[RELz]Custom Spell Icons

Post » Sat Feb 19, 2011 3:59 am

http://www.tesnexus.com/downloads/file.php?id=26196

Name: Custom Spell Icons
Version: 2.2
Date: 8/4/2009
Category: Miscellaneous
Requirements: Oblivion Script Extender (OBSE)
Author(s): statttis

Description
===========
Mods have added so much variety to magic in Oblivion. Between Midas Magic and LAME, I can easily have 30 different unique script effect spells. Problem is, they all have the exact same icon. This mod aims to solve that problem: no more trying to memorize 30 hotkey assignments, no more forgetting which spell you have selected, no more constantly re-checking your spell list. Now you can give any spell a unique icon, in game!


Details
=======
To set the icon of a spell, select the spell. Then put your mouse cursor over any item/spell in your inventory and press the 'I' key (this can be changed).
You can use this feature in any menu that lists items or spells, so you can use icons from the stuff merchants are selling, or from diseases, or race abilities, or items in a container, or...

To restore the icon of a spell, select the spell. Then go into your inventory and press the 'O' key (this can be changed).

You can set or reset the icon of any spell at any time, using the icon of any item.

There is also a spell you can use to set icons:
Set Icon lesser power - put your crosshair over any item and cast the power. The item will briefly glow. Before the timer runs out, select the spell whose icon you want to change. Then let the timer run out. The spell you selected will now have the icon of the item you put your crosshair on.
This is useful when you want to use the icon of an item without having to pick it up.


Options Menu:

Add/Remove Icon Items:
Wait a few seconds, then check your inventory (there will be a pause). 160 new items will have been added, each one with the icon of a different magic effect. You can use the items as normal to set your spell icons. This gives you access to all the magic effect icons in the game.

Add/Remove Additional Icon Items:
Works the same as above. The additional icons come from unused textures included with Oblivion.

Add/Remove Power:
Use this option to add or remove the Set Icon power. Useful for when you don't want it wasting space in your spellbook.

If you have Cobl installed, the options menu will appear under Cobl options.


CustomSpellIcons.ini:
Put this file in the data folder if you want to change the keys for setting or removing spell icons. Instructions are in the file.


For Modders
===========
CSI makes it easy to include custom spell icons in your mod. All you need to do is include the following script examples (or something similar) in your mod. These examples were taken from CustomSpellIcons.esm.

To set an icon:

ref spell ;reference to spell you want to give a custom icon
string_var iconPath ;string path of the icon. should be something like e.g. "clutter\upper\iconupperbowl01.dds"
ref csiFunction
.
.
.
set csiFunction to GetFormFromMod "CustomSpellIcons.esm" 0059F3
Call csiFunction spell $iconPath


To remove an icon:

ref spell
ref csiFunction
.
.
.
set csiFunction to GetFormFromMod "CustomSpellIcons.esm" 0059F4
Call csiFunction spell


If you used an older version, the previous method of setting/removing icons will still work but is not recommended.


Install
=======
Requires OBSE v18 or newer!

1. Copy CustomSpellIcons.esm to \Oblivion\Data
2. If you want to change the keys used, copy CustomSpellIcons.ini to \Oblivion\Data and modify the settings it contains.
3. Activate the .esm with Wrye Bash, OBMM, or the Oblivion launcher.

If you used an older version, delete CustomSpellIcons_Cobl.esp and/or CustomSpellIcons.esp.

Uninstall
=========
1. Delete the installed files.

Incompatibility
===============
None.

Known Issues or Bugs
====================
If you find any please let me know.

History
=======
2.2 1/3/2010
- Changed names of icon items for better inventory ordering.
- Fixed bug with adding/removing icon items.
- Added string cleanup where appropriate. Not sure if it was causing any problems, but better safe than sorry.
- Moved .ini file for easier BAIN installation.
- Merged CustomSpellIcons.esp into the master file to free up load order spot.
- Set Icon spell is hidden by default.
2.1 ?/?/2009
- Bug fix for 0 magnitude effects.
- Can no longer set an invalid icon.
- Custom icons show in spell purchase menu.
- Removed unnecessary removal spell.
- Fixed error with fQuestDelayTime that caused slow icon setting.
- Changed key press detection to OnKeyDown; codes in .ini changed accordingly.
- Eliminated need for extra .esp for Cobl options.
- Made 23 unused icons from Oblivion textures available as custom icons.
- Made it much easier for modders to add custom icons to their own mods. Using the power of OBSE v18, you don't need the .esm as a master and it only requires a 2 line script.
2.0 8/4/2009 - Version 2.
1.0 7/31/2009 - Initial release.

Contact
=======
You can find me on TESNexus and gamesas.com forums as 'statttis'

Credits
=======
Thanks to the OBSE team, without their hard work on OBSE this mod wouldn't be possible.
Thanks to Bethesda for creating Oblivion.
Thanks to TESNexus.com for the a one-stop-shop resource for authors and players.
Thanks to LHammonds for the Readme Generator this file was based on.

Tools Used
==========
Oblivion Script Extender (OBSE) - http://obse.silverlock.org/
TES4Edit - http://www.tesnexus.com/downloads/file.php?id=11536
TES Construction Set - http://www.tesnexus.com/downloads/file.php?id=11367
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Licensing/Legal
===============
You can do whatever you want with this mod.

Screenshots:

http://www.tesnexus.com/downloads/images/26196-3-1249088952.JPG
http://www.tesnexus.com/downloads/images/26196-1-1249088952.JPG
http://www.tesnexus.com/downloads/images/26196-2-1249088952.JPG
http://www.tesnexus.com/downloads/images/26196-1-1249270124.JPG
User avatar
Haley Cooper
 
Posts: 3490
Joined: Wed Jun 14, 2006 11:30 am

Post » Sat Feb 19, 2011 1:05 pm

Cool, great idea :)!

Interestingly no one else has wrote a comment about this yet, even though it's a thing hundreds of people asked for. Maybe they just haven't realized it yet :twirl:.
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BrEezy Baby
 
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Post » Sat Feb 19, 2011 3:48 am

Finally, now I will know which summoning spell I have selected! :) Thanks for making this.
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Brooks Hardison
 
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Joined: Fri Sep 07, 2007 3:14 am

Post » Sat Feb 19, 2011 6:51 am

I was working on such a mod a couple of months ago, I couldn't get the HUD spell icon to update so I put it on hold. How were you able to solve this? Nvm, just checked the script and found that your approach is different from mine. The way I tried it was to dynamically change the filepaths in the XML.

Great mod, btw. :)

-kyoma
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Kirsty Collins
 
Posts: 3441
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Post » Sat Feb 19, 2011 11:18 am

...?

Dude. I just realised this was an issue YESTERDAY. You are bloody brilliant you are :)
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Allison C
 
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Post » Fri Feb 18, 2011 9:52 pm

Freakin' awesome, stattis. Thank you.
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Sammie LM
 
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Post » Sat Feb 19, 2011 5:39 am

Fabulous! I was looking for such a mod...downloading now!
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Peetay
 
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Post » Fri Feb 18, 2011 10:40 pm

I feel terribly guilty for not having magical character now. It certainly looks like a solid idea though.
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Bigze Stacks
 
Posts: 3309
Joined: Sun May 20, 2007 5:07 pm

Post » Fri Feb 18, 2011 11:20 pm

Rock on. :rock: I've got bunches of script effects too, and I've long wished for a way to differentiate between them. I'm definitely trying this out.
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Dominic Vaughan
 
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Post » Sat Feb 19, 2011 5:04 am

You bloody genius! Just what I've suddenly realised I really need :D
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Jonathan Braz
 
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Post » Sat Feb 19, 2011 4:53 am

You can do whatever you want with this mod.

great mod... great idea and I love that line I quoted.
I have in my planning skull a mod that adds a lot of spells and they are mainly script effects (ofcourse) so I will modify your code and use that to give them all unique icons before people even see them :)
Thanks!
Pacific Morrowind
User avatar
Robert Bindley
 
Posts: 3474
Joined: Fri Aug 03, 2007 5:31 pm

Post » Sat Feb 19, 2011 12:53 pm

great mod... great idea and I love that line I quoted.
I have in my planning skull a mod that adds a lot of spells and they are mainly script effects (ofcourse) so I will modify your code and use that to give them all unique icons before people even see them :)
Thanks!
Pacific Morrowind


A potential problem is that if the script from both mods sets the icon for the same spell, what actually shows up will be inconsistent. Can be easily avoided though...
That gives me an idea: I could put the core stuff in an .esm and provide an activator function (or a real function when OBSE v0018 is ready) to set the icon for a spell. That way there wouldn't be multiple redundant scripts floating around and no potential for conflicts. And then any modder who wants to add new spells could give them custom icons with just a single line of code.
User avatar
Mason Nevitt
 
Posts: 3346
Joined: Fri May 11, 2007 8:49 pm

Post » Sat Feb 19, 2011 1:27 am

I've tried it out and found a few issues. In no particular order:

If you have the icons in your inventory when you quit the game, if you reload that save, they'll all be items. Using "Remove Spell Icon" won't get rid of them, but "Restore Spell Icon" will (but then, you lose all your assigned icons).

The readme says the chosen icons don't show up in the spellbook... but somehow I managed it. I chose the Bound Bow icon for one of my Arcane Archery spells, and it replaced ALL my script effect icons with that one, in the spellbook. I couldn't figure out how to assign an icon to just ONE spell.

Major issue: Replacing the icon on the hotkeys means you're effectively replacing the spell itself with an item - if you change or remove the icon, you have to reset the spell. Kind of annoying, IMO, especially if you've got a bunch of spells assigned.

For some reason, this mod seems to be interfering with a script from another mod, Septim Mansion. That mod has a teleportation spell you can use to summon a portal to an extradimensional manor on an island; once you're there, it's replaced with another spell to teleport to various places around the island. When you go back, you get the original TP spell. The issue here is that the TP spell is being removed from the hotkey slot every time I cast it.
User avatar
Saul C
 
Posts: 3405
Joined: Wed Oct 17, 2007 12:41 pm

Post » Sat Feb 19, 2011 1:19 am

I've tried it out and found a few issues. In no particular order:

If you have the icons in your inventory when you quit the game, if you reload that save, they'll all be items. Using "Remove Spell Icon" won't get rid of them, but "Restore Spell Icon" will (but then, you lose all your assigned icons).


The icon items were sort of an extra "throw-in" feature and I didn't think to test them on reloading. Thanks for pointing out the issue.

The readme says the chosen icons don't show up in the spellbook... but somehow I managed it. I chose the Bound Bow icon for one of my Arcane Archery spells, and it replaced ALL my script effect icons with that one, in the spellbook. I couldn't figure out how to assign an icon to just ONE spell.


You can't really use the icons while looking in the spellbook. It looks like I left off in mid-sentence while explaining the issue under Known Issues :rolleyes: check the updated explanation in the 1st post.

Major issue: Replacing the icon on the hotkeys means you're effectively replacing the spell itself with an item - if you change or remove the icon, you have to reset the spell. Kind of annoying, IMO, especially if you've got a bunch of spells assigned.

For some reason, this mod seems to be interfering with a script from another mod, Septim Mansion. That mod has a teleportation spell you can use to summon a portal to an extradimensional manor on an island; once you're there, it's replaced with another spell to teleport to various places around the island. When you go back, you get the original TP spell. The issue here is that the TP spell is being removed from the hotkey slot every time I cast it.


CSI doesn't have issues with hotkeys; I've tested that quite thoroughly. Maybe some other mod you're using is messing up your hotkey assignments. Or are you setting the icons incorrectly? At no point are you "effectively replacing the spell itself with an item," you're just changing the icon of a magic effect. Be sure to follow the directions under the Details section.
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Big Homie
 
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Joined: Sun Sep 16, 2007 3:31 pm

Post » Sat Feb 19, 2011 1:32 am

This is practically amazing! Just a couple of weeks ago, I saw someone over at the Midas Magic thread wishing good ol' Xilver would change the script icon to different icons so that all the spells wouldn't share the same icon. Unfortunately, that was pretty much impossible...until now! Now I no longer have to view that silly, monotonous icon scattered throughout my spellbook, but can instead posses unique icons--ones that will stand out and make my search for spells that much easier. This is one of those things that I thought would never get done in Oblivion, but lo and behold; you have achieved the once impossible! It makes me feel that all my wishes for Oblivion mods will come true! Thank you so much for sharing this gem with us, I'm sure we'll all find a suitable use for it.
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Tyrel
 
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Post » Fri Feb 18, 2011 11:30 pm

@GangstaWolf
Sorry, but this doesn't show the icons in the spellbook, yet...

Exciting News!
I've discovered a way to have the custom icons appear in the spellbook and every other menu. Expect a new version in the next couple days that makes custom icons seamless and fixes the issue WalkerInShadows found.
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Sanctum
 
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Post » Sat Feb 19, 2011 12:57 am

Anyone else notice a horde of new, skilled modders recently?
Well done on this mod, it works just as intended.
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Hayley O'Gara
 
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Post » Sat Feb 19, 2011 3:17 am

And then any modder who wants to add new spells could give them custom icons with just a single line of code.

Sounds like a good idea. and very simple too.
pacific Morrowind
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Angelina Mayo
 
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Joined: Wed Jan 24, 2007 4:58 am

Post » Sat Feb 19, 2011 12:14 pm

And then any modder who wants to add new spells could give them custom icons with just a single line of code.


Sounds like a good idea. and very simple too.
pacific Morrowind


Seconded. :)

If you go for the User-Function-Solution, could the Spell-Argument be an array so it's possible to change the Icon of several spells at once (to the same Icon, of course). Using http://www.obse.silverlock.org/obse_command_doc.html#ar_List this would still require only one line. ;)


LP
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roxxii lenaghan
 
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Post » Sat Feb 19, 2011 8:30 am

Exciting News!
I've discovered a way to have the custom icons appear in the spellbook and every other menu. Expect a new version in the next couple days that makes custom icons seamless and fixes the issue WalkerInShadows found.
Does it involve what I described? :)
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Kate Norris
 
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Post » Fri Feb 18, 2011 9:51 pm

Does it involve what I described? :)


Yes. One of my initial attempts to fix the spellbook issue was messing around with the XML, but I could never get it to work. Your comment made me take another look and I found the problem. It turns out that the search path for UI icons is different from the path for everything else :brokencomputer:

With that issue resolved I'm doing a re-write to have both the menu and HUD icons be set using the ui XML. It will eliminate all the remaining issues and provide seamless icon replacement.
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luis ortiz
 
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Post » Sat Feb 19, 2011 11:00 am

Yes. One of my initial attempts to fix the spellbook issue was messing around with the XML, but I could never get it to work. Your comment made me take another look and I found the problem. It turns out that the search path for UI icons is different from the path for everything else :brokencomputer:

With that issue resolved I'm doing a re-write to have both the menu and HUD icons be set using the ui XML. It will eliminate all the remaining issues and provide seamless icon replacement.

I'd offer the work I had done but it seems I deleted it during one of my compulsive cleanups. Anyway, if you need help determining the XML paths give me a call, most of the stuff I still remember.
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Ben sutton
 
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Post » Sat Feb 19, 2011 3:40 am

awesome new addition... this will be a musthave for my magic mod (in the medium future)
Pacific Morrowind
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Gill Mackin
 
Posts: 3384
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Post » Sat Feb 19, 2011 6:35 am

@GangstaWolf
Sorry, but this doesn't show the icons in the spellbook, yet...

Exciting News!
I've discovered a way to have the custom icons appear in the spellbook and every other menu. Expect a new version in the next couple days that makes custom icons seamless and fixes the issue WalkerInShadows found.


...!

I've been running around throwing folded-cloth-fireballs, this mod really helps distinguish between spells, especially scrolling through them on the mousewheel <3
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Grace Francis
 
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Post » Sat Feb 19, 2011 8:49 am

The icon items were sort of an extra "throw-in" feature and I didn't think to test them on reloading. Thanks for pointing out the issue.

I discovered it by accident. :D

You can't really use the icons while looking in the spellbook. It looks like I left off in mid-sentence while explaining the issue under Known Issues :rolleyes: check the updated explanation in the 1st post.

Ohh. I meant to mention that too - I noticed the sentence cut off and forgot about it.

CSI doesn't have issues with hotkeys; I've tested that quite thoroughly. Maybe some other mod you're using is messing up your hotkey assignments. Or are you setting the icons incorrectly? At no point are you "effectively replacing the spell itself with an item," you're just changing the icon of a magic effect. Be sure to follow the directions under the Details section.

It could be I'm not doing it right - I was having problems with the instructions. :( I summoned all the icons into my inventory, dropped the one I wanted on the groun (Bound Bow, in this case), then cast the icon spell while I had the crosshairs over the object. That's how I ended up with the same icon replacing all my script effect icons. I couldn't figure out how to replace ONE spell's icon, though.
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Emmi Coolahan
 
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