[RELz] Custom Spell Icons v3

Post » Thu Oct 07, 2010 12:01 am

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

Name: Custom Spell Icons
Version: 3.1
Date: 8/4/2009
Category: Miscellaneous
Requirements: Oblivion Script Extender (OBSE), MenuQue
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 solves that problem.


Details
=======
Diverse Icons:
There are now new icons for hundreds of spells from the popular mods Less Annoying Magic Experience, Supreme Magicka, Midas Magic, and Race Balancing project. If you have any of these mods loaded, icons will automatically be assigned for them.

Assigning Icons:
There is a new button in your spell menu list, next to "Spell Effectiveness". Click the button and icons will pop up to the right of your spell list (click the button again to hide them). Click on an icon to assign it to your current spell. There are hundreds of available icons; you can scroll through them with the arrows to their left.

To set the icon of a spell in any other menu, 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).

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

For Modders
Instructions to add custom icons to your mods can be found in the included "CSI-Modders.txt" file, as well as the readme included with the CustomSpellIcons.dll plugin.


Install
=======
Requires OBSE v18 or newer! Get it here: http://obse.silverlock.org/

Requires kyoma's MenuQue for the icon selection menu to work. Get it here: http://www.tesnexus.com/downloads/file.php?id=32200
MenuQue is not required to use this mod, but you won't get the icon selection menu without it.

1. Copy the included files to \Oblivion\Data. Check that the following files have been installed:
CustomSpellIcons.esm
CustomSpellIcons.ini
Scripts\CSI_LAME.ini
Scripts\CSI_Midas.ini
Scripts\CSI_Misc.ini
Scripts\CSI_RBP.ini
Scripts\CSI_SM.ini
OBSE\plugins\CustomSpellIcons.dll
Menus\prefabs\iconlist.xml
and this folder:
Textures\Menus\Icons\CSI

BAIN users warning: BAIN does not currently support installing OBSE plugins, so you will have to do that manually.

2. If you want to change the keys used, open CustomSpellIcons.ini in \Oblivion\Data and modify the settings it contains.

3. Activate the .esm with Wrye Bash, OBMM, or the Oblivion launcher.


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

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

Known Issues or Bugs
====================


History
=======
3.1 7/2/2010
- Fixed texture format error that caused problem for lower texture settings.
- Fixed a couple bugged icon paths.
- More icons.
- New icon selection menu.
3.0 6/10/2010
- New OBSE plugin handles icons.
- Some features made unnecessary by plugin and new icons; removed them.
- 250+ new icons included and automatically assigned.
- Improved documentation.
2.4 5/20/2010
- Added ini-like support.
- Fix to spell purchase icons.
2.3 5/10/2010
- Fixed a bug where newly added spells didn't show a custom icon in the magic menu.
- Added a bunch of new additional icons. Many thanks to albertovizoso for making new icons and to gdarknight for allowing his icons to be used as a resource.
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.
Thanks to albertovizoso for providing new spell icons.
Thanks to gdarknight for providing new spell icons.
Thanks to Ranokoa for the textures resource.

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.

User avatar
Christine
 
Posts: 3442
Joined: Thu Dec 14, 2006 12:52 am

Post » Thu Oct 07, 2010 12:10 am

What a coincidence, I was just thinking about how a ton of my ability and spell icons look the same.... and now they won't. I already downloaded it, and I'll see if I can put an end to the chaos that is identical icons.

Thanks!
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Charleigh Anderson
 
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Post » Wed Oct 06, 2010 11:50 pm

Diverse Icons:
There are now new icons for hundreds of spells from popular mods: Less Annoying Magic Experience, Supreme Magicka, Midas Magic, Race Balancing project, Oscuro's Oblivion Overhaul, and Elsweyr Anequina. If you have any of these mods loaded, icons will automatically be assigned for them.


Just awesome. Thanks for the release! I'd guess there's no need for a clean save if updating from v2.3? Or is safer to do that?
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Lindsay Dunn
 
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Post » Wed Oct 06, 2010 10:24 pm

- Improved documentation.

Does this mean it comes with the guide of how to use the custom icon path function for personal mods? I haven't actually used this because I can't figure out whether should I or should I not load the esm along with the mod
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Bek Rideout
 
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Post » Thu Oct 07, 2010 3:43 am

Just awesome. Thanks for the release! I'd guess there's no need for a clean save if updating from v2.3? Or is safer to do that?


A clean save shouldn't be necessary, though it's always safer to do so. Just be aware that version 3 is a total rewrite so you will lose any icons assignments you made previously. That shouldn't be too much trouble, since icons are now auto assigned for about 500 spells.

Does this mean it comes with the guide of how to use the custom icon path function for personal mods? I haven't actually used this because I can't figure out whether should I or should I not load the esm along with the mod


You don't need the esm anymore, just the .dll file. Example code from the readme:
if (IsPluginInstalled "CustomSpellIcons.dll")    if (doOnce == 0)        set doOnce to 1        SetSpellIcon MySpell1 "MyFolder\MyIcon1.dds"        SetSpellIcon MySpell2 "MyFolder\MyIcon2.dds"        SetSpellIcon MySpell3 "MyFolder\MyIcon3.dds"        ;etc    endifendif

User avatar
Bellismydesi
 
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Post » Wed Oct 06, 2010 10:34 pm

Looks cool.
Testing results will take some time since my motivation is currently at a minimum.
May change immediately, though, if I find a way to make things do what they should. :P
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Timara White
 
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Post » Thu Oct 07, 2010 7:28 am

You don't need the esm anymore, just the .dll file. Example code from the readme:
if (IsPluginInstalled "CustomSpellIcons.dll")    if (doOnce == 0)        set doOnce to 1        SetSpellIcon MySpell1 "MyFolder\MyIcon1.dds"        SetSpellIcon MySpell2 "MyFolder\MyIcon2.dds"        SetSpellIcon MySpell3 "MyFolder\MyIcon3.dds"        ;etc    endifendif


Awesome! One less plug-in in my plug-in slot and one more plug-in for OBSE! Now I truly can do my power rangers mod!
Thanks a lot, and I mean A LOT! :celebration:
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Stay-C
 
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Post » Wed Oct 06, 2010 8:32 pm

Congrats on the release, this is turning out to me far greater than my tiny project from two years ago. That was just some hacky XML stuff, great work, really. :D
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Reven Lord
 
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Post » Thu Oct 07, 2010 6:53 am

double post
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asako
 
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Post » Thu Oct 07, 2010 4:45 am

A clean save shouldn't be necessary, though it's always safer to do so. Just be aware that version 3 is a total rewrite so you will lose any icons assignments you made previously. That shouldn't be too much trouble, since icons are now auto assigned for about 500 spells.


Thanks! It seems to work just about perfectly. I get custom icons for all SM spells my char has and also for most MM spells. I don't get custom icons for Midas Tornado and Midas Grand Lightning Bolt, though, even though I noted that they are listed in the CSI_Midas.ini. BTW, tried a clean save to check if it made any difference but it didn't.
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Lily Evans
 
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Post » Wed Oct 06, 2010 9:52 pm

Getting icons for all those spells is great, but is there a way to assign icons for spells that don't get them?
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Alyna
 
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Post » Thu Oct 07, 2010 2:26 am

Getting icons for all those spells is great, but is there a way to assign icons for spells that don't get them?


Yes, see under Assigning Icons in the OP.
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Angela Woods
 
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Post » Thu Oct 07, 2010 9:34 am

I commented on the Tesnexus thread, but I'll do so here as well - can you think of any reason why the game would simply fail to start when I have this .esm enabled? It freezes when the loading screen for the title menu comes up...

I do have the latest version of OBSE, if that helps.
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Matt Bee
 
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Post » Thu Oct 07, 2010 2:05 am

Maybe you forgot the .ini file?
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Amysaurusrex
 
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Post » Thu Oct 07, 2010 4:28 am

Thanks! It seems to work just about perfectly. I get custom icons for all SM spells my char has and also for most MM spells. I don't get custom icons for Midas Tornado and Midas Grand Lightning Bolt, though, even though I noted that they are listed in the CSI_Midas.ini. BTW, tried a clean save to check if it made any difference but it didn't.

Ah, the first bugs :)
The tornado icon name is mismatched, and it looks like I entirely missed the grand lightning bolt.


Getting icons for all those spells is great, but is there a way to assign icons for spells that don't get them?

You can assign icons in game, or make your own plugin that assigns icons. Or if you give me the mod name and form ID I can make icons for them and include them in an update.

I commented on the Tesnexus thread, but I'll do so here as well - can you think of any reason why the game would simply fail to start when I have this .esm enabled? It freezes when the loading screen for the title menu comes up...

I do have the latest version of OBSE, if that helps.

I can't think of any reason why the .esm would prevent the game from loading... the script doesn't run until you load a save, and the file doesn't have any masters. Maybe the .dll conflicts with another plugin? Try seeing if you can load the game with the dll installed, but not the esm.
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Eoh
 
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Post » Wed Oct 06, 2010 11:34 pm

Ah, the first bugs :)
The tornado icon name is mismatched, and it looks like I entirely missed the grand lightning bolt.


Yay, first bug report! :celebration:

I commented on the Tesnexus thread, but I'll do so here as well - can you think of any reason why the game would simply fail to start when I have this .esm enabled? It freezes when the loading screen for the title menu comes up...

I do have the latest version of OBSE, if that helps.


What Raestloz said. Or perhaps it's caused by CustomSpellIcons.esm loading before Oblivion.esm? CustomSpellIcons.esm has a rather early dating. If so, use Wrye Bash, OBMM or BOSS to manage the load order.
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[ becca ]
 
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Post » Thu Oct 07, 2010 11:53 am



What Raestloz said. Or perhaps it's caused by CustomSpellIcons.esm loading before Oblivion.esm? CustomSpellIcons.esm has a rather early dating. If so, use Wrye Bash, OBMM or BOSS to manage the load order.


This is correct, I had the same problem, but after I redated the Customspellicons.esm it worked perfectly. :)

By the way, nice mod , Statttis :)
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Davorah Katz
 
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Post » Thu Oct 07, 2010 7:28 am

What Raestloz said. Or perhaps it's caused by CustomSpellIcons.esm loading before Oblivion.esm? CustomSpellIcons.esm has a rather early dating. If so, use Wrye Bash, OBMM or BOSS to manage the load order.


Derp... that's probably it - I sorted all my mods by name in Wrye Bash to find the thing, and just enabled it without looking at where it was in the load order. My bad!
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Vincent Joe
 
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Post » Thu Oct 07, 2010 10:49 am

Is it possible to add in the PC,s inventory a bag with icons from which to choose?
Works like magic, by the way, thank tou.
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Marie
 
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Post » Thu Oct 07, 2010 4:46 am

Errm, my spell icons are messed up, like its static-y. Does your pack work with games that use medium sized textures?
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Chloe Lou
 
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Post » Thu Oct 07, 2010 1:46 pm

great mod :)

I am super happy about the out come
http://img819.imageshack.us/img819/3725/oblivion201007011607150.jpg

Thank you so much statttis
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Lyndsey Bird
 
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Post » Thu Oct 07, 2010 4:00 am

Is it possible to add in the PC,s inventory a bag with icons from which to choose?

Possible yes, practical no. The game simply doesn't handle well viewing huge numbers of different items in your inventory. I've been trying to think of a solution, in the meantime you can just visit spell mechants. A bit less convenient but you can still choose your icons there.

Errm, my spell icons are messed up, like its static-y. Does your pack work with games that use medium sized textures?

The problem:
For middle-range and lower resolution settings, Oblivion will have to resize the icon, which may look bad. However, you may provide resized versions yourself, at 80%, 75%, and 50% the size of the original icon - this may improve the quality of the icon at lower resolutions because image editors are capable of much cleaner resizing than Oblivion is.

If somebody knows a quick way to do this, I can fix it easily. Otherwise that means making about 900 resized copies... one at a time :yuck:
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Lucy
 
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Post » Wed Oct 06, 2010 11:56 pm

Could you clarify how you go about setting icons for spells that aren't done automatically? Do you have to purchase the spell now? I used an earlier version of this mod and I thought there used to be something in your inventory or a menu option or something that installed a whole bunch of icons to choose from. Now when I select a spell and press "i" nothing happens. I think the plugin loaded correctly because I do see some new icons - I'm running Supreme Magicka. Also the obse log reports that the dll loaded correctly... I'm not running pluggy - I hope that's not required.

Also, is there a custom icon for Wizard's Fury? I don't have that spell yet... If not, could you create one? I'd like to be able to tell that one from a regular fire spell.

This is a fabulous mod. I love the new icons already :)
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brenden casey
 
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Post » Thu Oct 07, 2010 1:09 am

I made a mistake in the documentation :facepalm:
IsPluginInstalled "CustomSpellIcons.dll"
should be
IsPluginInstalled "CustomSpellIcons"


Could you clarify how you go about setting icons for spells that aren't done automatically? Do you have to purchase the spell now? I used an earlier version of this mod and I thought there used to be something in your inventory or a menu option or something that installed a whole bunch of icons to choose from. Now when I select a spell and press "i" nothing happens. I think the plugin loaded correctly because I do see some new icons - I'm running Supreme Magicka. Also the obse log reports that the dll loaded correctly... I'm not running pluggy - I hope that's not required.

Also, is there a custom icon for Wizard's Fury? I don't have that spell yet... If not, could you create one? I'd like to be able to tell that one from a regular fire spell.

This is a fabulous mod. I love the new icons already :)

When you press "i" you should be highlighting the icon (any icon in pretty much any menu) you want with your mouse. You can do that even without buying a spell.

I can certainly make an icon for Wizard's Fury. I'm always open to suggestions for spells that need icons.


I used an earlier version of this mod and I thought there used to be something in your inventory or a menu option or something that installed a whole bunch of icons to choose from

Currently working on a nicely made menu for this using MenuQue. No more inventory nonsense.
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Emily Jeffs
 
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Post » Thu Oct 07, 2010 3:15 pm

Oh right - it's completely backwards from the way I expect ;) I want to click on the spell I want to change the icon for and have some mechanism for choosing the new one, not click on the spell, go to the inventory and then press "i"! Having said all that, I really doubt you could do it the way I expect given the limitations of the game engine and scripting - so believe me, I'm not dishing your mod or anything. I'll get the hang of it :)

Ok, so how do I get all the icons so I can customize a few more spells? I was looking at the clutter area of my inventory - am I looking in the wrong place? Or have you disabled this for now?

A custom icon for Wizard's Fury would be fabulous. And if you could create some custom icons for the damage/soul trap spells Supreme Magicka adds that would complete my requests - for now anyway :) Currently they just use the icon for the damage part, which makes it easy to forget that you have that selected and not the more powerful pure damage spell you meant to use... The damage/soul trap spells that Supreme Magicka adds are Soul Burn (fire and soul trap), Phantom Frost (frost and soul trap), Spirit Bolt (shock and soul trap) and Soul Crush (damage health and soul trap).

Thanks again!
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Robyn Lena
 
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