[RELZ/WIPZ/BETA] DarNified UI

Post » Thu Mar 10, 2011 2:34 am

It's undefined because it didn't exist prior to 1.1.12. ;)
User avatar
Amy Gibson
 
Posts: 3540
Joined: Wed Oct 04, 2006 2:11 pm

Post » Wed Mar 09, 2011 7:21 pm

It's undefined because it didn't exist prior to 1.1.12. ;)

That too :P I suppose the getActiveEspNames function is pre-defined in OBMM's code.
User avatar
Max Van Morrison
 
Posts: 3503
Joined: Sat Jul 07, 2007 4:48 pm

Post » Wed Mar 09, 2011 8:26 pm

Hi :hehe: Maybe you still remember the BSA trouble I was having with your UI? Line 126 in message_menu.xml:




I think this is how it should be:



I remember people saying BSA files are really picky about this slash/backslash thing. Before I fixed it the game was simply unable to find the msg_menu_vertical_scroll.xml when it was in a BSA instead of data folder --> crash.
User avatar
Chris Ellis
 
Posts: 3447
Joined: Thu Jul 26, 2007 10:00 am

Post » Wed Mar 09, 2011 8:59 pm

Hi :hehe: Maybe you still remember the BSA trouble I was having with your UI? Line 126 in message_menu.xml:




I think this is how it should be:



I remember people saying BSA files are really picky about this slash/backslash thing. Before I fixed it the game was simply unable to find the msg_menu_vertical_scroll.xml when it was in a BSA instead of data folder --> crash.

Hmm, very interesting to hear that the slash/backslash BSA trouble also applies to the XML files. I'll need to remember this. Nice discovery. :)
User avatar
Kelsey Anna Farley
 
Posts: 3433
Joined: Fri Jun 30, 2006 10:33 pm

Post » Wed Mar 09, 2011 8:26 pm

Hi :hehe: Maybe you still remember the BSA trouble I was having with your UI? Line 126 in message_menu.xml:




I think this is how it should be:



I remember people saying BSA files are really picky about this slash/backslash thing. Before I fixed it the game was simply unable to find the msg_menu_vertical_scroll.xml when it was in a BSA instead of data folder --> crash.

Nice find. Will fix.
User avatar
SUck MYdIck
 
Posts: 3378
Joined: Fri Nov 30, 2007 6:43 am

Post » Thu Mar 10, 2011 2:38 am

hey there, I finally decided that it's time to discard the good ol' BTmod and start using DarnUI as most people do :D

I only got one question: I read the Keychain mod may be incompatible with it. and that's one mod I'd hate to lose. however, it seems that the only possible issue would be a slight lag when entering the inventory screen... and I think I'm experiencing that with BTmod as well. can anyone confirm that this issue is also present in BTmod, and it is not aggravated, but just shared, by DarnUI? right now I find it tolerable to be honest, not worth losing Keychain mod to it if you ask me. :)
User avatar
Wanda Maximoff
 
Posts: 3493
Joined: Mon Jun 12, 2006 7:05 am

Post » Wed Mar 09, 2011 10:24 pm

Imo the keychain mod is uncessary with DarNified UI. Its inventory has headers for different parts of the invetory(e.g. keys), and if you click on them they collapse so you can only see the header and no items for it. I.e clicking on the one for keys will hide all keys.
User avatar
rebecca moody
 
Posts: 3430
Joined: Mon Mar 05, 2007 3:01 pm

Post » Wed Mar 09, 2011 3:31 pm

Imo the keychain mod is unnecessary with DarNified UI. Its inventory has headers for different parts of the inventory(e.g. keys), and if you click on them they collapse so you can only see the header and no items for it. I.e clicking on the one for keys will hide all keys.

I agree; I'ven ever felt the need to use a keychain mod ever since I started using Darnified UI. Since keys are grouped separately, and you can collapse that section, a keychain mod just seems redundant. ^_^

(Edit: fixed disgusting typos; must not have been very awake when I wrote this).
User avatar
Sarah Kim
 
Posts: 3407
Joined: Tue Aug 29, 2006 2:24 pm

Post » Wed Mar 09, 2011 10:12 pm

ah, good to know, thanx guys. :)
User avatar
Jessica Colville
 
Posts: 3349
Joined: Wed Oct 18, 2006 6:53 pm

Post » Wed Mar 09, 2011 4:50 pm

it seems that every time i try to change the menu settings in the in game setting page, it always reverts back after i relaunch oblivion. Is there anyway to keep the changes i made?
User avatar
Taylah Haines
 
Posts: 3439
Joined: Tue Feb 13, 2007 3:10 am

Post » Wed Mar 09, 2011 3:37 pm

You could always read the readme...
User avatar
x a million...
 
Posts: 3464
Joined: Tue Jun 13, 2006 2:59 pm

Post » Thu Mar 10, 2011 2:18 am

it seems that every time i try to change the menu settings in the in game setting page, it always reverts back after i relaunch oblivion. Is there anyway to keep the changes i made?


It's suppose to be like this. If you read the documentation you would know which are the config files you have to edit according to the in-game menu in order to get your exact changes to persist. Even more information on this can be found in DarN's site which you should also know about from reading documentation.
User avatar
Stephanie Nieves
 
Posts: 3407
Joined: Mon Apr 02, 2007 10:52 pm

Post » Wed Mar 09, 2011 3:05 pm

No, don't do that even. It says it on the bottom of that tab.
User avatar
мistrєss
 
Posts: 3168
Joined: Thu Dec 14, 2006 3:13 am

Post » Wed Mar 09, 2011 11:08 pm

Sorry i guess i ll do more searching

Well it seems that i found this in the FAQ
Q: I'm making some adjustments to some settings and nothing happens, wtf?
A: The settings you're adjusting are probably overridden. This will most likely change in the future.

SO does that mean i have to manually change it.
Edit: oh ok never mind then
User avatar
Vicky Keeler
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:03 am

Post » Wed Mar 09, 2011 4:32 pm

@ Phoshi: Falling standards...

That's all I'm going to say. :P
User avatar
Michelle Chau
 
Posts: 3308
Joined: Sat Aug 26, 2006 4:24 am

Post » Wed Mar 09, 2011 7:48 pm

@ Phoshi: Falling standards...

That's all I'm going to say. :P

I would just say thats it me being too lazy :D , either way i found it out, it just seems that i had to edit the xml file.
User avatar
Kellymarie Heppell
 
Posts: 3456
Joined: Mon Jul 24, 2006 4:37 am

Post » Wed Mar 09, 2011 3:45 pm

Heh - just came by to see if DarN was around recently, but while I'm here...
hey there, I finally decided that it's time to discard the good ol' BTmod and start using DarnUI as most people do :D

I only got one question: I read the Keychain mod may be incompatible with it. and that's one mod I'd hate to lose. however, it seems that the only possible issue would be a slight lag when entering the inventory screen... and I think I'm experiencing that with BTmod as well. can anyone confirm that this issue is also present in BTmod, and it is not aggravated, but just shared, by DarnUI? right now I find it tolerable to be honest, not worth losing Keychain mod to it if you ask me. :)

Keychain v2.1 caused slowdowns that were magnified by DarN's UI (to the point where it could freeze up). Every version past that doesn't have the problem because the keys aren't even in your inventory :P

I was never really able to compare "Collapsed Key" vs. Keychain until OBSE v17, but now that I have - Keychain (not having keys in inventory) is incredibly faster and saves quite a bit of menu load time compared to Collapsing the Key category. You won't see this speed advantage until you have 100 keys or so, but it is there.
User avatar
Carys
 
Posts: 3369
Joined: Wed Aug 23, 2006 11:15 pm

Post » Thu Mar 10, 2011 4:58 am

Is anyone else here having problems with the settings not appearing in video and audio etc?
User avatar
Eve Booker
 
Posts: 3300
Joined: Thu Jul 20, 2006 7:53 pm

Post » Thu Mar 10, 2011 1:30 am

Is anyone else here having problems with the settings not appearing in video and audio etc?


Nope. Darn works fine for me. How did you install it? Manually or with the OMOD? Using the OMOD is so much easier. It will prompt you to choose all your settings and make the changes for you. You however need to let make the various changes to your ini file when it asks you. Are you not allowing it to make those changes?
User avatar
Claire Jackson
 
Posts: 3422
Joined: Thu Jul 20, 2006 11:38 pm

Post » Thu Mar 10, 2011 5:51 am

I see that DarN hasn't been around for a bit........

Any chance of adding a column to the Skills tab, showing number of skillups for that particular level?
User avatar
Nick Swan
 
Posts: 3511
Joined: Sat Dec 01, 2007 1:34 pm

Post » Thu Mar 10, 2011 12:47 am

I'm using v1.1.5 and still getting c# script failed error and allow additional script types is checked. Any suggestions ?
User avatar
Miguel
 
Posts: 3364
Joined: Sat Jul 14, 2007 9:32 am

Post » Wed Mar 09, 2011 6:12 pm

I'm using v1.1.5 and still getting c# script failed error and allow additional script types is checked. Any suggestions ?

Yes, upgrade to http://timeslip.chorrol.com/obmm_download.html.
User avatar
Talitha Kukk
 
Posts: 3477
Joined: Sun Oct 08, 2006 1:14 am

Post » Thu Mar 10, 2011 2:11 am

I see that DarN hasn't been around for a bit........

Yeah, he hasn't logged in for nearly a month now. :( Before that, though, most of his attention seemed o be on DarnifiedUI for Fallout 3 (which was welcomed as it is a massvie improvement over FO3's vanilla UI). Here's hoping he returns soon with another update of the FO3 Darnified. :)
User avatar
Cesar Gomez
 
Posts: 3344
Joined: Thu Aug 02, 2007 11:06 am

Post » Wed Mar 09, 2011 11:09 pm

First off: Yep, I've searched this forum and the Bethesda forum up and down for a solution to this but haven't found one that applies to my situation. I was astonished to find that so I concede that I may have missed something. If I did, I apologize.

Second: It is not, I repeat *NOT* an issue with the custom fonts.

- I previously had BT Mod and WZ custom builder HUD + inventories installed.
- I uninstalled BT Mod and then installed the OMOD version of Darnified UI 1.3.2 today.
- I installed everything in the first OMOD install screen, in the second screen I select everything except "Classic Inventory", and "No Quest Added Popup", in the third screen I select "FantaisieArtistique_28" as my font, and finally I choose "Normal" font size.
- The OMOD icon shows as blue after completing installation.
- Immediately after installing this *and ONLY this* mod today, Oblivion now crashes when the game itself is loaded. The game worked flawlessly before this mod was installed.
- I have the latest version of OBMM (and have had it since the day it was released), "allow additional script types" is checked.
- The [Fonts] section of my .ini reads as follows:
sfontfile_1=Data\Fonts\DarN_FantaisieArtistique_28.fnt
sfontfile_2=Data\Fonts\DarN_Kingthings_Petrock_14.fnt
sfontfile_3=Data\Fonts\DarN_Kingthings_Petrock_16.fnt
sfontfile_4=Data\Fonts\DarN_Oblivion_28.fnt
SFontFile_5=Data\Fonts\Handwritten.fnt

Each of these is properly located in the correct place except Handwritten.fnt (which I assume is fine since I suppose this is found in the original bsa).


I can only imagine that there is some kind of conflict with wz HUD builder and/or wz inventory, but I don't how to eliminate those.

EDIT:

If it is of any use, this is my active mod list: (Also, I did use Wrye Bash to Darnify books)

ScreenEffects.esmAll Natural Base.esmFrancesco's Leveled Creatures-Items Mod.esmFrancesco's Optional New Items Add-On.esmCobl Main.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmTamrielTravellers.esmFCOM_Convergence.esmArmamentarium.esmYou Are Here.esmHorseCombatMaster.esmCobl Races.espHrmnsOblivionScriptOptimizationv1.0.espUnofficial Oblivion Patch.espOblivion Citadel Door Fix.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espFrancesco's Optional Chance of Stronger Bosses.espFrancesco's Optional Chance of Stronger Enemies.espFrancesco's Optional Chance of More Enemies.espFrancesco's Optional Leveled Guards.espFrancesco's Dark Seducer Weapons Patch.espFCOM_Francescos.espFCOM_FrancescosItemsAddOn.espFCOM_FrancescosNamedBosses.espFran Armor Add-on.espLoadingScreens.espLoadingScreensAddOn.espLoadingScreensSI.espScenicLoadscreens.espAll Natural.espAll Natural - Real Lights.espAll Natural - EW + AWS.espAll Natural - Enhanced Seasons.espEnhanced Water v2.0 HD.espEnhanced Water v2.0 HD - SI Addon.espln.espMIS Low Wind.espMIS New Sounds Optional Part.espWindowLightingSystem.espAmbientDungeons.espBook Jackets Oblivion.espaaaBorsBedrolls.espVanityCameraSmoother.espCM_Better Wine_SI.espDamsels In Distress.espGrayFoxOutfit.espMiscTracker.espImmersive Combat Music.espLandmarks, w Wells.espDLCHorseArmor.espDLCHorseArmor - Unofficial Patch.espDLCOrrery.espDLCOrrery - Unofficial Patch.espDLCVileLair.espDLCVileLair - Unofficial Patch.espDLCMehrunesRazor.espDLCMehrunesRazor - Unofficial Patch.espDLCSpellTomes.espDLCSpellTomes - Unofficial Patch.espFineWeapons.espGarak's Staff Replacer Artefacts.espKDDwemerSpectacles.espReznod_Mannequin_HD[Eng].espRustyItems.espPersuasionOverhaul.espXSPipeMod.espSlof's Brighter Arena Raiments.espSlof's Horses Essential.espDLCHorseArmor_SlofEssential.espDLCThievesDen.espDLCThievesDen - Unofficial Patch.espDLCThievesDen - Unofficial Patch - SSSB.espKDCircletsOOOOptimized - NPC Equip.espFCOM_KDCircletsOOOOptimizedNPCEquip.espExnemRuneskulls.espFCOM_ExnemRuneskulls.espCobl Glue.espCobl Si.espOOO 1.32-Cobl.espFCOM_Cobl.espBob's Armory Oblivion.espFCOM_BobsArmory.espOblivion WarCry EV.espFCOM_WarCry.espOscuro's_Oblivion_Overhaul.espArmamentariumLLMagic.espArmamentariumArtifacts.espArmamentariumLLArmaVendor.espFCOM_Convergence.espFCOM_EntropicOrderRebalance.espFCOM_RealSwords.espMart's Monster Mod - More Wilderness Life.espFCOM_SaferRoads.espFCOM_NoWyverns.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - No Blood.espMart's Monster Mod - No Giants.espMart's Monster Mod - Less Bone Loot.espMart's Monster Mod - Vindasel.espTamrielTravellers4OOO.espTamrielTravellersItemsnpc.espShiveringIsleTravellers.espFCOM_TamrielTravelers.espFCOM_DiverseGuardUnity.espFCOM_BobsGuardUnity.espFCOM_HungersUnitySI.espFCOM_Archery.espFCOM_ArcheryArmamentarium.espFCOM_MoreRandomSpawns.espFCOM_MoreRandomItems.espArmamentariumLL4OOO.espPersuasionOverhaul_OOO.espPersuasionOverhaul_MMM.espLoadingScreens-OOO.espDiverse Effect Icons for OOO.espOOO-WaterFish.espKvatchAftermath.espCyrodiil transportation network.espIvellon.espDLCBattlehornCastle.espDLCBattlehornCastle - Unofficial Patch.espKnights.espKnights - Unofficial Patch.espLost Paladins of the Divines.espFCOM_Knights.esproad+bridges.espxuldarkforest.espxulStendarrValley.espxulTheHeath.espMMMMWL-TheHeath patch.espXulEntiusGorge.espxulFallenleafEverglade.espxulColovianHighlands_EV.espxulBeachesOfCyrodiilLostCoast.espxulBravilBarrowfields.espxulLushWoodlands.espxulAncientYews.espxulAncientRedwoods.espxulCloudtopMountains.espxulArriusCreek.espxulPatch_AY_AC.espxulRollingHills_EV.espxulPantherRiver.espxulRiverEthe.espxulBrenaRiverRavine.espxulImperialIsle.espNRB4+UL-II Patch.espFCOM_UnofficialFranArmorAddon.espHarvest [Flora].espHarvest [Flora] - Shivering Isles.espHarvest [Flora] - DLCVileLair.espBlackScreenSneakFix.espBloodSpray.espCliff_BetterLetters.espDS Less Predictable Respawn.espGive Me My Shader Effects.espMimics!.espEnhanced Vegetation [110%].esptalkwithyourhands2.espQuest Award Leveling SI.espQuest Award Leveller.espQuest Award Leveller - Battlehorn Castle.espQuest Award Leveller - Vile Lair.espQuest Award Leveller - Mehrunes Razor.espQuest Award Leveller - Knights of the Nine.espThings Found Fence.espReal Hunger, Cobl.espRealisticForceHigh.espRealisticMagicForceMedium.espRealSleepExtended.espbgMagicEV.espbgMagicSpellTomes_for_WryeBash.espbgMagicItemSigil.espbgMagicEVAddEnVar.espbgMagicEVPaperChase.espattack and hide medium v2.1.espRenGuardOverhaul.espRenGuardOverhaulShiveringIsles.espDeadlyReflex 5 - Combat Moves.espMRP - Fast travel unavailable.espMRP - Loading area.espbgMagicEVShader.espbgMagicLightningbolt.espBetter Lava by elveon.espMotionBlur.espQTdof.espShining Flame Atronachs.espCobl Races - Balanced.espNRB4 Standard Road Record.espSkycaptainsBloodTime.espReducedBackwardsRunningSpeed.espBashed Patch, 0.espStreamline 3.1.esp

User avatar
Trey Johnson
 
Posts: 3295
Joined: Thu Oct 11, 2007 7:00 pm

Post » Thu Mar 10, 2011 1:17 am

It really sounds like you have a corrupted ini file. It may be best to save a copy of your current one, delete oblivion.ini and then let the launcher recreate a new one for you. Then put your custom fonts back in. Did you try this? Also use a "codebox tag" in your post above.
User avatar
Jennifer Munroe
 
Posts: 3411
Joined: Sun Aug 26, 2007 12:57 am

PreviousNext

Return to IV - Oblivion