[RELz]Custom Spell Icons

Post » Sat Feb 19, 2011 5:38 am

wow, i keep forgetting to dl this...so thanx for the reminder :P those new shots look great!
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OJY
 
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Joined: Wed May 30, 2007 3:11 pm

Post » Sat Feb 19, 2011 1:36 am

OMG! Thank you Thank you Thank you! Those icons are so beautiful "sniff". It warms this mod user's heart to know I'll see different icons for all those spells and actually have an idea of what I'm casting! Looking very forward to using this in game. :bowdown:

:foodndrink:
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Wayne W
 
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Post » Sat Feb 19, 2011 2:04 am

...and completed. Features:

1. Complete coverage of the interface - the only place you'll need see a script effect icon is on weapon enchantments.
2. OBSE .dll plugin that provides a few functions for assigning icons to spells. Usage is super easy:
SetSpellIcon MySpell "MyFolder\MyIcon.dds"

3. Mod file that assigns icons to 500+ scripted spells from Oblivion and various mods.
4. Well written explanation of how to assign custom icons to your spells, as well as use the extra convenience features provided by the .esm (file checks, .ini assignment).

Once I hear back from xilver regarding permissions I will release.
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Jade MacSpade
 
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Post » Sat Feb 19, 2011 4:28 am

http://www.tesnexus.com/downloads/images/26196-1-1249270124.JPG


When I saw that, I could only think "HEAL MINOR VASE: RESTORES CERAMIC POTS IN A RADIUS OF FIVE FEET"
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Rinceoir
 
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Post » Fri Feb 18, 2011 9:51 pm

Curious as to how you implemented the seperate script-icons in the HUD and active effect list. Is it simply done with XML edits or did you find a way to force the game to treat each scripted effect as a seperate thing? I'm guessing it's the former, it would explain the less-than-ideal HUD behaviour (I ran into the same issue while testing an idea).

Anyways, it sounds awesome, can't wait to look at how it all works. :D

-kyoma
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Alexx Peace
 
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Post » Sat Feb 19, 2011 12:57 pm

find a way to force the game to treat each scripted effect as a seperate thing

http://www.tesnexus.com/imageshare/images/778458-1276625253.jpg. The less-than-ideal behavior is a thing of the past.
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Lillian Cawfield
 
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Post » Sat Feb 19, 2011 5:29 am

http://www.tesnexus.com/imageshare/images/778458-1276625253.jpg. The less-than-ideal behavior is a thing of the past.
Wow that's great, may I ask how you did it? :D
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Allison C
 
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Post » Sat Feb 19, 2011 6:11 am

Wow that's great, may I ask how you did it? :D

Certainly :)
The engine function that puts new effect icons on the HUD includes this (pseudocode):
if effectItem->effect already on the HUD    if effectItem->effect == script effect        goto Label1    if effectItem->actorValue already on the HUD        goto Label1endifadd new effect icon to HUDLabel1:change timer on icon...

So I just remove the script effect check and make sure the effect items have different actor value fields (safe to change because actor value isn't used by script effect items).
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Neliel Kudoh
 
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Post » Sat Feb 19, 2011 4:08 am

This is so cool. I've been using CSI for awhile now and it's great. Being able to get the icons on hotkeys and in the menu would completely rock.
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Jonathan Egan
 
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