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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.

Here are some videos featuring DUIF3:
http://www.youtube.c...0mjp1wRA&fmt=22
http://www.youtube.c...jv2DPcEk&fmt=22

Thanks to Kai Hohiro for including DUI in these.

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

Thread 1 - Thread 2 - Thread 3 - Thread 4 - Thread 5

In progress:

TBD

Usage:

You'll find a config file in Data\menus\prefabs called DUINVSettings.xml where you can edit the mod settings. I have comments on almost all of them just to give you an idea of what it does. Do yourself a favor and read the short intro in there, as well as familiarize yourself with the settings provided. Don't request features already in there please.


Screens:

These are to be considered 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]
[PipBoy World Map] - [PipBoy Local Map] - [PipBoy Quests] - [PipBoy Misc]
[PipBoy Stats]


Install:

1. 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 fonts 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 My Documents\My Games\FalloutNV\FalloutPrefs.ini instead. This seems to work for some people.

2. Activate DarNifiedUINV.esp in the launcher.


Uninstall:

- Delete the "menus" folder
- Delete "textures\fonts" folder
- Delete "textures\darn" folder
- Restore ini changes


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


Downloads:

DUINV Test version 4 - Extract to "FONV\Data\".


F.A.Q:

Q: My fonts are liek huuge!
A: Edit the ini, and make it stick


Changes v3-v4:

  • Fixed Quests and Notes areas not updating correctly
  • Fixed compass zoom
  • Fixed visible scrollbar with no note selected in Notes
  • Fixed mod list for Barter Menu
  • Fixed duplicate shortcut in Stats Menu (XB360)
  • Semi-fixed dialog topics list height error
  • All Stats Menu lists use the same font
  • Crafting Menu list now supports longer names
  • Made inventory effects list fit more items
  • Tweaked buttons positions in the Map Menu
  • Added setting for crosshair scale
  • Added missing scrollbar file
  • Added Companion Wheel



Enjoy! :)

#2
Junkie

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Hell yes, new DarNified out.

#3
DarN

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From the previous thread:

I assume Darn is going to wait for NVSE to get out of Beta before utilizing it?

No. I'll wait for it to be out of beta to upload anything final requiring it. These forums will have versions for you to test with NVSE and DUI betas though.

there's something hinkey with the 9mm ammo. i think it was the hollow point. the back ground where added info for that round is black. actually looks better (too me) but seeing as how it's different from the rest i thought you should know.

Could you take a screenshot? That is likely the new extended effects list you're seeing.

Once it does have the functions he needs, will that mean we don't have to INI tweak anymore?

The goal is to put all the important settings from the config in the game, and let you configure and save them there. There will likely be some advanced/obscure settings that'll remain as is.

Hey Darn...

A couple of somethings to add to your "wish list" of features, assuming it is possible...

On the PipBoy->Items->Weapons screen, up by repair and mod, and an option for weapon repair kits -- so that we can select a weapon from the list, and click on (or hit hotkey?) the listing for the repair kit, and apply it from there rather than having to go to the aid screen. (This came up in a discussion on Antistar's armor repair kit mod)

Not quite as bit of a deal, but maybe nice at the same time... on the PipBoy->Status screen, with the "stimpak / dr bag / rad-x / radaway", add an entry for "hydra"




In other news: On the crafting menu (workbench, etc) on the ingredient list: if the ingredient listed is too long to show on one line, the resulting two lines should be top justified... but it appears to be center justified. The end result is that the top line is partially hidden underneath the box of blank space around the word "Ingredients:".

Also, love the separation of DPS and DAM on the PipBoy/Weapons screen. I see you have the same split on the container menu, but apparently not the barter menu?


...I think that is it for now. In any event, thanks again for all of your hard work on this. Makes my game experience much more enjoyable. :)

- DU

I'll look into the request later.

I thought I implemented the DPS split in Barter as well... Will check.

Hey DarN, i dont know if its just the german version, but theres a missing bracket art if you equip the "Service Rifle Forged Receiver Mod" for the Service Rifle.
Couldn't test it with the other weapon-mod though.

Screen

Weird. I think I know what's happening - thanks.

#4
willburr

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DarN- think this got lost on the transition to thread # 6.

Feature Request:

  • Display ammo properties (DAM X, CND X, GUN SPREAD X) of ammo to be crafted at reloading bench. Similarly, but less necessary, the EFF of all craftable items.
  • Option toggle in .XML config file to stretch the dialogue window down when topics > 1, rather than up. i.e. instead of a single topic appearing near the bottom of the screen, have it appear offset from the bottom by ~1/3 of the screen height, like in the vanilla game.

Bug (0.04):

  • Disconnecting the compass no longer leaves it centered (1920 x 1200) at the top of the screen by default. 0.03 correctly centered it. It is shifted to the right by ~150 px.


#5
hxcbear

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Awesome!

#6
Junkie

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"Added setting for crosshair scale"

I don't see where this setting is.

#7
DarkUncleBoh

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Darn,

Did my description of the ingredient being too long and the two-lines being center instead of top justified make sense? I can try and come up with a screen shot later tonight for you if you need...

- DU

#8
ToJKa

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No. I'll wait for it to be out of beta to upload anything final requiring it. These forums will have versions for you to test with NVSE and DUI betas though.


That may take some time. Isn't Oblivion Script Extender still a beta too? :P

Nice to see another update.

#9
DarN

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DarN- think this got lost on the transition to thread # 6.

Feature Request:

  • Display ammo properties (DAM X, CND X, GUN SPREAD X) of ammo to be crafted at reloading bench. Similarly, but less necessary, the EFF of all craftable items.
  • Option toggle in .XML config file to stretch the dialogue window down when topics > 1, rather than up. i.e. instead of a single topic appearing near the bottom of the screen, have it appear offset from the bottom by ~1/3 of the screen height, like in the vanilla game.

Bug (0.04):

  • Disconnecting the compass no longer leaves it centered (1920 x 1200) at the top of the screen by default. 0.03 correctly centered it. It is shifted to the right by ~150 px.

Sorry about that.

1. This is something that'll have to wait for a while.
2. Not sure what you mean down/up?
3. Compass code was rewritten a bit for v4 - will check.

"Added setting for crosshair scale"

I don't see where this setting is.

Under "Crosshair":
<_HUDCHScaleOverride> 0 </_HUDCHScaleOverride>	<!-- [0] <= 0 = HUD scale, 40-100 = Custom 		-->

Darn,

Did my description of the ingredient being too long and the two-lines being center instead of top justified make sense? I can try and come up with a screen shot later tonight for you if you need...

- DU

Just missed in the confusion. Locked thread and a lot of posts. :) A screen would be awesome.

That may take some time. Isn't Oblivion Script Extender still a beta too? :P

Nice to see another update.

Not sure how OBSE's releases have gone, but FOSE had a "stable" version in there. I might add an override in there for you adventurous types. :D

#10
showler

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OBSE's had nineteen stable "full version" releases, but there is also almost always a beta of the next version around.

#11
Junkie

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Could you take a screenshot? That is likely the new extended effects list you're seeing.


I'm not the guy who said that, but I do see it too, so I uploaded a screen.

http://gyazo.com/555...58bbf988b4a.png

#12
Walker in the Wastes

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Thanks for the update. It is much appreciated. :)

#13
DarN

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I'm not the guy who said that, but I do see it too, so I uploaded a screen.

http://gyazo.com/555...58bbf988b4a.png

Yup, that's the new stuff. A little bug in there too I see. I'll look into when it pops up - it's not really required until it starts overflowing the below tabs.

#14
Langy

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When your crosshairs are centered upon a water source (lake, river, pipe, whatever), you can see a little thing at the bottom of the screen that tells you how many rads the water would hit you with and the amount of health it would heal if you drank from it. Is there a way you could include a way to see how much H20 the water source would supply either instead of or in addition to those bits? Making it so it only shows how much it'd heal if it'd actually heal you at all would be great, too (for some reason, I think it shows that it'd heal you X amount even if the conditions say you won't get healed at all, for example due to having a mod that makes it so you don't heal when drinking when in hardcore mode).

And yeah, I know that all water sources hit you up with 200 H20 by default, but still.

#15
Balok

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This is awesome so far! I was wondering though, is the ability to add the time of day, encumbrance and so forth (like the FO3 version) in there now and I just can't find it? Or is that a soon to be released feature? Thanks for your hard work Darn, and everyone else who help with this project.

#16
Chaotic Law

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I have to say this is an awesome IU. I think it changes the whole game for me. I do have a question. Sorry if you have answered this elsewhere, but you have so many threads... In some of your pics I notice you have the meters for food, water and radiation on the main screen HUD for the hardcore game.. Is there an option to add this in? If so can you let me know how to enable it? Please? Thanks!!!

Chaotic Law

#17
ToJKa

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A question: i use a mod that replaces the Vault-Boy in the stats page with another image, and wanted to relocate the torso health meter. That part worked, but the meter's frame is still in the old place and i can't figure what i need to edit to move it.

Also i noticed the legs aren't selectable. The mod came with modified stats_menu.xml, but with all the stuff you've altered in it it's pretty hard to figure out how to merge them.

#18
Langy

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I have to say this is an awesome IU. I think it changes the whole game for me. I do have a question. Sorry if you have answered this elsewhere, but you have so many threads... In some of your pics I notice you have the meters for food, water and radiation on the main screen HUD for the hardcore game.. Is there an option to add this in? If so can you let me know how to enable it? Please? Thanks!!!

Chaotic Law


It isn't available for NV yet. Those pictures are from the F3 version, probably with a needs mod like the one integrated into FWE installed.

#19
Saint Lucifer

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In DUI Test 3, I used the "<_HUDDynamicColors>" setting in the DUISettings.xml file to get this result: Test 3

I have the first warning threshold set to 75% so that the CND bar would change from green to orange just as my weapon's condition would begin to negatively effect my damage.

When I upgraded to DUI Test 4, with the exact same settings, I get this result: Test 4

From my testing, I see that you have the UI set to use the default HUD colour when above the first warning level, but since I use the Amber HUD, the colour difference between 85% and 75% is rather hard to see. I imagine this was actually a bug that I took advantage of as a feature, but is there any way that I could modify what colour the status bars are when above the first warning threshold without changing the rest of the HUD? I've been scouring through your XMLs, and as near as I can tell the file to edit is "Menus\Prefabs\Darn\hudtemplates.xml" however I don't exactly know what I'm doing so I've been unable to figure out what line(s) I need to change to get the functionality in the Test 3 image I linked.

#20
freakydoo

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yup, tell me how. plz. nevermind some one got it. thanx junkie

Edited by freakydoo, 08 November 2010 - 10:55 PM.


#21
behippo

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@DarN: We've got NVSE beta 3 up which fixes SetUIFloat for you. Now you can really get to work.

#22
hairrorist

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Hey Darn,

Great work! Really improves the UI and has a bunch of features that are missing in MTUI.

But I still use MTUI, and so does everyone I know that plays the game.
Why?
The font change! It is a terrible font that just doesn't mesh gracefully with the retro FO aesthetic. Any chance you'd release a version without the font change? Should be a pretty simple alt version that might increase the appeal a bit, and let everyone enjoy your improvements over MTUI.

#23
roxahris

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Monofonto hardly matches the so-called "retro aesthetic" of Fallout, either. Hell, the font in the original Fallout games was hardly "retro".
Furthermore, to match the F3 font, DarN would have to recreate the font from scratch at a smaller size! Would that really be worth the effort just for a niche group of people that don't know what "retro" means?

Edited by roxahris, 09 November 2010 - 12:17 AM.


#24
Langy

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The original font may or may not be 'retro' (and I couldn't care less if it is), but it certainly looks better than the one in this mod. Still, even though at the moment I don't have DarnUI installed since I'm modding more often than I am playing right now, but I'll still use DarnUI once I do start playing even though I really prefer the original font.

#25
Rovlad

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Replace the font yourself and see what happens. Basically, it would require repositioning and resizing of pretty much every UI element.

#26
hairrorist

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Wow, Rox. I didn't know how emotionally attached you were to the font in use by a mod authored by someone else. I will take that into account next time I'd like to express my opinion. What makes you think I don't know what 'retro' means, and why are you so angry?

I never said the original font was the perfect match for Fallout's aesthetic, but it isn't as glaringly out-of-place as this one.

@Rovland

Yeah, if he uses a font with drastically different dimensions per character it would require a lot more work, but there are plenty of fonts with characters of equal size.

@Darn
Sorry my post seems to have taken this conversation in a rather unpleasant direction. I'm a huge fan of yours and I really just wanted to be helpful!
The default NV font is better only in that it isn't designed to look futuristic, which is precisely the opposite of the Fallout aesthetic. There's a pretty interesting discussion about the DarnUI and MTUI over in the Quarter to Three forum in the NV Mod thread, and its also come up on the SomethingAwful thread on NV. It seems pretty universal (as much as a preference can be) that the new font is distracting.

And man, I've been using your UI mods for years on a dozen games and love each one! I'm honestly trying to give ya some constructive criticism on this one while its still in its infancy.

Edited by hairrorist, 09 November 2010 - 03:13 AM.


#27
destricted

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It's really down to preference..I really like this font, but I could understand if folks desire something less 'modern'.

#28
Langy

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Replace the font yourself and see what happens. Basically, it would require repositioning and resizing of pretty much every UI element.


Only if he doesn't make sure any new font replacing it has the same dimensions for most of the characters. The size of the font isn't the problem, just the style.

#29
DarkUncleBoh

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Darn: Here is the screenshot I promised.

Note the ingredients...

Edited by DarkUncleBoh, 09 November 2010 - 01:04 PM.


#30
Povuholo

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I never considered DarN's font to be an issue.


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