kalbaern wrote...
I think the real question is: Why do you want the door's description to show up upon a mouse over?
If this is an attempt to add depth and realism based on that description appearing to a player, then another option might be to use "flavor" triggers instead. By "flavor" trigger, I mean a painted trigger with an OnEnter script that fires of some type of text message about an area or specific object. I use these in all "flavors" and "varieties", some needing only a PC to cross into them, some displaying a message based on a skill check like Lore or Spot, some check for a known language or race, etc... .
Anyhow, telling us "why" seeing the description on your doors is desired would help with alternate solutions here. '>
Using 'examine' as the default action on a mouse click was not my chief goal, actually, but part of a grander scheme that is appearantly out of reach within the default coding of NWN.
What I would like is this:
You see a door, if you want to open it, you use the radial menu - open.
If you want to unlock it or damage it, again, use the raidal menu options.
If you want to examine it, either use the radial menu, or click on it.
If you click on it and there are other 'enhanced' examinations or interactions available (via script, obviously), then, and only then, will a 'conversation' possibly occur, although floating text would be acceptable for non-interactive feedbacks.
What I REALLY want (and can't have) is a radial menu I can just add buttons to for the extended functionality, and ditch the conversation for all the enhanced examinations (listen at door, feel door, etc) and some interactions (knock on door).
I have considered putting some sort of door-bell / -knocker on civilized doors, but that only begins to scratch the surface.