B) Reserved Entity Names "!player" <- refers to the (potentially unnamed) player. "!playerController" <- refers to the (potentially unnamed) player controller if one exists. (There are used by cut scenes) "!dialogpartner" <- When you begin a conversation with someone, this refers to the person you are talking to. It only remains valid while the conversation is active.
Now i may in fact do this for my personal use (though it would be useless for the mod because the message is used on lockpicking automatically), but does your 'programmer' have a better solution?
I'd prefer something prettier, like making the dialog line selected fade in and out (you can see this effect when the engine encounters a npc dialog line without audio and with a auto-end after, it turns on subtitles and forces the user to input '1' to be able to read the text), but that sounds a bit harder (or maybe not, if he can hack the engine dlls). But the first method would be useful for other mods too, a generic info_bar message that you can pass any string sounds useful, and even more if it was extended to play any sound/use any icon.For the keybindings i'm doing the major hack of reading the config, and overriding selected actions during the dialog only. Since the user can't save during the dialog and can only reload, the keybindings should be renabled on new game/game load by the copy on the the file because i don't write to it.Well unless i'm wrong things and reload doesn't reload the cfg. Got to test that too.
Why did you disable the subtly insane malkavian history in the unofficial patch Wesp?