NiceOne-
Considring I use both and am trying to minimize headaches right now ...
Which should load first?
What functions should I just turn off in EE? Is it just the new Haggle functions?
thanks
From what I can tell the only real conflict comes when you use the ExitKey to close the Haggle Menu. As long as you don't do that it shouldn't cause problems.
TheNiceOne: Will reply later on, out of time right now. Short version, yes it would need a little bit of an adjustment but that's not a problem. I'll look into it when I get back.

Ok, I'm back. Um lets see. B)
Both are about the Haggle functionality, where your script checks if the OK button is visible, and if so clicks on it. First the question: The button doesn't have any visibility trait, so I was under the impression that setting it invisible was impossible, and that checking for that trait would not return true either. But I assume your function works, so there must be something I don't know here. While I wrote this, it occured to me that the button includes "button_short.xml", which may have a visibility trait (I cannot check now) - is that it?
Correct, the "button_short.xml" has a visible trait which is inherited from the
user1 trait (which in turn is set by the code).
Then the incompatibility: The new Immersive Haggling feature of Enhanced Economy performs some mumbo-jumbo with the Haggle OK button:
1: It disables the Activate key (left click) whenever the mouse hovers over the button.
2: If the player clicks on the button with the now-disabled key, EE updates a counter and the simulates a click
3: If this counter reaches a maxValue (default 5), EE will now either simulate a click on the cancel button instead, or edit the merchant's disposition before simulating the OK click.
Now, all of this will be bypassed by your mod, but I hope we can do something to make them compatible. First, if it is really possible to make the button invisible, I can do so when the button is supposed to be disabled by EE (I now simulate a cancel click when the OK button is clicked). If it cannot be set to invisible, I could set a special variable defined in QZ Easy Menu, and then QZ Easy Menu could check to see if this is set, and then click on the cancel button instead of the OK button. This variable should be reset whenever the Haggle Menu was closed, so that EE would have to set it each time the Haggle menu is opened, e.g.:
RunScriptLine "Set EasyMenu.iDisableHaggleButton to 1".
Apart from hiding the button (which you can now do) I think the best approach is indeed to add a variable EE can set. My question for you then, should I just reset that variable when the haggle menu is closed or do you want complete control over it? Either is fine with me but I'll need to know it.
Secondly, when the button is enabled, EE needs to know when it is clicked. This could likewise be handled by QZ Easy Menu setting a variable defined in EE whenever you simulate an OK click on the haggle button. E.g:
RunScriptLine "Set tnoEEM.haggleButtonClicked to 1".
No problemo. I assume this exact line/variable is ok to use? Should I leave the closing of the haggle menu to EE or is that not nessecary? As in, setting the EE variable instead of clicking the Ok button and let you (EE) close the haggle menu. Dunno if you need to do certain things before it is actually closed. :unsure:
I haven't read up (yet) on EE's Immersive Haggle so I may have misinterpreted some things.

-kyoma