After a close call with a Dire Deep Frog in the Wet Caverns, I'd like to suggest that you don't "unstealth" just for clicking on a plant that is harvestable. When the ground is cluttered with plants, it's too easy to mis-click on one (especially zurhkwood trees.) I can understand unstealthing if you actually choose to harvest something, though.
Stealth and Plant Dialogues
Dont think that can be changed since it calls a conversation, and a conversation by default, unstealth you...
I could be wrong, but I think it's hardcoded.
Just use the WASD keys if you don't want to risk misclicks
There are certain conversations with items that do not take you out of stealth.
As an example, perhaps it would help in aiding this, the seaweed item underwater in the canals.... this used to be for a collection quest. You can stealth to the object, initiate the conversation to talk with it, and leave without losing stealth.
Luke, there are other reasons to "click" than moving... like picking up remains, etc. Those zurhkwood trees take up half the screen of clickable area.
JackOfSwords Luke, there are other reasons to "click" than moving... like picking up remains, etc. Those zurhkwood trees take up half the screen of clickable area.
Eh, maybe the trees could be spawned in two parts if it's not too difficult: once as a non-clickable placable, and then, right next to it, a small placable marker on the ground which you actually click on for the dialogue, etc?
I support splitting trees into two placeables, one small and clickable, one large and not. The problem is, I can't be the one to make the change.
I'm not sure it's possible to not-unstealth when initiating a conversation with a creature that is not yourself. I'm pretty sure the only reason you wouldn't unstealth when you talk to an item is because really, you're talking to yourself, and you can perceive yourself, so you don't need to drop stealth.
Quest OOC oppenings is possible without leaving stealth, as thoes in the tunnel.
The alley ways (Jump/climb) in lower also needs no unstealthing.
It seems like it would be possible, then, to keep from unstealthing on the initial dialogue. I would, however, be supportive of unstealthing if the player elects to actually harvest part of a plant, since that would take motion and make sound that would likely be detectable by anyone near.
If you can take items from chests, NPC and player loot bags, all of which could be potentially hostile actions, out of stealth, I'd think you could pick some berries from a bush in stealth too.
I'm pretty sure everybody's perception is not as great as noticing a few plant leaves or something going missing. But it does seem to me that someone would notice a big chunk of zhurkwood being taken out of the tree mysteriously.
True that. I'd suggest a Hide/MS DC vs "silent harvesting" of the plant in question, but I think zhurkwood is the only big difference - all berries and mushrooms, etc, should be trivial to pick out of stealth.
So, maybe the zhurkwood one could have "this will unstealth you, do you wish to proceed?" in the dialogue, and an unstealth function. If someone really thinks that's necessary. >_>
ScottyB's suggestion is laggy. Original suggestion is not practical within scripted systems upon which dynamic conversations are based, if at all. All in all, this is a poor investment of time. I recommend either destroying the plants or making an effort to step around them.