[RELZ/WIPZ/BETA] DarNified UI

Post » Thu Mar 10, 2011 10:06 am

Okay, I solved my big fuzzy font problem. There was actually another user on the darnified forum that had the same problem (http://darnified.net/forums/index.php/topic,163.msg710.html#msg710)

I was using a different version of OBMM, which I mistook for the latest one. Anyone who has this same problem should download the latest OBMM here:
http://timeslip.chorrol.com/obmm_download.html

If you installed Darnified and didn't get a long list of options upon installing, then you certainly had the same problem I had. Cheers.
User avatar
KU Fint
 
Posts: 3402
Joined: Mon Dec 04, 2006 4:00 pm

Post » Thu Mar 10, 2011 5:00 am

Where do edit the target information text? The text that shows up in the center of your screen when looking at an actor/item/door. I was to move the text to a less intrusive place.
User avatar
Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Thu Mar 10, 2011 7:12 am

Where do edit the target information text? The text that shows up in the center of your screen when looking at an actor/item/door. I was to move the text to a less intrusive place.


A mod to do this with DarN http://www.tesnexus.com/downloads/file.php?id=21541. You could probably look at what that changes and experiment from there.
(I tried this mod, but it puts the target information text in the bottom right corner of the screen which is already used for stuff).
User avatar
Mr. Allen
 
Posts: 3327
Joined: Fri Oct 05, 2007 8:36 am

Post » Thu Mar 10, 2011 7:52 am

A mod to do this with DarN http://www.tesnexus.com/downloads/file.php?id=21541. You could probably look at what that changes and experiment from there.
(I tried this mod, but it puts the target information text in the bottom right corner of the screen which is already used for stuff).

This mod edits following items in hud_info_menu.xml (in it's non-wide screen version):
In section tags on lines 9 and 10 ( 0 and 0 ) are changed to ( 400 and 370 )
In <!-- LOCKED ======= section tag on line 229 ( 0 ) is changed to ( -90 ).

And that's it. I guess this would be a good starting point for your experiments.
User avatar
Baby K(:
 
Posts: 3395
Joined: Thu Nov 09, 2006 9:07 pm

Post » Thu Mar 10, 2011 6:27 am

Thanks J.O.D. Thats what I needed :) and yay for Notepad ++
User avatar
Logan Greenwood
 
Posts: 3416
Joined: Mon Jul 30, 2007 5:41 pm

Post » Thu Mar 10, 2011 10:36 am

Kia Ora

is DarNified UI b2 1.3.2.omod the latest or DarNified_UI_132_OMOD-10763?
User avatar
Nuno Castro
 
Posts: 3414
Joined: Sat Oct 13, 2007 1:40 am

Post » Thu Mar 10, 2011 7:57 pm

The latest is *_OMOD-10763
User avatar
Stryke Force
 
Posts: 3393
Joined: Fri Oct 05, 2007 6:20 am

Post » Thu Mar 10, 2011 9:07 am

Kia Ora

Thank you


Opps almost forgot.


Does anybody else have a mixture of English and German in the menus? Mostly English but I get about 3 or 4 German listings under skills
and the odd dialoge box is in German

this is my list,.. not sure if it the UI or one of the other mods

-----------------------------------------------------------
Better Oblivion Sorting Software Load Order Utility

© Random007 & the BOSS development team, 2009
Some rights reserved.
CC Attribution-Noncommercial-No Derivative Works 3.0
http://creativecommons.org/licenses/by-nc-nd/3.0/
v1.4 (31 August 09)
-----------------------------------------------------------

Master .ESM date: Sat Feb 03 03:22:50 2001
FCOM detected.


------------------------------------
Recognised and re-ordered mod files:
------------------------------------

Oblivion.esm

Francesco's Leveled Creatures-Items Mod.esm

Francesco's Optional New Items Add-On.esm

Francesco's Optional New Creatures Add-On.esm

Cobl Main.esm

Oscuro's_Oblivion_Overhaul.esm

Mart's Monster Mod.esm

TamrielTravellers.esm

FCOM_Convergence.esm

bookplacing.esm

CM Partners.esm

Lineage II Elves.esm

Beautiful_Women_NiceOnly.esp

Beautiful_Women_DB_Addon.esp

Beautiful_Women_NotSoNice_Bonus.esp

Handsome_Gents_Bonus.esp

Unofficial Oblivion Patch.esp

Oblivion Citadel Door Fix.esp

DLCShiveringIsles.esp

Unofficial Shivering Isles Patch.esp

Francesco's Optional Chance of Stronger Bosses.esp

Francesco's Optional Chance of Stronger Enemies.esp

Francesco's Optional Chance of More Enemies.esp

Francesco's Optional Leveled Guards.esp

Francesco's Dark Seducer Weapons Patch.esp

FCOM_Francescos.esp

FCOM_FrancescosItemsAddOn.esp

FCOM_FrancescosNamedBosses.esp

ln.esp

AmbientTownSounds.esp

MIS.esp

MIS Low Wind.esp

MIS New Sounds Optional Part.esp

Drum_Fix.esp

Added Realistic NPC's v1.0.esp

advlt Books.esp

Book Jackets Oblivion - BP.esp

Daggerfallbooks.esp

ES4_Alchemists Reference.esp

Guide Books.esp

kalikuts_raretradegoods2_0.esp

Morrowindbooks.esp

Morrowind Ingredients.esp

Musical Immersion 1.0.esp

P1DseeYouSleep.esp

Reznod_Mannequin.esp

Slof's Oblivion Pillow Book.esp

Trainer_Book.esp

VA_BetterGold.esp

DLCHorseArmor.esp

DLCHorseArmor - Unofficial Patch.esp

DLCOrrery.esp

DLCOrrery - Unofficial Patch.esp

DLCVileLair.esp

DLCVileLair - Unofficial Patch.esp

P1DseeYouSleep - DLCVileLair.esp

DLCMehrunesRazor.esp

DLCMehrunesRazor - Unofficial Patch.esp

DLCSpellTomes.esp

DLCSpellTomes - Unofficial Patch.esp

ExnemEyeCandy.esp

MaleBodyReplacerV4.esp

Adonnays Elven Weaponry.esp

Blackheart and Gizmodian ECRobes.esp

BlackLuster.esp

Corthian Akavir Clothing.esp

DarkIllusionArmor.esp

DarkLeatherArmor.esp

ElegantVests.esp

RavenWearClothing.esp

Slof's Bracelets & Rings.esp

Slof's Neckchains.esp

Slof's Robe of the Dark Arts.esp

Tegeals Extra Robes.esp

vermillionandsilverthorn.esp

RealSwords - Argonian HI.esp

RealSwords - Bosmer HI.esp

RealSwords - Breton HI.esp

RealSwords - Goblin.esp

RealSwords - Khajiit HI v1.3.esp

RealSwords - Orc HI v1.0.esp

RealSwords - Redguard HI.esp

EY_Vampirehunter.esp

ShaiyaOutfit.esp

StockClothingArmor-forExnems.esp

Blood Elves and Egyptian Armors for Exnems body.esp

ExnemEC_Rogue01.esp

Blood Illusion and Arcania armors for Exnem's body.esp

300_Brocade_Outfits.esp

Goblin Realswords+Tribal Shields.esp

DLCThievesDen.esp

DLCThievesDen - Unofficial Patch.esp

DLCThievesDen - Unofficial Patch - SSSB.esp

ExnemRuneskulls.esp
. Note: Requires 'FCOM_ExnemRuneskulls.esp'.

FCOM_ExnemRuneskulls.esp
. Note: Requires 'ExnemRuneskulls.esp'.

Slof's Oblivion Robe Trader.esp
. Note: Requires 'FCOM_SlofsRobeTrader.esp'.

Cobl Glue.esp
. Note: Requires 'FCOM_Cobl.esp'.

Cobl Glue MW Ingred.esp

FCOM_Cobl.esp

Bob's Armory Oblivion.esp

FCOM_BobsArmory.esp

Oblivion WarCry EV.esp

FCOM_WarCryNoSpawn.esp

Oscuro's_Oblivion_Overhaul.esp

OOO-Water_Weeds.esp

OOO-Map_Markers_Stock.esp

OOO-No_Guild_Ownership.esp

OOO-Birthsigns.esp

OOO-DLT_Immersion.esp

OOO-Magic_Effects+Enchantments.esp

OOO-Magic_Effects+Spells.esp

OOO-Magic_Game_Settings.esp

OOO-Potions.esp

OOO-Magic_Script_Effect_Fix.esp

FCOM_Convergence.esp

FCOM_EntropicOrderRebalance.esp

FCOM_RealSwords.esp

FCOM_DurabilityAndDamage.esp

FCOM_SaferRoads.esp

TamrielTravellerAdvScript.esp

TamrielTravellers4OOO.esp
. Note: Requires 'FCOM_TamrielTravelers.esp'.

TamrielTravellersItemsNPC.esp

TamrielTravellersItemsCobl.esp

ShiveringIsleTravellers.esp

ShiveringIsleTravellersFriendlyFactions4MMM.esp

FCOM_TamrielTravelers.esp

FCOM_Archery.esp

FCOM_ArcheryRealSwords.esp

FCOM_FriendlierFactions.esp

FCOM_MoreRandomItems.esp

OOO-WaterFish.esp

Enhanced Quest Roleplaying.esp

aaaWindSpear.esp

BrumaMGRestored.esp

MountainTower.esp

One Stop Armors.esp

Slof's Oblivion Goth Shop II.esp

DLCBattlehornCastle.esp

DLCBattlehornCastle - Unofficial Patch.esp

DLCFrostcrag.esp

Knights.esp

Knights - Unofficial Patch.esp

Ungarion1TheWelkyndSword.esp

Blood&Mud.esp

Lost Paladins of the Divines.esp

HoarfrostCastle.esp

FCOM_Blood&Mud.esp

FCOM_Knights.esp

FCOM_WelkyndSwordBlood&Mud.esp

FCOM_slofsrobetrader.esp

FCOM_UnofficialFranArmorAddon.esp

Harvest [Flora].esp

Harvest [Flora] - Shivering Isles.esp

Harvest [Flora] - DLCVileLair.esp

Harvest [Flora] - DLCFrostcrag.esp

Bag of Holding.esp

DecoratorAssistant with OBSE v1.1.esp

DecoratorAssistant Unlock for OBSE version.esp

2nd to 1st person.esp

ImprovedSoulgems.esp

MoreTraining.esp

Ring of console.esp

Toggleable Quantity Prompt.esp

Unlimited Amulets and Rings - Shivering Isles.esp
. Note: Use Wrye Bash Bashed Patch tweak instead.

Border Removal.esp

MidasSpells.esp

Essence Extracter.esp

Francesco's Slower skills x1.5.esp

babehair_EV.esp

Soya 4 Hair Pack - English.esp

Corean_hair_for_Original_race.esp

Nec Mystic High Elf-Remake.esp

Nec Mystic Dark Elf-Remake.esp

_Ren_BeautyPack_full.esp

Lineage II Elves.esp

Elves Of Lineage II.esp

Beautiful People.esp

Rhianna.esp

Bashed Patch, 0.esp

-----------------------------------------------------------------
Unrecognised mod files:
Reorder these by hand using your favourite mod ordering utility.
-----------------------------------------------------------------

Unknown mod file: Dark_Wolf_Clothes.esp
Unknown mod file: DEJ Harvest - Flora - CPU.esp
Unknown mod file: MD_Natural_Faces_DV.esp
Unknown mod file: dkHearthStone.esp
Unknown mod file: Xereau's Better Birthsigns 1.0.esp
Unknown mod file: Mehrune's Razor.esp
Unknown mod file: Archers Arrows 1.1.esp
Unknown mod file: Battlespire Books.esp
Unknown mod file: FemaleArmorPack1.esp
Unknown mod file: ParpsAyleidGuidebook 1.0.esp
Unknown mod file: Liam's Guide Book.esp
Unknown mod file: SummonChest_v1.0.esp
Unknown mod file: No- persistant enchantment glow fix.esp
Unknown mod file: GuilesHedgewizardsHovel.esp
Unknown mod file: CompleteMagePack.esp
Unknown mod file: Female Outfits by Koutetsu.esp
Unknown mod file: PocketGuideEmpire.esp
Unknown mod file: Unlimited Amulets - Shivering Isles.esp
Unknown mod file: Skye Village Final.esp
Unknown mod file: Unlimited Rings - Shivering Isles.esp
Unknown mod file: Playable Things.esp
Unknown mod file: SorceressArmor.esp
Unknown mod file: EY_AoD.esp
Unknown mod file: ElaborateEyes-RensBeautyPackFull.esp
Unknown mod file: Underworld Armor.esp
Unknown mod file: GuilesHuntsmenLodge.esp
Unknown mod file: Elvenguard.esp
Unknown mod file: Ancient Elven Sorceress - EV.esp
Unknown mod file: Ancient Elven Sorcerer - EV.esp
Unknown mod file: AranMathi a Lost Ayelid Sanctum.esp


-----------------------------------------------------------
Done.
User avatar
DarkGypsy
 
Posts: 3309
Joined: Tue Jan 23, 2007 11:32 am

Post » Thu Mar 10, 2011 10:42 am

Time to dust off this thread. Guess DarN is occupied by the F3 version - and no one has issues with the Oblivion one. :)

Anyway, if DarN checks this, I wonder if there's anything I can do to make the XP bar for Oblivion XP either much smaller or possible to toggle? I'd like to try out Oblivion XP but the XP bar is annoyingly (IMO) huge compared to the subtlety of other HUD elements when using DarN's UI.
User avatar
Jack
 
Posts: 3483
Joined: Sat Oct 20, 2007 8:08 am

Post » Thu Mar 10, 2011 3:51 pm

Time to dust off this thread. Guess DarN is occupied by the F3 version - and no one has issues with the Oblivion one. :)

Anyway, if DarN checks this, I wonder if there's anything I can do to make the XP bar for Oblivion XP either much smaller or possible to toggle? I'd like to try out Oblivion XP but the XP bar is annoyingly (IMO) huge compared to the subtlety of other HUD elements when using DarN's UI.

just thinking out load but how would resizing the bar for the XP work?
User avatar
Matt Fletcher
 
Posts: 3355
Joined: Mon Sep 24, 2007 3:48 am

Post » Thu Mar 10, 2011 7:25 am

If I, or someone with talent, can figure out the XML a bit, there's a way to copy the ZOOM information from DarN's config menu.

I'll let you know if my experimentation gets any results.
User avatar
Gaelle Courant
 
Posts: 3465
Joined: Fri Apr 06, 2007 11:06 pm

Post » Thu Mar 10, 2011 9:55 am

Time to dust off this thread. Guess DarN is occupied by the F3 version - and no one has issues with the Oblivion one. :)

Anyway, if DarN checks this, I wonder if there's anything I can do to make the XP bar for Oblivion XP either much smaller or possible to toggle? I'd like to try out Oblivion XP but the XP bar is annoyingly (IMO) huge compared to the subtlety of other HUD elements when using DarN's UI.

If I, or someone with talent, can figure out the XML a bit, there's a way to copy the ZOOM information from DarN's config menu.

I'll let you know if my experimentation gets any results.

I'm surprised SirFrederik hasn't scaled this already. He has a DUI version, no? Anyway, you should be able to do this by copying the other status bars' scaling code. Just yell if you need help. :)
User avatar
Kevin S
 
Posts: 3457
Joined: Sat Aug 11, 2007 12:50 pm

Post » Thu Mar 10, 2011 10:49 pm

XML makes my head hurt.

I got as far as figuring out how to turn off the visibility trait, decided that was good enough for me since the bar is duplicated in the character menu anyway and gave up on it.

Pity how much I hate XML, because I had a thought about making an OBSE mod that would read the settings from in the game once the player has set things with your menu, then use pluggy to either directly make a replacement config.xml file, or make a txt file that could be merged with your XML file using search/replace. This would semi-automate the settings without getting into that nasty "change something with a script and it gets stuck" bug.
User avatar
Alycia Leann grace
 
Posts: 3539
Joined: Tue Jun 26, 2007 10:07 pm

Post » Thu Mar 10, 2011 8:34 pm

Does anyone recall whether changing the zoom level of the main map causes problems?

I know DarN had to give up on the dynamic in-game zoom because it wasn't working right, but what I'm wonder is if 60 is the only value that works or if I can alter it to suit my own tastes?
User avatar
Clea Jamerson
 
Posts: 3376
Joined: Tue Jun 20, 2006 3:23 pm

Post » Thu Mar 10, 2011 7:21 pm

Here is an updated link for http://obmm.sourceforge.net/ and a new version 1.1.8 http://sourceforge.net/projects/obmm/files/. :)


I'm not sure if any one has ask this before, but are you planning to add more feature in the near future ?
Perhaps an addon for the Map Marker Overhaul mod. I've both of them installed with an awesome interface effect. :twirl:

Thanks and keep up the good work DarN. :D
User avatar
Nicole M
 
Posts: 3501
Joined: Thu Jun 15, 2006 6:31 am

Post » Thu Mar 10, 2011 10:18 am

I just had a minor problem after installing DarN, and I thought I'd share it here. I was actually just about to post here asking how to fix it, but right before I did I thought of one more thing to try that actually fixed the problem, but I just wanted to see if this happened to anyone else.

Also, I'm actually using DarNified DarkUI (or DarkUI'd DarN, or whatever it's called), so it's a little different.

I installed DarkUI and that worked just fine. Then I installed DarN (or rather the DarN configs that came with DarkUI), installed the fonts and edited the .ini file as suggested (the fonts included were actually the Theo_Kingthings_Petrock_22_DarNified.fnt and Theo_Kingthings_Petrock_18_DarNified.fnt). After doing this, there was no font at all in the inventory screen (and various other places). I couldn't see the names of the items, etc.

I tried uninstalling/reinstalling, and using a different config, and had the same problem. I thought maybe it had something to do with the fact that I'm on Windows 7.

But the very last thing I tried actually worked. It was my ArchiveInvalidation method that I used in OBMM. I had it set to do BSA alteration, and when I changed it to BSA redirection it fixed the problem. Does anyone know why this would happen?

Like I said, the problem is fixed now, but it just seemed odd enough that I wanted to see if anyone else experienced it.
User avatar
Sarah Evason
 
Posts: 3507
Joined: Mon Nov 13, 2006 10:47 pm

Post » Thu Mar 10, 2011 9:35 am

But the very last thing I tried actually worked. It was my ArchiveInvalidation method that I used in OBMM. I had it set to do BSA alteration, and when I changed it to BSA redirection it fixed the problem. Does anyone know why this would happen?

Like I said, the problem is fixed now, but it just seemed odd enough that I wanted to see if anyone else experienced it.

All I know is that redirection is recommended, and has been for quite a while. Why, I'm not really sure. In other words, the technicalities escape me. :)

But yes, it's (I believe) the setting that all the guides, etc. will suggest. That, or using a mod that does the same thing.
User avatar
Kirsty Collins
 
Posts: 3441
Joined: Tue Sep 19, 2006 11:54 pm

Post » Thu Mar 10, 2011 8:16 am


I had a thought about making an OBSE mod that would read the settings from in the game once the player has set things with your menu, then use pluggy to either directly make a replacement config.xml file, or make a txt file that could be merged with your XML file using search/replace.


I really wish somebody would do this.
User avatar
Batricia Alele
 
Posts: 3360
Joined: Mon Jan 22, 2007 8:12 am

Post » Thu Mar 10, 2011 10:28 pm

The ease of making spell chains with Super Hotkeys has made me go a bit overboard with buff spells and I've noticed that "only" eight current effects are displayed - after that the new ones simple don't show up on the screen. I wonder if there's a way to get all displayed, preferably in one line.
User avatar
louise tagg
 
Posts: 3394
Joined: Sun Aug 06, 2006 8:32 am

Post » Thu Mar 10, 2011 10:05 am

The ease of making spell chains with Super Hotkeys has made me go a bit overboard with buff spells and I've noticed that "only" eight current effects are displayed - after that the new ones simple don't show up on the screen. I wonder if there's a way to get all displayed, preferably in one line.


I seem to recall there being a setting in the hudmainmenuconfig.xml (or whatever the one you're supposed to edit is called) that allows you to change the number of current effects displayed.

I could just be making that up though. :shrug:
User avatar
Bethany Short
 
Posts: 3450
Joined: Fri Jul 14, 2006 11:47 am

Post » Thu Mar 10, 2011 8:35 pm

The ease of making spell chains with Super Hotkeys has made me go a bit overboard with buff spells and I've noticed that "only" eight current effects are displayed - after that the new ones simple don't show up on the screen. I wonder if there's a way to get all displayed, preferably in one line.

Yes. In the menus/prefabs/Darn/HUDmainMenu there is a line
<!-- Icons per row, set to 1 to make them go only vertical [1-8] (def. 8) -->	<_aeipr> 8 


Set your number there.

Cheers

EDIT - ouch, maybe max is 8 End EDIT
User avatar
Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

Post » Thu Mar 10, 2011 11:45 am

Yes. In the menus/prefabs/Darn/HUDmainMenu there is a line
<!-- Icons per row, set to 1 to make them go only vertical [1-8] (def. 8) -->	<_aeipr> 8 


Set your number there.

Cheers

EDIT - ouch, maybe max is 8 End EDIT


Nope, that doesn't help. Guess it's a hardcoded limit.
User avatar
helliehexx
 
Posts: 3477
Joined: Fri Jun 30, 2006 7:45 pm

Post » Thu Mar 10, 2011 4:27 pm

Does anyone recall whether changing the zoom level of the main map causes problems?

I know DarN had to give up on the dynamic in-game zoom because it wasn't working right, but what I'm wonder is if 60 is the only value that works or if I can alter it to suit my own tastes?

Changing it in-game was causing problems, but outside it's fine. map_config.xml:
<!-- Map scale. [40 - 100]. (def. 60) --><_mapscale> 60 


Here is an updated link for http://obmm.sourceforge.net/ and a new version 1.1.8 http://sourceforge.net/projects/obmm/files/. :)


I'm not sure if any one has ask this before, but are you planning to add more feature in the near future ?
Perhaps an addon for the Map Marker Overhaul mod. I've both of them installed with an awesome interface effect. :twirl:

Thanks and keep up the good work DarN. :D

No plans right now. I still haven't even finished DUI F3. :)

I just had a minor problem after installing DarN, and I thought I'd share it here. I was actually just about to post here asking how to fix it, but right before I did I thought of one more thing to try that actually fixed the problem, but I just wanted to see if this happened to anyone else.

Also, I'm actually using DarNified DarkUI (or DarkUI'd DarN, or whatever it's called), so it's a little different.

I installed DarkUI and that worked just fine. Then I installed DarN (or rather the DarN configs that came with DarkUI), installed the fonts and edited the .ini file as suggested (the fonts included were actually the Theo_Kingthings_Petrock_22_DarNified.fnt and Theo_Kingthings_Petrock_18_DarNified.fnt). After doing this, there was no font at all in the inventory screen (and various other places). I couldn't see the names of the items, etc.

I tried uninstalling/reinstalling, and using a different config, and had the same problem. I thought maybe it had something to do with the fact that I'm on Windows 7.

But the very last thing I tried actually worked. It was my ArchiveInvalidation method that I used in OBMM. I had it set to do BSA alteration, and when I changed it to BSA redirection it fixed the problem. Does anyone know why this would happen?

Like I said, the problem is fixed now, but it just seemed odd enough that I wanted to see if anyone else experienced it.

The original DarkUI is very outdated now. DarkUI'd DarN is preferable.

I really wish somebody would do this.

Me too. I have settings in DUI F3 that get saved with the game using FOSE. Should be just as doable with OBSE. No time though.

Nope, that doesn't help. Guess it's a hardcoded limit.

It is. :(
User avatar
Janeth Valenzuela Castelo
 
Posts: 3411
Joined: Wed Jun 21, 2006 3:03 am

Post » Fri Mar 11, 2011 1:46 am

Greetings DarN!

First, thank you very much for what is, IMHO, simply the best UI ever made for Oblivion! I've been using it for some time now, and really just can't say enough good things about it. :bowdown:

Recently I switched my opening movie to http://www.tesnexus.com/downloads/file.php?id=15914 (which is really quite nice, btw). And that was cool... but I realized that I would probably enjoy this one even more if the UI buttons were lined across the bottom again, instead of stacked in a column in the middle. Contrary to popular belief (I'll explain that another time), I actually do know XML, and after studying yours for a bit I figured out what I needed to do to line them back across the bottom. I am actually quite pleased with how it looks, and I lost none of your functionality. :D

The reason I am writing is, do you ever get people asking for this? I'd be happy to offer it up to anyone that wants it, but not before running it by you first, of course! Besides, it could probably be improved... my version is hard-coded for a 1024x768 in game display. Other sizes could be hard-coded like this, or better yet, possibly the one version could be versatile enough to get the disply dynamically.

OK, getting ahead of myself! But seriously, thank you for this awesome UI! And if this alternative could be useful, please let me know!
veg
User avatar
Jade
 
Posts: 3520
Joined: Mon Jul 10, 2006 6:42 am

Post » Thu Mar 10, 2011 10:41 pm

It is. :(
I believe kyoma's planning to remove/increase that limit in the next version of his MenuQue OBSE plugin.
User avatar
An Lor
 
Posts: 3439
Joined: Sun Feb 18, 2007 8:46 pm

PreviousNext

Return to IV - Oblivion