Není zač.
Cat,
to position items in inventory, you should open the data\interface\inventory.def file. It's now super easy because of the window editor tool (you can simply double click the file).
Here you see on the left side a component tree, so choose "Inventory box" and simply move it to the desired location and save.
Hourglass is the default "wait" cursor for the non-interactive state. You can either call Game.RemoveWaitCursor(); or change the Nonint. cursor property in the Project Manager (see the chapter 1).
Hope this helps.
Edit: Hiding inventory is done through Game.InventoryVisible = false; But the code which handles that is in data\scripts\game_loop.script (game_daemon.script). Simply set some global variable let's say InventoryHidden to true (in the places you don't want to display the inventory) and modify this line
As it's very global function, I'd put into base.inc
and finally in your scene_init.script of the molly scene you'd put
and
in the scene_init.script of the outside scene you'd set this value to false.