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[WIPZ/BETA] DarNified UI NV


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#1
DarN

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~ DarNified UI NV ~

by DarN



Here I am again with a new UI overhaul. :) This one will be more or less identical to DUIF3, with FONV's extra menus DarNified as well.

NOTE: The font changes will mean the menus not yet DarNified will look weird at first.

Previous Thread

In progress:

Fixed for v2:

- Skill icon (LevelUp Menu) - done
- CND bar using tick marks (HUD) - done
- CND bar repair indicators position when using special ammo (HUD) - done
- HCMode indicators (HUD) - done
- Message icon (HUD) - done
- Ammo type text (HUD) - done

New in v2:

- PipBoy - 1/3
- Start Menu - done

Once v2 is out the door, I'll start on NV specific content.

Screens:

These are WIP

[Start Menu]
[Dialog Menu 1] - [Dialog Menu 2]
[Skills] - [Perks] - [Attributes]
[Loading Menu]
[Sleep/Wait Menu]
[Tutorial Menu]
[Barter Menu]
[Container Menu]
[Message Menu]
[HUD]
[V.A.T.S]

v2:
[PipBoy World Map] - [PipBoy Local Map] - [PipBoy Quests] - [PipBoy Misc]


Downloads:

DUINV Test version 1 - Extract to "FONV\Data\".

Edit the ini like so:

[Fonts]
;sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fnt
sFontFile_1=Textures\Fonts\DarN_FranKleinBold_14.fnt
;sFontFile_2=Textures\Fonts\Monofonto_Large.fnt
sFontFile_2=Textures\Fonts\DarN_FranKleinBold_16.fnt
sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt
;sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt
sFontFile_4=Textures\Fonts\DarN_Sui_Generis_Otl_10.fnt
sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt
;sFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt
sFontFile_6=Textures\Fonts\DarN_Sui_Generis_Otl_13.fnt
;sFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fnt
sFontFile_7=Textures\Fonts\DarN_Libel_Suit_Otl_24.fnt
sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt
sFontFile_9=Textures\Fonts\NVFont_Test.fnt

Just replace the entire section with this. The lines starting with a semi-colon are commented-out default entries.

If using the launcher, edit Fallout_default.ini in the game dir to get these settings to stick. The launcher resets the ini to the values from this file. Backup the original first.
If you're bypassing the launcher, you can edit Fallout.ini directly: "My Documents\My Games\FalloutNV\Fallout.ini". Backup the original first.
If neither method works, try editing [font="Courier New"]FalloutPrefs.ini
instead. This seems to work for some people.

NOTE: When reporting bugs, there's no substitute for a good screenshot to describe a problem.

The PipBoy Menus, Start Menu, and all FONV original content has not been touched yet. Keep an eye out for NV specific items in old menus - I have not played much at all, so haven't seen all areas of the UI yet.

Enjoy! :)

Edited by DarN, 27 October 2010 - 10:51 AM.


#2
Langy

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Continuing the conversation from the other thread about the weapon condition arrows:

Those arrows are where you start to maintain the current weapon instead of repairing it. As your weapon's condition worsens below those arrows, the damage it deals and its accuracy and all that lower. However, once you repair it up to those arrows the weapon will do just as much damage/be just as accurate as if it were fully repaired. Same deal with armor. In other words, it's the maintenance threshold. That's 75% for weapons, 50% for armor.

#3
DarN

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Thanks, Langy.

If anyone's bothered by the small dialog topic entries, set "_dlg_TopicFont" back to default in the config file. :)

#4
Instance

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Well, that's were they are here. I checked with all the weapons I have on me, and at multiple HUD sizes - they don't move. I used their PipBoy location as a guide. I'm assuming they represent the condition you can achieve when repairing the item yourself?


The little arrow represents this:
Left of the >: Your weapon is prone to jamming. Your weapon will deal less damage. Your armor will provide a lower DT (damage threshold).
Right of the >: Your damage done, or DT provided will not increase. Think of it as... a buffer zone, you get more time before it begins statistically degrading.

Awesome (as always) work DarN. :)

EDIT: Oh look, I didn't post this earlier, and Langy beat em too it. Ah well.

-Instance

Edited by Instance, 24 October 2010 - 02:55 AM.


#5
DarN

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Fixed the rogue icon in the LevelUp Menu: [Skills] - [Perks] - [Attributes]

#6
frogs345

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Thank god for this release. I can now play New Vegas with a decent HUD.

#7
SirDrinkAlot

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I think I'm going to wait until next weekend and use MTUI as long as your version isn't finished. Looks great, just like in FO3. Kudos!!!

#8
SoDx

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I think I'm going to wait until next weekend and use MTUI as long as your version isn't finished.


I am going to stick with MTUI, myself, for now.

DarN: I loved your FO3 HUD/UI and using this version some of the text is just too small for my liking. I don't think it would be too hard to adjust on my end, or maybe you would have to do extra work for that? I'm not asking you to do anything extra for me but it just seems about 75% of the size it should be, or something. But I look foreward to this when you get the first full alpha/beta going. Between you and Martigen you are the essential modders for PC gamers.

Edited by SoDx, 24 October 2010 - 04:15 AM.


#9
FalloutFTW

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I don't know why, but ever since I installed this mod, I am able to add more skill points to skills I already have at 100 during level up. Was this done on purpose?

Edit: Screenshot of what I mean.

Edited by FalloutFTW, 24 October 2010 - 04:22 AM.


#10
DarN

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I am going to stick with MTUI, myself, for now.

DarN: I loved your FO3 HUD/UI and using this version some of the text is just too small for my liking. I don't think it would be too hard to adjust on my end, or maybe you would have to do extra work for that? I'm not asking you to do anything extra for me but it just seems about 75% of the size it should be, or something. But I look foreward to this when you get the first full alpha/beta going. Between you and Martigen you are the essential modders for PC gamers.

You can set fonts for all elements in the config. I can't guarantee the layout will be pristine though. Untested so far. New font options will be made later.

@FalloutFTW,

You can add, but they won't take effect. You need a skill mod for that, and I don't know if any exist for NV. I'll remedy this later.

edit: I'd love to get my hands on a savegame with skills that high. Makes this process much quicker.

---

Finished the DATA portion of the PipBoy: [PipBoy Local Map] - [PipBoy Quests] - [PipBoy Misc]

Edited by DarN, 24 October 2010 - 04:23 AM.


#11
Echonite

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:goodjob: Keep it up! Waiting for a more complete release before I download. Probably the next one XD

#12
DgJames2010

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Thank you so much, my eyes were bleeding from looking at that horribly innefficient default UI.

Would you like a :cookie:

#13
Deagroth

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edit: I'd love to get my hands on a savegame with skills that high. Makes this process much quicker.



Just a thought because I have no idea how or where to upload a save file for you (and I'm using several mods as well), but would you be able to simply use console commands to boost your skills and/or give yourself the Living Anatomy perk to aid in your work? Or does it need to be 'legit' skills?

Either way the console commands are:

player.modav <stat/skill> <number to be added (stats cap at 10 and skills at 100 even if you try to shoot above them from what I've seen)>

player.setav <stat/skill> <number for stat or skill to be set to, I think that if you set a skill it'll be modified by stats/perks afterwards>

player.addperk 00146099 (this will add the Living Anatomy perk, please note that it requires level 8 and a Medicine skill of 70 to get)

The Fallout wiki has the codes for most of the other perks (still missing some quest/implant/companion/achievement ones)

Please note that I haven't yet attempted to lower S.P.E.C.I.A.L. or Skill values after increasing them, might want to use a dummy character for the save.

I hope this helps, you're an inspiration to us all DarN.

#14
DarN

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Odds are a savegame like that will have different ammo types and other useful things like disguises and such in addition.

edit: Some UI areas aren't visible to me yet.

Edited by DarN, 24 October 2010 - 05:53 AM.


#15
}{ellKnight

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Downloaded, will report any issues :)

Let us know if you need any specific saves.

Edited by }{ellKnight, 24 October 2010 - 06:12 AM.


#16
DarN

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Let us know if you need any specific saves.

A save with skills in the 100's would be good. I'd need something like that to fix the HUD, the PipBoy and the LevelUp Menu. Preferably a clean one (ie. no mods).

Edited by DarN, 24 October 2010 - 06:17 AM.


#17
Langy

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I just sent DarN a link to a saved game of mine that he can use for testing.

#18
DarN

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Yup, got what I need. Thanks man.

#19
Grimhound

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Has anyone reported the issue where weapon conditions vary in the HUD between clean smooth boxes and kludgy blips depending on the weapon?

#20
DrakeSnail

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I got a little problem... I'm almost sure I installed everything correctly..
http://i55.tinypic.com/5chl08.jpg
As you see at the right corner it isnt like it must be.

Edited by DrakeSnail, 24 October 2010 - 08:17 AM.


#21
DarN

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Has anyone reported the issue where weapon conditions vary in the HUD between clean smooth boxes and kludgy blips depending on the weapon?

Yup. On that right now. The CND meter is identified using it's original x pos, which changes in NV with special ammo equipped. Shouldn't be a problem.

I got a little problem... I'm almost sure I installed everything correctly..
http://i55.tinypic.com/5chl08.jpg
As you see at the right corner it isnt like it must be.

The ini isn't edited, or has been reset.

#22
}{ellKnight

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I got that error when using the old exe, DrakeSnail. Switching back to the new one fixed it. Make sure you edit the ini as well!

Here are the issues I've found so far (sorry if I'm repeating stuff you already know):

Boxes surrounding certain texts are misaligned (might be text or box position):
http://tangentgirls....14-49-40-33.png
http://tangentgirls....14-49-56-15.png
http://tangentgirls....15-15-39-13.png
http://tangentgirls....15-16-22-90.png

Vanilla font Yes/No answer boxes seem to align properly (sorry, took the shot without hovering the mouse but they looked alright):
http://tangentgirls....15-21-05-22.png


CND button seems to be doing something funky with the text in the box:
http://tangentgirls....15-15-57-84.png

Edited by }{ellKnight, 24 October 2010 - 08:49 AM.


#23
Gvaz

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You should mention editing falloutprefs.ini as well, because neither of the files you mentioned worked for me.

#24
DarN

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I got that error when using the old exe, DrakeSnail. Switching back to the new one fixed it. Make sure you edit the ini as well!

Here are the issues I've found so far (sorry if I'm repeating stuff you already know):

Boxes surrounding certain texts are misaligned (might be text or box position):
http://tangentgirls....14-49-40-33.png
http://tangentgirls....14-49-56-15.png
http://tangentgirls....15-15-39-13.png
http://tangentgirls....15-16-22-90.png

Vanilla font Yes/No answer boxes seem to align properly (sorry, took the shot without hovering the mouse but they looked alright):
http://tangentgirls....15-21-05-22.png


CND button seems to be doing something funky with the text in the box:
http://tangentgirls....15-15-57-84.png

The PipBoy is not part of test 1.

#25
Ace Dongface

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edit: Need to read both pages of this thread before I post.

/facepalm

Edited by Ace Dongface, 24 October 2010 - 09:34 AM.


#26
frogs345

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Darn, how close is test 2?

#27
iTimmeh

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I got a little problem... I'm almost sure I installed everything correctly..
http://i55.tinypic.com/5chl08.jpg
As you see at the right corner it isnt like it must be.


You installed your fonts incorrectly. Recheck everything. To be safe, copy the fonts in the following inis.

FalloutPrefs.ini (located in My Games)
Fallout.ini (located in My Games)
Fallout_default.ini (located in directory folder)

I had a similar problem.

Also darn, I don't know if you've seen the companion wheel yet, so don't forget to pick a companion up haha

Edited by iTimmeh, 24 October 2010 - 10:10 AM.


#28
DarN

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Darn, how close is test 2?

Not sure. The HUD still has some issues to iron out.

#29
}{ellKnight

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Oops, sorry. Didn't notice anything else. Inventory exchange (when opening a container), companion wheel and sleep work just fine. Probably a few others I'm forgetting right now. Didn't notice any other issues.

#30
iTimmeh

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Oops, sorry. Didn't notice anything else. Inventory exchange (when opening a container), companion wheel and sleep work just fine. Probably a few others I'm forgetting right now. Didn't notice any other issues.


Companion wheel exit button is off from the selection box around it.


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