-> translate.google.com
Gothic2 Night Raven NK; Union; shows quest givers NPC names on screen.
should work for any mod based on Gothic2 Night Raven; tested on Chronicles of Myrtana and New Balance.
Install:
drop the NPCnames.dll into:
Gothic2/system/Autorun
if Autorun folder does not exist, install Union.
Requires Union 1.0m
// SETTINGS ([NpcNames] section)
// StartMode=0 0 = quest/trader/important, 1 = quest/trader, 2 = off
// Radius=1500 cm
// RunConditions=1 0 = never run script conditions (less accurate, will not distinguish quest givers but is script-free)
// HideInFocus=1 don't draw the NPC the game already shows a name for
// MinDistance=0 cm, hide names closer than this (0 = off)
// DebugMode=0 0 off, 1 write NpcNames.log, 2 also draw ALL npcs grey
// FontNear=FONT_OLD_10_WHITE.TGA
// FontMid=FONT_DEFAULT.TGA
// FontFar=FONT_DEFAULT.TGA
// Hotkey: LShift + K cycles ALL -> QUEST/merchant -> OFF
Orange = quest giver in the current moment MEANING-> talk -> get quest -> name disappears
Cyan = NPC who will auto initiate conversation when in close range.
$ Orange = quest giver + merchant
$ Gold = merchant
font size is equal to chosen font, FONT_DEFAULT.TGA seems to be the smallest.
the logic uses cache which only does any calculation every 15sec, capped for only 3 NPCs per frame.
the NPC name will be the exact bit value as in game, MEANING it supports all languages.
RunConditions (default 1)
When enabled, the plugin asks the game whether each NPC's open dialogue options are currently available, using the same condition check the dialogue menu uses. This is what keeps false positives low.
Warning: it runs script condition functions in the background, for NPCs on screen within Radius. In vanilla Gothic 2 and well-written mods these functions only check things and are harmless.
If a mod's ***dialogue condition*** has side effects (changes variables, gives or creates items, queues NPC actions, spawns NPCs, writes log entries), those effects will repeat while that NPC is visible.
in any normal scenario this should never happen since dialogue conditions only CHECK things and ***functions*** are the ones which actually do things.
If you notice odd behavior near specific NPCs, set RunConditions=0 or remove this plugin.
The likelihood of any issue is extremely low but worth noting.
With RunConditions=0 no script code is ever run by this plugin, but names are shown for every NPC with an unfinished non-permanent dialogue, whether or not it is currently available. Expect many more false positives.
Cname
-> translate.google.com
Gothic2 Night Raven NK; Union; shows quest givers NPC names on screen.
should work for any mod based on Gothic2 Night Raven; tested on Chronicles of Myrtana and New Balance.
Install:
drop the NPCnames.dll into:
Gothic2/system/Autorun
if Autorun folder does not exist, install Union.
Requires Union 1.0m
// SETTINGS ([NpcNames] section)
// StartMode=0 0 = quest/trader/important, 1 = quest/trader, 2 = off
// Radius=1500 cm
// RunConditions=1 0 = never run script conditions (less accurate, will not distinguish quest givers but is script-free)
// HideInFocus=1 don't draw the NPC the game already shows a name for
// MinDistance=0 cm, hide names closer than this (0 = off)
// DebugMode=0 0 off, 1 write NpcNames.log, 2 also draw ALL npcs grey
// FontNear=FONT_OLD_10_WHITE.TGA
// FontMid=FONT_DEFAULT.TGA
// FontFar=FONT_DEFAULT.TGA
// Hotkey: LShift + K cycles ALL -> QUEST/merchant -> OFF
Orange = quest giver in the current moment MEANING-> talk -> get quest -> name disappears
Cyan = NPC who will auto initiate conversation when in close range.
$ Orange = quest giver + merchant
$ Gold = merchant
font size is equal to chosen font, FONT_DEFAULT.TGA seems to be the smallest.
the logic uses cache which only does any calculation every 15sec, capped for only 3 NPCs per frame.
the NPC name will be the exact bit value as in game, MEANING it supports all languages.
RunConditions (default 1)
When enabled, the plugin asks the game whether each NPC's open dialogue options are currently available, using the same condition check the dialogue menu uses. This is what keeps false positives low.
Warning: it runs script condition functions in the background, for NPCs on screen within Radius. In vanilla Gothic 2 and well-written mods these functions only check things and are harmless.
If a mod's ***dialogue condition*** has side effects (changes variables, gives or creates items, queues NPC actions, spawns NPCs, writes log entries), those effects will repeat while that NPC is visible.
in any normal scenario this should never happen since dialogue conditions only CHECK things and ***functions*** are the ones which actually do things.
If you notice odd behavior near specific NPCs, set RunConditions=0 or remove this plugin.
The likelihood of any issue is extremely low but worth noting.
With RunConditions=0 no script code is ever run by this plugin, but names are shown for every NPC with an unfinished non-permanent dialogue, whether or not it is currently available. Expect many more false positives.
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