[WIPz] DarNified UI F3

Post » Fri Apr 01, 2011 11:59 pm

Those values are HARDcoded. You'll need a mod to allow skills to rise above 100. Displaying them in the UI isn't the problem.


Ok I dun get it. I have Wasteland Mastery mod which gives a bonus effect to skills >100, I also edited ur levelup xml to allow my skills to reach a max of 250, if I train at level up (right arrow shows 101, 102, etc) or read books, my skill via player.getav does reflect the skill >100.

Based on the above, can display now be addressed? Or still an issue of hardcoding?
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kennedy
 
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Post » Sat Apr 02, 2011 5:35 am

It's still hardcoded but it seems there's a workaround according to the http://www.fallout3nexus.com/downloads/file.php?id=2045. This would be such a mod as I alluded to in my previous post. I'll give it a try. :)
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Alkira rose Nankivell
 
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Post » Sat Apr 02, 2011 1:15 am

is the font replacement text really correct?
ie:
;sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fnt
sFontFile_1=Textures\Fonts\DarN_FranKleinBold_14.fnt

#1 looks fine

;sFontFile_2=Textures\Fonts\Monofonto_Large.fnt
sFontFile_2=Textures\Fonts\DarN_FranKleinBold_16.fnt

#2 looks fine

sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt

No commented out #3 from original? (this may be fine, assuming you didn't change this one)

;sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt
sFontFile_4=Textures\Fonts\DarN_FranKleinBold_Otl_12.fnt

#4 looks fine

sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt

Assume this is like #3


;sFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt
;sFontFile_6=Textures\Fonts\DarN_PetitaMedium_Outline_18.fnt
sFontFile_6=Textures\Fonts\DarN_Forgotten_Futurist_Otl_18.fnt

How come there are 2 commented out 6s?

;sFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fnt
sFontFile_7=Textures\Fonts\DarN_Libel_Suit_Otl_24.fnt
;sFontFile_7=Textures\Fonts\DarN_Klill_Outline_20.fnt

2 commented out 7s too...

sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fntrge.fnt

Assume this is like #3
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Amy Siebenhaar
 
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Post » Sat Apr 02, 2011 3:08 am

fortsett ? lage bra ting!
UI'n i fo3 er st?gg, men du fikser p? det.
Najs!
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Austin Suggs
 
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Post » Sat Apr 02, 2011 2:23 am

is the font replacement text really correct?
ie:
;sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fnt
sFontFile_1=Textures\Fonts\DarN_FranKleinBold_14.fnt

#1 looks fine

;sFontFile_2=Textures\Fonts\Monofonto_Large.fnt
sFontFile_2=Textures\Fonts\DarN_FranKleinBold_16.fnt

#2 looks fine

sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt

No commented out #3 from original? (this may be fine, assuming you didn't change this one)

;sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt
sFontFile_4=Textures\Fonts\DarN_FranKleinBold_Otl_12.fnt

#4 looks fine

sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt

Assume this is like #3


;sFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt
;sFontFile_6=Textures\Fonts\DarN_PetitaMedium_Outline_18.fnt
sFontFile_6=Textures\Fonts\DarN_Forgotten_Futurist_Otl_18.fnt

How come there are 2 commented out 6s?

;sFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fnt
sFontFile_7=Textures\Fonts\DarN_Libel_Suit_Otl_24.fnt
;sFontFile_7=Textures\Fonts\DarN_Klill_Outline_20.fnt

2 commented out 7s too...

sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fntrge.fnt

Assume this is like #3

Font 3, 5 and 8 are as default. Font 5 may see some action soon though - Chargen looks ugly to me. If there are more than one commented line for an entry, the first one is the default, the subsequent ones are optional choices. If you wanna switch between them, all you have to do is move the semi colon.

fortsett ? lage bra ting!
UI'n i fo3 er st?gg, men du fikser p? det.
Najs!

Takker. :)
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R.I.P
 
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Post » Fri Apr 01, 2011 10:29 pm

Haven't had any problems with Alpha 7 yet, and have been using it for a while. :D Any news on the progress of the next version? I haven't seen you mention much about it in a while. ^_^
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Emma louise Wendelk
 
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Post » Fri Apr 01, 2011 11:14 pm

Haven't had any problems with Alpha 7 yet, and have been using it for a while. :D Any news on the progress of the next version? I haven't seen you mention much about it in a while. ^_^

Looking for font 5 replacements right now. I need a new font for the chargen list and probably some new sliders. I had hopes to improve the char portrait on the left hand side, but that seems to be hardcoded as per usual. It's really hard to get a clear view of your char when you create him/her.
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Gisela Amaya
 
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Post » Sat Apr 02, 2011 4:07 am

Looking for font 5 replacements right now. I need a new font for the chargen list and probably some new sliders. I had hopes to improve the char portrait on the left hand side, but that seems to be hardcoded as per usual. It's really hard to get a clear view of your char when you create him/her.


I changed the color of the roundscreenglare.dds to grey and it's pretty bright now
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Justin
 
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Post » Sat Apr 02, 2011 4:16 am

Really? I changed that to a blank texture, and couldn't see a difference at all. If you examine the alpha channel, the only parts that obscures anything is the glare at the top right - the rest is completely transparent. I wonder if the model takes it's light from the actual area the player is in? Seems to me all that is needed is some proper lighting.
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Adam Kriner
 
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Post » Fri Apr 01, 2011 11:11 pm

Is there a way to change the level-up menus to allow skills over 100? I do not see a configuration option, and I'm not the greatest at playing with XML code. I love the UI improvements so far, and this one thing has been my only real 'complaint'. I use "Wasteland Mastery", and though for now I can deal with doing the 'player.getav xxxx' to see my current skills, I would really like the ability to increase the skills over 100. I have a replacement UI mod for this one screen only that I've been using, but I'd love to keep the Darn UI for -all- menus.

Anyhow, I appreciate any help with finding the setting for this!

[Edit]
I'm an idiot. Read the config file 5 times and missed the skill level value... 5 times. Was just glancing at it for something completely unrelated and *BAM* noticed it.
Seems to have changed from .6 to .7 as the option in config is no longer there. Copying the value from the old configuration doesn't work either. How can I enable this without replacing the DarnUI for levelup_menu.xml?
[/Edit]
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Sheila Esmailka
 
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Post » Fri Apr 01, 2011 8:41 pm

Hey Darn,

great mod you created there. How's progress on a8?

Cheers
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Red Sauce
 
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Post » Fri Apr 01, 2011 8:13 pm

Is there a way to change the level-up menus to allow skills over 100? I do not see a configuration option, and I'm not the greatest at playing with XML code. I love the UI improvements so far, and this one thing has been my only real 'complaint'. I use "Wasteland Mastery", and though for now I can deal with doing the 'player.getav xxxx' to see my current skills, I would really like the ability to increase the skills over 100. I have a replacement UI mod for this one screen only that I've been using, but I'd love to keep the Darn UI for -all- menus.

Anyhow, I appreciate any help with finding the setting for this!

[Edit]
I'm an idiot. Read the config file 5 times and missed the skill level value... 5 times. Was just glancing at it for something completely unrelated and *BAM* noticed it.
Seems to have changed from .6 to .7 as the option in config is no longer there. Copying the value from the old configuration doesn't work either. How can I enable this without replacing the DarnUI for levelup_menu.xml?
[/Edit]

WIP...

Hey Darn,

great mod you created there. How's progress on a8?

Cheers

:
Looking for font 5 replacements right now. I need a new font for the chargen list and probably some new sliders. I had hopes to improve the char portrait on the left hand side, but that seems to be hardcoded as per usual. It's really hard to get a clear view of your char when you create him/her.

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Marie Maillos
 
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Post » Sat Apr 02, 2011 5:38 am

Do we have an option for larger fonts?

Scratch that. Where is the config file?

I really like the PIPBoy parts and some of the others but the HUD is too small.
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George PUluse
 
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Post » Fri Apr 01, 2011 3:03 pm

Is there a way to use only the immediate HUd changes and no other changes to the UI, if so how?
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Jessie
 
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Post » Fri Apr 01, 2011 5:37 pm

I'm getting a bug.

Some of my hud stays the same size, like ammo count.

When i copy and paste the .ini part exactly the same, all the size differences go away....but then whenever i try to load a save file it crashes instantly.
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Yama Pi
 
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Post » Fri Apr 01, 2011 8:09 pm

i love this ui, but could you make a version w/o that extremely annoying "take all items" button?

i've lost count how many times ill have thoroughly organized my lockers, and then accidentally hit "A" for some reason and have to redo it.

i tried it myself, but i had to concede that i know nothing about .xml

can you please post some way on how to get rid of that button?
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Maria Leon
 
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Post » Sat Apr 02, 2011 6:28 am

Seeing as how i wasn't smart enough to keep a vanilla copy of my fallout.ini, could someone here be kind enough to copy and paste their FONT section without the changes? Please? Thank you ever so much!
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Amelia Pritchard
 
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Post » Fri Apr 01, 2011 2:43 pm

Seeing as how i wasn't smart enough to keep a vanilla copy of my fallout.ini, could someone here be kind enough to copy and paste their FONT section without the changes? Please? Thank you ever so much!

It should look like this...

[Fonts]sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fntsFontFile_2=Textures\Fonts\Monofonto_Large.fntsFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fntsFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fntsFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fntsFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fntsFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fntsFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt

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Brooke Turner
 
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Post » Fri Apr 01, 2011 2:01 pm

Seeing as how i wasn't smart enough to keep a vanilla copy of my fallout.ini, could someone here be kind enough to copy and paste their FONT section without the changes? Please? Thank you ever so much!

Actually the game did that for you already. Check in your Fallout 3 folder. There should be 3 ini files used for backup in the event that the one in the My Games folder is deleted, Fallout will copy one over.
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Veronica Flores
 
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Post » Sat Apr 02, 2011 3:53 am

Is there a way to customize the radiation display, both on the pipboy and on the hud, so that the maximum is 500 instead of 1000? I'm using a mod that changes the maximum radiation level to 500, but it would be nice the the GUI properly showed this maximum as well.
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Carolyne Bolt
 
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Post » Fri Apr 01, 2011 2:07 pm

Do we have an option for larger fonts?

Scratch that. Where is the config file?

I really like the PIPBoy parts and some of the others but the HUD is too small.

Config file - read the OP.

I'm assuming by too small you mean the font? A quick fix would be to set _HUDMeterFont to something else - try 2. Different sizes for these will likely be added later.

Is there a way to use only the immediate HUd changes and no other changes to the UI, if so how?

I haven't set it up with modularity in mind yet - not sure I will.

i love this ui, but could you make a version w/o that extremely annoying "take all items" button?

i've lost count how many times ill have thoroughly organized my lockers, and then accidentally hit "A" for some reason and have to redo it.

i tried it myself, but i had to concede that i know nothing about .xml

can you please post some way on how to get rid of that button?

The best solution is obviously to hit x instead of a... I'll look into it though. :)

Seeing as how i wasn't smart enough to keep a vanilla copy of my fallout.ini, could someone here be kind enough to copy and paste their FONT section without the changes? Please? Thank you ever so much!

The vanilla values are already in the ini setup in the OP. The first comment of a replaced font will be the default.

Is there a way to customize the radiation display, both on the pipboy and on the hud, so that the maximum is 500 instead of 1000? I'm using a mod that changes the maximum radiation level to 500, but it would be nice the the GUI properly showed this maximum as well.

Maybe later.
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Brad Johnson
 
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Post » Fri Apr 01, 2011 10:11 pm

I like the way this mode makes most everything but the HUD look. The HUD and the text aroud the crosshair I don't like the way this can be modular so I can keep everything but the HUD and the crosshair text?
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Your Mum
 
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Post » Sat Apr 02, 2011 2:35 am

I like the way this mode makes most everything but the HUD look. The HUD and the text aroud the crosshair I don't like the way this can be modular so I can keep everything but the HUD and the crosshair text?

That last sentence doesn't make sense. What is it about the HUD you don't like? Have you looked at the config file to see if it can be dealt with there?
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Kelly Tomlinson
 
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Post » Sat Apr 02, 2011 2:46 am

Chargen in progress.

http://ui.darnified.net/wip/F3/cg_wip2.jpg - http://ui.darnified.net/wip/F3/cg_wip3.jpg

I'm testing fonts as I go - the Computer Menu image is just to show font 5. These menus have a shader or something applied that messes with the stuff beneath it. You can see the sliders appear to have different heights in image 2 - they are actually the same height.

I've redone the sliders. Looking into displaying real values for them now - cross your fingers.
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SEXY QUEEN
 
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Post » Sat Apr 02, 2011 6:35 am

Chargen in progress.

http://ui.darnified.net/wip/F3/cg_wip2.jpg - http://ui.darnified.net/wip/F3/cg_wip3.jpg

I'm testing fonts as I go - the Computer Menu image is just to show font 5. These menus have a shader or something applied that messes with the stuff beneath it. You can see the sliders appear to have different heights in image 2 - they are actually the same height.

I've redone the sliders. Looking into displaying real values for them now - cross your fingers.

Nice! I really like how the computer menu looks. :D
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Channing
 
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