DarNified UI 1.4/DarkUI'd DarN

Post » Thu Nov 04, 2010 12:55 am

I've always wished I could change fonts on the fly to suit mood or character. For example, I'd love to trade in all the calligraphy for something more script-like or block-like or gothic etc. sometimes, or change it right back, and I'd like it to be a uniform change throughout the UI. I have no idea how feasible this is, or if it means I should vote for fonts or themes. But you've got a great eye for what works at what size and in what relative position, so I figured you were the man to throw it at. :)

Edit: By "on the fly", I mean from within the omod installation script or somesuch, as I don't suspect that's a change you can apply while the game is loaded without funky stuff happening.
User avatar
LuBiE LoU
 
Posts: 3391
Joined: Sun Jun 18, 2006 4:43 pm

Post » Thu Nov 04, 2010 3:02 am

Wow, completely forgot about this thread. The themes still have it I see. Now's the time to vote if you need bigger fonts...

W.r.t. to the poll-clears-when-edit bug, I've seen someone here that makes two posts for polls, and reserving the first one only for the poll, and putting in the second the actual content you want in the first ... Is a workaround to the problem.

Trust me, that's exactly what I'll do next time.

I had an idea for a possible feature, not sure if it's feasible. What I was thinking of is some kind of hack for the chargen race/six xml file to show the stats and skill bonuses. Would that be doable?

Probably doable with OBSE backing.

Yes not great is it, pity they didn't get you to design it, your own forum is a joy to use after this.

By the way is there any effective way to search this forum so far Iv'e had no luck at all with searches sometimes Google can find me stuff on here but it's very patchy to find my way to here I searched page by page till I found it BB

The forum search is a joke. Why they haven't switched to a better forum is beyond me. There are far superior free packages out there. I use SMF, btw.

I loled at that. Reminded me of when I did the same thing ages ago. Btw thats the first time I've heard someone swear on these forums. :D

Lol, surely "crap" is not swearing? :)

Btw is there already option to remove the dark box behind the subtitles and change the subtitle colour?

Sure. In dialog_config.xml and hudsubtitlemenu_config.xml.

Also unrelated to fonts is there an option to scale the compass size?

It doesn't scale "properly". I added a setting to control its width, but the frame and zoom level is static.

The last time I installed Darn UI 1.32 and attempted really to convince myself to use it. Played with it near one hour, but I ended to uninstall it. My majors requests:

- Biggers fonts especially those of the quest log (they are too smalls)
- Biggers inventory icons (wz_inventory doesn't solve the issue and is secondary for me)
- Bigger Map (scale in Cyrodiil map).

- Fonts will come...
- Inventory icons are scaled according to the item they reside in. Any bigger, and they bleed into each other. The inventory config file has some options you might wanna look at.
- The map scale can be set between 40 and 100%. What more do you want?

I've been using the Darnified UI lately and I don't know why in Oblivion I never used it before! Awesome!!!

Is there any way to change the fonts without reloading the .esp?

The fonts can be changed with a simple ini edit. The esp?

I would love to find a way to reduce the size of the various hud elements. For instance it would be great if I could see the merchant I'm dealing with when I buying from him instead of having him obliterated by an enormous menu.

This could be achieved with a camera tweak maybe. Reducing the menu is kinda counter-productive, as the point here is more info available in the menu...

I've always wished I could change fonts on the fly to suit mood or character. For example, I'd love to trade in all the calligraphy for something more script-like or block-like or gothic etc. sometimes, or change it right back, and I'd like it to be a uniform change throughout the UI. I have no idea how feasible this is, or if it means I should vote for fonts or themes. But you've got a great eye for what works at what size and in what relative position, so I figured you were the man to throw it at. :)

Edit: By "on the fly", I mean from within the omod installation script or somesuch, as I don't suspect that's a change you can apply while the game is loaded without funky stuff happening.

I have options for font 1 in the installer already. When I make the font release, I have plans for more alternaitives for the rest of them too.
User avatar
Jenna Fields
 
Posts: 3396
Joined: Mon Dec 11, 2006 11:36 am

Post » Wed Nov 03, 2010 10:37 pm

I just wanted to let you know that I think the UI is great the way it is. I'd love more themes, but it's entirely up to the people doing the work IMO. :)

I'm running at 1600x1050 on an 18" widescreen, and the fonts look fine to me. That may be because my monitor is on an arm that I put over my laptop, I don't know.

Darn, as a sidenote, I got the thing worked out with the SoVvM map. For whatever reason, I wasn't able to move the map around to see the all of it, but it's somehow resolved itself.

Thanks for this great UI!
User avatar
Juliet
 
Posts: 3440
Joined: Fri Jun 23, 2006 12:49 pm

Post » Thu Nov 04, 2010 7:58 am

I voted for themes. What is wrong with the ones included in the current mod? I can read them that,s enough, am grateful.

Themes on the other hand... For the classic Darn - only lightwood UI replacer and... well, I like what is done for Dark UIDarn, why isn't more available for the classic?
Themes please? :D
User avatar
kristy dunn
 
Posts: 3410
Joined: Thu Mar 01, 2007 2:08 am

Post » Wed Nov 03, 2010 5:04 pm

Sure. In dialog_config.xml and hudsubtitlemenu_config.xml.
I have options for font 1 in the installer already. When I make the font release, I have plans for more alternaitives for the rest of them too.

Thanks DarN I'll take a look at them. :)
User avatar
Cameron Garrod
 
Posts: 3427
Joined: Sat Jun 30, 2007 7:46 am

Post » Thu Nov 04, 2010 7:37 am

Themes have been a long time coming now. DarN infact had had the core mechanics completed since 1.3's release. Hope he can put out a release soon.

As for the themes themselves, I believe it's not about switching b'ween textures but adding a color overlay to the existing ones - or at least that's how it looked like when I saw it 1st.
User avatar
lydia nekongo
 
Posts: 3403
Joined: Wed Jul 19, 2006 1:04 pm

Post » Wed Nov 03, 2010 8:52 pm

I'm running at 1600x1050 on an 18" widescreen, and the fonts look fine to me. That may be because my monitor is on an arm that I put over my laptop, I don't know.

Wow. An 18" widescreen for 1600x1050 actually sounds tiny to me.

Darn, as a sidenote, I got the thing worked out with the SoVvM map. For whatever reason, I wasn't able to move the map around to see the all of it, but it's somehow resolved itself.

I hate it when that happens. You never find out what was actually wrong that way. :)

Themes on the other hand... For the classic Darn - only lightwood UI replacer and... well, I like what is done for Dark UIDarn, why isn't more available for the classic?

I think Luchaire uses DarkUI'd DarN, so it's only natural that the darker version got preference there.

Themes have been a long time coming now. DarN infact had had the core mechanics completed since 1.3's release. Hope he can put out a release soon.

I had the way to do the actual switching ready then, but there's a lot more to be done to make it user friendly. The demo was made with hardcoded values (DarkUI).

As for the themes themselves, I believe it's not about switching b'ween textures but adding a color overlay to the existing ones - or at least that's how it looked like when I saw it 1st.

There's two thing happening at swap time; the colors will change for the fonts, and the textures are swapped out. http://ui.darnified.net/wip/1.3.1/theme_switch1.avi. Very often these are just recolored versions of the originals, so it looks kinda like an overlay.

---

Seems the themes are solidifying their lead now...
User avatar
Calum Campbell
 
Posts: 3574
Joined: Tue Jul 10, 2007 7:55 am

Post » Wed Nov 03, 2010 9:47 pm

Wow. An 18" widescreen for 1600x1050 actually sounds tiny to me.


I hate it when that happens. You never find out what was actually wrong that way. :)


Nope, it's not tiny at all. Actually when I was running DarkUI'd darn on my laptop monitor with its native resolution, I couldn't read the inventory items very well. As I said, it may be because it's over my lap and therefore closer to my eyes. At any rate, it's my favorite UI mod. :)

I hate when that happens, too! I didn't reinstall anything, so I have no idea what changed. I guess it was just some temporary glitch. :)
User avatar
Trista Jim
 
Posts: 3308
Joined: Sat Aug 25, 2007 10:39 pm

Post » Thu Nov 04, 2010 5:36 am

I would like themes more than fonts for the next release. I dont know what type but perhaps mage, rogue, fighter, and even different colors or perhaps wood grain and especially marble with green marble look. I think they used the green marble look in older TES games.

Great mod

:D
User avatar
Jonathan Windmon
 
Posts: 3410
Joined: Wed Oct 10, 2007 12:23 pm

Post » Thu Nov 04, 2010 7:24 am

I would like themes more than fonts for the next release. I dont know what type but perhaps mage, rogue, fighter, and even different colors or perhaps wood grain and especially marble with green marble look. I think they used the green marble look in older TES games.

Great mod

:D

I think you misunderstand - the themes I'm talking about are the ones already created by Luchaire/Darkbirdy. The theme version planned would give you the ability to change theme in-game. I've long thought about making my own, as I have a pretty good idea of how I'd like my UI to look, but that would have to wait till I'm done with the coding part (which might never happen ;)).

There are both wood and green themes made already btw.
User avatar
Big Homie
 
Posts: 3479
Joined: Sun Sep 16, 2007 3:31 pm

Post » Wed Nov 03, 2010 10:29 pm

I sandwiched all relevant UI mods into one BAIN archive: http://www.gamesas.com/bgsforums/index.php?showtopic=957424&view=findpost&p=13828712

I can switch between loading screens, retextures, reskins, maps, icons, etc. within a minute or two - but yeah out of game and before you load game.
User avatar
Robert Garcia
 
Posts: 3323
Joined: Thu Oct 11, 2007 5:26 pm

Post » Wed Nov 03, 2010 11:10 pm

I sandwiched all relevant UI mods into one BAIN archive: http://www.gamesas.com/bgsforums/index.php?showtopic=957424&view=findpost&p=13828712

I can switch between loading screens, retextures, reskins, maps, icons, etc. within a minute or two - but yeah out of game and before you load game.

Wow, pretty cool!

My name is DarN btw. ;)
User avatar
Dina Boudreau
 
Posts: 3410
Joined: Thu Jan 04, 2007 10:59 pm

Post » Thu Nov 04, 2010 4:46 am

My name is DarN btw. ;)

I remember you saying MUST ... CONTROL ... GOD_COMPLEX somewhere ( or was it BOND complex ? ) :P
User avatar
Britney Lopez
 
Posts: 3469
Joined: Fri Feb 09, 2007 5:22 pm

Post » Thu Nov 04, 2010 2:16 am

I remember you saying MUST ... CONTROL ... GOD_COMPLEX somewhere ( or was it BOND complex ? ) :P

Well, in this case it's the difference between cussing and a name. ;)
User avatar
Kerri Lee
 
Posts: 3404
Joined: Sun Feb 25, 2007 9:37 pm

Post » Thu Nov 04, 2010 3:38 am

Wow, pretty cool!

My name is DarN btw. ;)

Hehe, took me quite a few PMs before I got that right. And even after I got it right, I had to really think about it or I'd do it wrong again. :P

P.S. With the themes being developed, how will you handle the many font colors (and alpha)? Will there be (per theme perhaps) a set of text-types, lets say 5, and then in all the config files instead of selecting the color and alpha of a specific text, you select which text-type it should use. Seems like the easiest way cause different textures will often mean different text colors. :shrug:
User avatar
Cayal
 
Posts: 3398
Joined: Tue Jan 30, 2007 6:24 pm

Post » Wed Nov 03, 2010 7:52 pm

Thanks - correction made darn it.

Also making basic ini tweaks for Wrye Bash is pretty easy. Worth mentioning.
User avatar
SaVino GοΜ
 
Posts: 3360
Joined: Mon Sep 17, 2007 8:00 pm

Post » Thu Nov 04, 2010 7:36 am

P.S. With the themes being developed, how will you handle the many font colors (and alpha)? Will there be (per theme perhaps) a set of text-types, lets say 5, and then in all the config files instead of selecting the color and alpha of a specific text, you select which text-type it should use. Seems like the easiest way cause different textures will often mean different text colors. :shrug:

Alpha isn't likely to change AFAIK. The textures and colors will be using an indexing system. I'll need to identify the colors used, and put them in order somehow. If I stick to light themes only, as was the original plan, the text colors won't change at all. This is pretty cool though, as you can just edit a color entry in the config, and that will be used throughout the UI. Either way, a color config will need to be created to get light and dark working properly. Right now, colors are collected from all over, and some are specified only in the main file for the menu in question. A lot of work to do here you see. :)

Thanks - correction made darn it.

Also making basic ini tweaks for Wrye Bash is pretty easy. Worth mentioning.

Thanks pal. It's an identity thing really. I could start calling shadeMe Doris, but that's not his name is it? :P
User avatar
barbara belmonte
 
Posts: 3528
Joined: Fri Apr 06, 2007 6:12 pm

Post » Thu Nov 04, 2010 9:08 am

Thanks pal. It's an identity thing really. I could start calling shadeMe Doris, but that's not his name is it? :P

You joker :lol:

Anyways, your post made me ask this, so it's not my fault if it happens to hurt your feelings :P

Now that OBSE supports UI manipulation, how about making the config menu in-game work properly ? As in the changes you make to the UI in-game using that menu, get saved directly. That will be a huge boon.
User avatar
Alexandra Ryan
 
Posts: 3438
Joined: Mon Jul 31, 2006 9:01 am

Post » Wed Nov 03, 2010 7:47 pm

I know... SirFrederik was working on doing a POC OBSE script for me, but ran into an OBSE bug IIRC, and then he vanished. That script would've really helped me understand the process, as I'm totally blank when it comes to scripting. I haven't forgotten though, and it will be done eventually.
User avatar
W E I R D
 
Posts: 3496
Joined: Tue Mar 20, 2007 10:08 am

Post » Thu Nov 04, 2010 4:33 am

I know... SirFrederik was working on doing a POC OBSE script for me, but ran into an OBSE bug IIRC, and then he vanished. That script would've really helped me understand the process, as I'm totally blank when it comes to scripting. I haven't forgotten though, and it will be done eventually.

I see ... Good to know !
User avatar
Emma
 
Posts: 3287
Joined: Mon Aug 28, 2006 12:51 am

Post » Wed Nov 03, 2010 9:27 pm

I know... SirFrederik was working on doing a POC OBSE script for me, but ran into an OBSE bug IIRC, and then he vanished. That script would've really helped me understand the process, as I'm totally blank when it comes to scripting. I haven't forgotten though, and it will be done eventually.

The bug you mention is with changing a trait by script. The actual trait is updated but any other thing in the XML that uses that trait to calculate stuff will consider it 0. Short example: lets say you want to change the _currentzoom trait in HUDMainMenu, you need to calculate and change all traits that use it by script. :(

I've been using it for a while now and it really is annoying. So far I used cleaver workarounds (like using a parent rect with tags and child elements) to take away a bit of the work needed to change the position of an element. But that's only possible to a certain extent. :shrug:

[edit]
After changing a trait by script, it stays that way until the associated menu (and thus XML) is reloaded. For things like books and containers that is each time they are opened but things like the main HUD, it's only when the game is restarted.
[/edit]

-kyoma
User avatar
Jessica Thomson
 
Posts: 3337
Joined: Fri Jul 21, 2006 5:10 am

Post » Thu Nov 04, 2010 11:24 am

The bug you mention is with changing a trait by script. The actual trait is updated but any other thing in the XML that uses that trait to calculate stuff will consider it 0. Short example: lets say you want to change the _currentzoom trait in HUDMainMenu, you need to calculate and change all traits that use it by script. :(

Has this bug been reported to the OBSE team ?

[edit]
After changing a trait by script, it stays that way until the associated menu (and thus XML) is reloaded. For things like books and containers that is each time they are opened but things like the main HUD, it's only when the game is restarted.
[/edit]

You could use the Reload console function in conjunction with the RunScriptLine function to reload the menu in question. Think that might work ?
User avatar
dav
 
Posts: 3338
Joined: Mon Jul 30, 2007 3:46 pm

Post » Thu Nov 04, 2010 8:24 am

The bug you mention is with changing a trait by script. The actual trait is updated but any other thing in the XML that uses that trait to calculate stuff will consider it 0. Short example: lets say you want to change the _currentzoom trait in HUDMainMenu, you need to calculate and change all traits that use it by script. :(

I've been using it for a while now and it really is annoying. So far I used cleaver workarounds (like using a parent rect with tags and child elements) to take away a bit of the work needed to change the position of an element. But that's only possible to a certain extent. :shrug:

[edit]
After changing a trait by script, it stays that way until the associated menu (and thus XML) is reloaded. For things like books and containers that is each time they are opened but things like the main HUD, it's only when the game is restarted.
[/edit]

-kyoma

Yeah, that rings a bell. Is there any way to get a script to edit the xml file directly? That way, the changing of properties is handled by the UI, and simply read and saved by the script. Ie. no need to actually set any values from script.

Btw, you can reload a menu manually; "reload hudmainmenu" will reload the HUD, I'm sure you know.
User avatar
Nikki Lawrence
 
Posts: 3317
Joined: Sat Jul 01, 2006 2:27 am

Post » Thu Nov 04, 2010 8:46 am

Has this bug been reported to the OBSE team ?
Yup, but they haven't decoded enough of the XML to be able to fix this.

Yeah, that rings a bell. Is there any way to get a script to edit the xml file directly? That way, the changing of properties is handled by the UI, and simply read and saved by the script. Ie. no need to actually set any values from script.
Unfortunately changing the files themselves is not possible (yet). I suppose it could be done with OBSE (by that I mean, such functions could be made) but it then becomes a dilemma cause it will allow modders to access and change those files. Ok, maybe not that bad in this instance but it is a tricky subject. :shrug:

Still worth mentioning in the OBSE thread as they are also at the point of (possible) adding I/O functions.

You could use the Reload console function in conjunction with the RunScriptLine function to reload the menu in question. Think that might work ?

Btw, you can reload a menu manually; "reload hudmainmenu" will reload the HUD, I'm sure you know.
Yea you can use the Reload function (although might not work the same when using it with RunScriptLine), but you'd still need to change all the values. All it would give you is a simple way to 'reset' all the changes made by scripts. Still very useful

Yea, I've used it a thousand times while working on a (secret) project of mine. Combined with a windowed Oblivion and the Notepad++ for the XML files it really makes UI modding easy. :D

-kyoma
User avatar
Sista Sila
 
Posts: 3381
Joined: Fri Mar 30, 2007 12:25 pm

Post » Thu Nov 04, 2010 7:46 am

Yea, I've used it a thousand times while working on a (secret) project of mine. Combined with a windowed Oblivion and the Notepad++ for the XML files it really makes UI modding easy. :D

-kyoma


Secret ... ? That sounds ominous :P Anyway, windowed Oblivion happens to be a pain in the neck on Vista - Somehow, the application loses it focus and ends up minimizing itself at odd times.
User avatar
Anna Krzyzanowska
 
Posts: 3330
Joined: Thu Aug 03, 2006 3:08 am

PreviousNext

Return to IV - Oblivion