[Relz] DarNifiedUI Config Addon

Post » Fri Dec 31, 2010 5:56 pm

Finally got around to wrap this mod up and release it. Having to sit on the bench for months at a time is probably not what a mod would see as 'fun'. :P

Oh and download linky ofcourse: http://www.tesnexus.com/downloads/file.php?id=34792

=====================
DarNifiedUI Config
Addon v1.4
=====================

1. Description
2. Install
3. Version History
4. Contact and Feedback
5. Credits

==============
1. Description
==============

We've all experienced it, ever since DarNifiedUI had ingame settings people have asked if they could be made permanent. Although this was not possible through conventional means, nowadays it can be done. So I present you just that: a mod that makes any ingame settings for DarNifiedUI stick. No more writing down the values, making a screenshot and searching for the config files.

Also works with DarkUI'd DarN!

==========
2. Install
==========

Copy "DarNifiedUI Config Addon.esp" to your Data folder and activate the esp.
* This mod requires OBSE v19 or higher (found at http://obse.silverlock.org/)
* This mod requires either:
+ Pluggy v125b or higher (found at http://cs.elderscrolls.com/constwiki/index.php/Pluggy)
+ ConScribe v9.0 or higher (found at http://cs.elderscrolls.com/constwiki/index.php/Category:ConScribe)
* There are no extra steps required to upgrade from a previous version.

==================
3. Version History
==================

1.4
* Fixed string_var bloating with one of the scripts, cleansave is required to remove previous bloat.
1.3
* Fixed console error messages from appearing.
* Compiled with OBSE v19 non-beta.
1.3 beta
* Can now work with latest ConScribe, but also means it requires OBSE v19beta. As a result, this release is also a beta.
1.2
* Fix bug with the Auto Cutoff setting getting decreased with each game session.
1.1
* Recompiled scripts with OBSE v18 instead of v19beta.
1.0
* Initial release.

=======================
4. Contact and Feedback
=======================

Should you have any questions or comments you can PM me (kyoma) at the Elder Scrolls Forum or post in the forum thread (see top of readme). Alternatively you can email me at daaf.paradox -at- gmail.com or PM me (KyoParadox) at the TESNexus forum.

==========
5. Credits
==========

* DarN for making DarNifiedUI. This mod is only a small extension of the already awesomeness that DarNifiedUI adds to the map. :)
* Gothic251 for making DarkUI'd DarN
* The OBSE team for the wonderful gift that is the Oblivion Script Extender.
* Elys for making Pluggy.
* shadeMe for making ConScribe.

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Dean
 
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Post » Fri Dec 31, 2010 2:15 pm

Instant essential, thx!
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Angus Poole
 
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Post » Fri Dec 31, 2010 6:32 am

Nice, gonna have to re-install pluggy now. :)
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BlackaneseB
 
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Post » Fri Dec 31, 2010 4:40 am

Agreed. Nice!
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Gen Daley
 
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Post » Fri Dec 31, 2010 10:08 am

FYI: I love you.
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Danny Warner
 
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Post » Fri Dec 31, 2010 4:11 pm

:bowdown:
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Phillip Brunyee
 
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Post » Fri Dec 31, 2010 7:47 am

Excellent news, thanks! :)
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TIhIsmc L Griot
 
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Post » Fri Dec 31, 2010 11:26 am

Wow, absolutely awesome. I knew it could be done, so glad it's finally been completed :)
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Mizz.Jayy
 
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Post » Fri Dec 31, 2010 12:04 pm

This is interesting, but is there a way to remove the need for Pluggy? Pluggy gives me massive ginormous CTD's.
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Manuela Ribeiro Pereira
 
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Post » Fri Dec 31, 2010 2:55 am

Thanks a lot for this. Although I have to admit that I was smugly proud that I had managed to teach myself how to modify an .xml file. :P
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ZzZz
 
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Post » Fri Dec 31, 2010 6:51 pm

Thanks a lot for this. Although I have to admit that I was smugly proud that I had managed to teach myself how to modify an .xml file. :P

Hehe. You too, huh? :D

Thanks, kyoma - thou art like unto rocks, 'pon yon toast. Yea and likewise verily. :thumbsup:
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Emily Graham
 
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Post » Fri Dec 31, 2010 3:07 am

You know, I was just thinking about how I wish someone would come up with some way to implement this.

This also along with how OBC should be implemented as an option in the next BC release, and look what's happening there. It's like the modders these days are just reading our minds.

Besides that, thank you so much for this. Now I don't have to dig through a crowded .xml file just to find the one variable I want to change. You are a savior.
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Mimi BC
 
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Post » Fri Dec 31, 2010 7:16 am

Well done. a long overdue mod
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Devin Sluis
 
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Post » Fri Dec 31, 2010 7:53 am

Thank you all for all your thankyous! :) It makes me feel a bit stupid as I could have released it ages ago.

This is interesting, but is there a way to remove the need for Pluggy? Pluggy gives me massive ginormous CTD's.
At the moment, none. I could make it work with ConScribe if not for a tiny little bug that prevents me from saving the settings properly. Should ConScribe get updated in the near future I'll update this mod aswell. The code itself is already in place. :)

And a bit of other news, now that ingame settings are easily achieved I began pursuing a longtime wish of mine. That is: implementing collapsible headers and wz_inventory for the container menu. So far things are going well and I might even through in an expansion of the ingame settings to allow you to configure default states for all the inventory and container settings. :)

-kyoma
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Adrian Morales
 
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Post » Fri Dec 31, 2010 6:29 am

And a bit of other news, now that ingame settings are easily achieved I began pursuing a longtime wish of mine. That is: implementing collapsible headers and wz_inventory for the container menu. So far things are going well and I might even through in an expansion of the ingame settings to allow you to configure default states for all the inventory and container settings. :)

-kyoma

Now this will be absolutely fantastic - after that there will be nothing I would love my UI be cappable of :) - I wish you the best for it.
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Anna Beattie
 
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Post » Fri Dec 31, 2010 1:01 pm

Wonderful!
I hardly altered the options anymore, since I kept repeating it for every character all the time, which made it pretty useless.
This is indeed welcome and needed, thanks!
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Charlotte X
 
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Post » Fri Dec 31, 2010 12:20 pm

At the moment, none. I could make it work with ConScribe if not for a tiny little bug that prevents me from saving the settings properly. Should ConScribe get updated in the near future I'll update this mod aswell. The code itself is already in
It should shortly.
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Naomi Lastname
 
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Post » Fri Dec 31, 2010 2:23 pm

And a bit of other news, now that ingame settings are easily achieved I began pursuing a longtime wish of mine. That is: implementing collapsible headers and wz_inventory for the container menu. So far things are going well and I might even through in an expansion of the ingame settings to allow you to configure default states for all the inventory and container settings. :)

-kyoma

I was just about to suggest this. Damn, kyoma, you just keep reading my mind. :clap:

Can't wait for the next release.
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Tyler F
 
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Post » Fri Dec 31, 2010 4:01 am

Uploaded version 1.2
* Fix bug with the Auto Cutoff setting getting decreased with each game session.

As for the wz_inventory for containers, well it is done. Although sadly I ran into a small problem, as part of the grid-like inventory the magic popup is moved around a bit as well. For the inventory this is easily done as it is always open (and thus, information can be exchanged between the two menus) but since the container menu is not always open I cannot communicate with the magic popup. :(

So unless I find another way the magic popup will remain as it is with the non-grid display for the container menu. Ofcourse scripting is always a solution but I prefer to find a pure-xml solution.

-kyoma
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tannis
 
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Post » Fri Dec 31, 2010 7:49 am

This may be nothing and a problem with my installation.

But using 1.3 Beta generates these OBSE errors:
Spoiler
Operator := failed to evaluate to a valid result
File: DarNifiedUI Config Addon.esp Offset: 0x02FE Command: Let
Error in script 2300080a
An expression failed to evaluate to a valid result
File: DarNifiedUI Config Addon.esp Offset: 0x02FE Command: Let
Error in script 2300080a
Invalid array access - expected numeric index, received string
File: DarNifiedUI Config Addon.esp Offset: 0x0313 Command: Let
Error in script 2300080a
Operator [ failed to evaluate to a valid result
File: DarNifiedUI Config Addon.esp Offset: 0x0313 Command: Let
Error in script 2300080a
Invalid array access - expected numeric index, received string
File: DarNifiedUI Config Addon.esp Offset: 0x0334 Command: Let
Error in script 2300080a
Operator [ failed to evaluate to a valid result
File: DarNifiedUI Config Addon.esp Offset: 0x0334 Command: Let
Error in script 2300080a
Invalid array access - expected numeric index, received string
File: DarNifiedUI Config Addon.esp Offset: 0x0356 Command: Let
Error in script 2300080a
Operator [ failed to evaluate to a valid result
File: DarNifiedUI Config Addon.esp Offset: 0x0356 Command: Let
Error in script 2300080a
Invalid array access - expected numeric index, received string
File: DarNifiedUI Config Addon.esp Offset: 0x0373 Command: Let
Error in script 2300080a
Operator [ failed to evaluate to a valid result
File: DarNifiedUI Config Addon.esp Offset: 0x0373 Command: Let
Error in script 2300080a
Invalid array access - expected numeric index, received string
File: DarNifiedUI Config Addon.esp Offset: 0x06A2 Command: Let
Error in script 2300080a
Operator -> failed to evaluate to a valid result
File: DarNifiedUI Config Addon.esp Offset: 0x06A2 Command: Let
Error in script 2300080a
An expression failed to evaluate to a valid result
File: DarNifiedUI Config Addon.esp Offset: 0x06A2 Command: Let

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Manuel rivera
 
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Post » Fri Dec 31, 2010 10:41 am

This may be nothing and a problem with my installation.

But using 1.3 Beta generates these OBSE errors:
Woops, that's from a (testing)quest that shouldn't be running. It seems I forgot to uncheck the Start Game Enabled box for it, an easy fix is typing this in the console
StopQuest DarNBridge
Still, it shouldn't be reporting errors so I'll take a closer look when I put that code to use.
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Amy Smith
 
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Post » Fri Dec 31, 2010 5:49 am

Got some messages :

part of the obse.log:
...Loading strings  WARNING: substantial numbers of string variables exist for the following files (may indicate savegame bloat):    DarNifiedUI Config Addon.esp (158 strings)    RefScope.esp (198 strings)Loading array variables...


DarNifiedUI Config Addon ver 1.3 Beta
Perhaps some variables should be destructed after use.
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Sophie Morrell
 
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Post » Fri Dec 31, 2010 11:28 am

This looks promising, but I think I will wait a little longer so that you have a fair chance to fix the small *hiccups*. :whisper:

Anyway thanks kyoma for the release. :celebration:
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Chloe Yarnall
 
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Post » Fri Dec 31, 2010 8:58 pm

Got some messages :

part of the obse.log:
...Loading strings  WARNING: substantial numbers of string variables exist for the following files (may indicate savegame bloat):    DarNifiedUI Config Addon.esp (158 strings)    RefScope.esp (198 strings)Loading array variables...

DarNifiedUI Config Addon ver 1.3 Beta
Perhaps some variables should be destructed after use.
Woops, I indeed forgot to call sv_Destruct in one of the scripts. Stupid mistake. Anyways, I've uploaded v1.4 which fixes this bloating, you'll have to make a clean save to remove the existing excess strings though.

This looks promising, but I think I will wait a little longer so that you have a fair chance to fix the small *hiccups*. :whisper:

Anyway thanks kyoma for the release. :celebration:
Hiccups? Where? :) No really, where? :P

-kyoma
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elliot mudd
 
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Post » Fri Dec 31, 2010 7:10 pm

Woops, I indeed forgot to call sv_Destruct in one of the scripts. Stupid mistake. Anyways, I've uploaded v1.4 which fixes this bloating, you'll have to make a clean save to remove the existing excess strings though.
-kyoma

Ahh joy - I had finally got around to installing this and checked and double checked mods and BAIN packages and just now set the bashed patch to start bashing and came back here to check in on the forum to see that I really should have waited another 3 minutes.

thanks though.
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loste juliana
 
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