Open journal in locked dialogs instead of the message box - fixes the oldest issue, specific to Enderal SE
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SKSE/Plugins/EnderalSE.dll
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SKSE/Plugins/EnderalSE.dll
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Update.esm
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Update.esm
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@ -29,10 +29,7 @@ private:
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// Escape triggers a kTab event, added kEscape just in case
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if (key && (key->keyCode == RE::GFxKey::kTab || key->keyCode == RE::GFxKey::kEscape) && !RE::UI::GetSingleton()->IsMenuOpen(RE::ContainerMenu::MENU_NAME) && !RE::UI::GetSingleton()->IsMenuOpen(RE::BarterMenu::MENU_NAME)) {
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// The best solution is to show the quest journal, like in LE, but showing a journal seems to mess with framerate of the UI, see dialogue menu after showing journal
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//RE::UIMessageQueue::GetSingleton()->AddMessage(RE::InterfaceStrings::GetSingleton()->journalMenu, RE::UI_MESSAGE_TYPE::kShow, 0i64);
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RE::BSTSmartPointer<RE::BSScript::IStackCallbackFunctor> stackCallback;
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RE::BSScript::Internal::VirtualMachine::GetSingleton()->DispatchStaticCall("_00E_ConfirmDialogQuit", "Show", RE::MakeFunctionArguments(), stackCallback);
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OpenJournal(false);
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return RE::UI_MESSAGE_RESULTS::kIgnore;
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}
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}
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@ -49,19 +49,7 @@ auto EventListener::ProcessEvent(
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-> RE::BSEventNotifyControl
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{
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if (a_event->opening) {
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if (a_event->menuName == RE::JournalMenu::MENU_NAME) {
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if (RE::UI::GetSingleton()->IsMenuOpen(RE::DialogueMenu::MENU_NAME)) {
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const auto movie = RE::UI::GetSingleton()->GetMovieView(RE::JournalMenu::MENU_NAME);
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if (movie) {
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// UIMessage opens quest journal uninitialized, without any tab active and hotkeys bound
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// We have to activate a tab for it to work properly
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std::array<RE::GFxValue, 2> args;
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args[0].SetNumber(2);
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args[1].SetBoolean(false);
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movie->Invoke("_root.QuestJournalFader.Menu_mc.RestoreSavedSettings", nullptr, args.data(), static_cast<std::uint32_t>(args.size()));
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}
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}
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} else if (a_event->menuName == RE::DialogueMenu::MENU_NAME) {
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if (a_event->menuName == RE::DialogueMenu::MENU_NAME) {
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// Make sure Tab is not blocked. If it should be, a Papyrus script will block it a few frames later.
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DialogueMenuPatch::BlockTab(false);
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}
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@ -164,3 +164,11 @@ inline void LoadINI(std::map<std::string, bool>* settings, const char* iniPath)
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logger::error("{}", e.what());
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}
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}
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// When opening from dialogue menu, a_bool must be false to not break framerate of the UI
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inline void OpenJournal(bool a_bool)
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{
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using func_t = decltype(&OpenJournal);
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REL::Relocation<func_t> func{ REL::RelocationID(52428, 53327) };
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return func(a_bool);
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}
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@ -1,7 +0,0 @@
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Scriptname _00E_ConfirmDialogQuit Hidden
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function Show() global
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if (Game.GetFormFromFile(0x163D, "Update.esm") as Message).Show() == 1
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Game.QuitToMainMenu()
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endif
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endfunction
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