[Relz] Kyoma's Journal Mod

Post » Fri May 27, 2011 9:24 am

Kyoma,

As an implementer & user of pluggy (plus being a coding savant), have you noticed an increase in transitional ctds? As described in this thread? http://www.gamesas.com/bgsforums/index.php?showtopic=930549

Nope, not really. Although I have to admit my practical playtime (meaning playing the game without testing something) is extremely low. :P I've read the thread and it's just so strange. I mean, it's been proven that somehow Pluggy is involved in that particular crash for those two (?) users but it shouldn't be happening. Pluggy doesn't (AFAIK) do anything except when a function is called or with loading/saving a game (with regards to loading/saving array/string data etc). So like I said, it's a very strange phenomenon. :wacko:
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Jodie Bardgett
 
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Post » Fri May 27, 2011 6:52 am

Nope, not really. Although I have to admit my practical playtime (meaning playing the game without testing something) is extremely low. :P I've read the thread and it's just so strange. I mean, it's been proven that somehow Pluggy is involved in that particular crash for those two (?) users but it shouldn't be happening. Pluggy doesn't (AFAIK) do anything except when a function is called or with loading/saving a game (with regards to loading/saving array/string data etc). So like I said, it's a very strange phenomenon. :wacko:


I have noticed an increase (especially going from exterior to interior), but I had put it on having 200+ mods & not yet installing streamline. Could there be something in pluggy's code that enhances Oblivion's tendency to not let go of data after its used? Well, I think I'll test deactivating pluggy, will doing so cause a crash if I don't deactivate your journal mod (v310)?
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Katie Louise Ingram
 
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Post » Fri May 27, 2011 3:52 pm

I have noticed an increase (especially going from exterior to interior), but I had put it on having 200+ mods & not yet installing streamline. Could there be something in pluggy's code that enhances Oblivion's tendency to not let go of data after its used? Well, I think I'll test deactivating pluggy, will doing so cause a crash if I don't deactivate your journal mod (v310)?
It won't crash without Pluggy. You'll just get a warning with each save you load saying you don't have the required Pluggy version.

But there is something else I should mention. When you deactivate the OMOD, it will remove all the files EXCEPT the custom book_menu.xml. And cause that file will still be refering to other xml files that are now deleted, it will crash when you try to open a(ny) book. Easy to fix though, just manually delete your book_menu.xml or replace it with the original file of the UI mod you're using. Next version will remove this annoyance. :)
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Miss K
 
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Post » Fri May 27, 2011 5:27 am

Luckily it can already be done. You can use GetMenuStringValue to get the name of the topic whenever you select one and GetMenuStringValue to get the text of the response aswell. :)

I suppose it came with v16's release ... didn't know that (I was looking for "getMenuText"...)

If you'd like I could make the core system for you; the part that tracks all topics and responses. The hardest part (for me that is) is deciding on a nice interface/GUI to display/sort all the info. Let me know if you're interested cause I already got three little ideas on how to make it. :)

Mind sharing his highness' thoughts ? :)
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Mason Nevitt
 
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Post » Fri May 27, 2011 6:31 pm

Huh, I would've just put it all in a book somehow... a book that appears if you press some button while looking at the "active quest" page of your journal. But I don't know, I have no experience whatsoever with different ways of putting stuff on screen. I know that theoretically, Elys' plugins for OBSE should provide hundreds of possibilities - I remember that "jumping smiley" mod, which was basically a proof of concept that we can now put any image we want on the screen, anytime we want. So... lots of options for interfaces.

Concerning my aforementioned interest in making that mod: Well, I kinda thought that you didn't have the time to do all that scripting, so I thought I might give it a try; now it seems as if you've already done that, or it would be no problem for you to do it. So I don't think I can be of any help anymore, because, like I said, I would've just put it all in a book and be happy with it :-/

(Sidenote: Anyway, I wasn't only thinking about the journal here. I was also thinking about ongoing conversations with NPCs, and about making it possible to display what has just been said by the NPC, Morrowind style, maybe on the right hand side of the screen, next to the NPC's face. In my opinion that would be really ground-breaking, even though I guess that is even harder to accomplish than the quest information thing. However, should it prove to be possible, it would need a well thought-out interface, too. You could use one of your ideas for the journal and the other one for this.
Just some brainstorming.)
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Dan Wright
 
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Post » Fri May 27, 2011 4:53 am

'Fearabbit' 'Dec 25 2008, 11:03 PM'
Huh, I would've just put it all in a book somehow... a book that appears if you press some button while looking at the "active quest" page of your journal. But I don't know, I have no experience whatsoever with different ways of putting stuff on screen. I know that theoretically, Elys' plugins for OBSE should provide hundreds of possibilities - I remember that "jumping smiley" mod, which was basically a proof of concept that we can now put any image we want on the screen, anytime we want. So... lots of options for interfaces.


Jumping Smiley mod ? I definitely need to see that :o

Concerning my aforementioned interest in making that mod: Well, I kinda thought that you didn't have the time to do all that scripting, so I thought I might give it a try; now it seems as if you've already done that, or it would be no problem for you to do it. So I don't think I can be of any help anymore, because, like I said, I would've just put it all in a book and be happy with it :-/

(Sidenote: Anyway, I wasn't only thinking about the journal here. I was also thinking about ongoing conversations with NPCs, and about making it possible to display what has just been said by the NPC, Morrowind style, maybe on the right hand side of the screen, next to the NPC's face. In my opinion that would be really ground-breaking, even though I guess that is even harder to accomplish than the quest information thing. However, should it prove to be possible, it would need a well thought-out interface, too. You could use one of your ideas for the journal and the other one for this.
Just some brainstorming.)


I think this fits neatly to kyoma's WiP, Encyclopedia - That's probably the reason he had thought about working on this :lightbulb: .
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sophie
 
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Post » Fri May 27, 2011 2:33 pm

I'm using this mod with a test character to take notes in game of issues I'm seeing with a mod I'm helping to build. I must say the export feature is great. It provides a perfect txt file of what I was writing and then I can share that with the rest of the mod team.

Thank you so much for this nifty little mod. :D
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Sebrina Johnstone
 
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Post » Fri May 27, 2011 3:07 pm

It won't crash without Pluggy. You'll just get a warning with each save you load saying you don't have the required Pluggy version.

But there is something else I should mention. When you deactivate the OMOD, it will remove all the files EXCEPT the custom book_menu.xml. And cause that file will still be refering to other xml files that are now deleted, it will crash when you try to open a(ny) book. Easy to fix though, just manually delete your book_menu.xml or replace it with the original file of the UI mod you're using. Next version will remove this annoyance. :)


Thanks for that cautionary warning, if Oblivion won't crash from just deactivating pluggy, then I won't deactivate yours until I upgrade for your next release. Besides, Arthmoor apparently did a bare-bones test with pluggy & didn't have any problems, so, the proposition that pluggy causes problems in & of itself, seems to be in doubt. Plus, I set up a new bash patch last night & it found a 'compile all' error which I then had WB fix. My initial testing afterwards was positive.
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Reven Lord
 
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Post » Fri May 27, 2011 6:53 am

Mind sharing his highness' thoughts ? :)
Sure, 'my loyal servant'. (j/k) :P

Huh, I would've just put it all in a book somehow... a book that appears if you press some button while looking at the "active quest" page of your journal. But I don't know, I have no experience whatsoever with different ways of putting stuff on screen. I know that theoretically, Elys' plugins for OBSE should provide hundreds of possibilities - I remember that "jumping smiley" mod, which was basically a proof of concept that we can now put any image we want on the screen, anytime we want. So... lots of options for interfaces.

Concerning my aforementioned interest in making that mod: Well, I kinda thought that you didn't have the time to do all that scripting, so I thought I might give it a try; now it seems as if you've already done that, or it would be no problem for you to do it. So I don't think I can be of any help anymore, because, like I said, I would've just put it all in a book and be happy with it :-/

(Sidenote: Anyway, I wasn't only thinking about the journal here. I was also thinking about ongoing conversations with NPCs, and about making it possible to display what has just been said by the NPC, Morrowind style, maybe on the right hand side of the screen, next to the NPC's face. In my opinion that would be really ground-breaking, even though I guess that is even harder to accomplish than the quest information thing. However, should it prove to be possible, it would need a well thought-out interface, too. You could use one of your ideas for the journal and the other one for this.
Just some brainstorming.)

Well what I had in mind is rather simple. Ok, maybe not simple but basic. I was thinking of making a list with all the topics the player has ever seen. Then that list will consist of other lists, one for each topic. In those topic lists, there will be all the responses that have been said plus a reference to the actor that said it. So you'll get a topic list like
Index 0: topic name:string_varIndex 1: First response NPC:referenceIndex 2: First response text:string_var....Every Odd index is NPC referenceEvery Even index is response text
This should make it relatively easy to build any interface, you'll have a handy list (which is also by chronological order) of all the responses within that topic and which NPC said it. This was how it was in Morrowind, right? :unsure:

Sidenote reply: Also very possible and similar to above, I'll make a list for the current conversation list
Index 0: topic name:string_varIndex 1: topic responce:string_var....Every Even index is topic nameEvery Odd index is topic response
It will be a temporary list, meaning it's content only exists for the duration of the conversation.

The benefits of this system is that I could potentionally release it without having to build a nice/suitable interface right away. Cause as long as it's active, it will 'log' all the topics and reponses the user gets from the moment it's active. If I were to wait until there was a nice way to display it all, the user will have an almost empty list when he first starts using it. Now, if the user's already been using the mod, he'll have a nice filled list whenever the interface for it gets added. :)

Oh and the master list of topics will also be alphabetical, should make it even easier to build and interface for it. :)

P.S. As for having time, making this core system is rather 'simple'. The hardest part of this all is designing a suitable interface to display it all. :shrug:

Jumping Smiley mod ? I definitely need to see that :o
http://www.gamesas.com/bgsforums/index.php?showtopic=873230&hl=. It is more of a demo of the latest/last HUD text/image functions from Pluggy. Although it can be a nice variation from bloodspatters on your screen. :P

I think this fits neatly to kyoma's WiP, Encyclopedia - That's probably the reason he had thought about working on this :lightbulb: .

Sort of, at first the idea just came to mind when reading the posts but later on I thought it would fit with the Encyclopedia. Although that is kind of on ice for a while, then again, maybe this will give me new motivation to work on it again. :P
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Avril Churchill
 
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Post » Fri May 27, 2011 4:25 pm

Great mod, this is a much appreciated new perfection to Oblivion. Among various role playing notes I find it useful for writing down the locations of new armor & weapon mods.
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Milagros Osorio
 
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Post » Fri May 27, 2011 8:23 am

Sure, 'my loyal servant'. (j/k) :P

Har, Har :ahhh: ( damn, miss the pirate smiley )

Well what I had in mind is rather simple. Ok, maybe not simple but basic. I was thinking of making a list with all the topics the player has ever seen. Then that list will consist of other lists, one for each topic. In those topic lists, there will be all the responses that have been said plus a reference to the actor that said it. So you'll get a topic list like
Index 0: topic name:string_varIndex 1: First response NPC:referenceIndex 2: First response text:string_var....Every Odd index is NPC referenceEvery Even index is response text
This should make it relatively easy to build any interface, you'll have a handy list (which is also by chronological order) of all the responses within that topic and which NPC said it. This was how it was in Morrowind, right? :unsure:

Sidenote reply: Also very possible and similar to above, I'll make a list for the current conversation list
Index 0: topic name:string_varIndex 1: topic responce:string_var....Every Even index is topic nameEvery Odd index is topic response
It will be a temporary list, meaning it's content only exists for the duration of the conversation.

The benefits of this system is that I could potentionally release it without having to build a nice/suitable interface right away. Cause as long as it's active, it will 'log' all the topics and reponses the user gets from the moment it's active. If I were to wait until there was a nice way to display it all, the user will have an almost empty list when he first starts using it. Now, if the user's already been using the mod, he'll have a nice filled list whenever the interface for it gets added. :)

Oh and the master list of topics will also be alphabetical, should make it even easier to build and interface for it. :)

P.S. As for having time, making this core system is rather 'simple'. The hardest part of this all is designing a suitable interface to display it all. :shrug:

Nice :) Similar to what I had imagined. But, saving strings like that are going to take space. I believe all pluggy arrays and strings are stored in the savegame's pluggy file, but even that should have a file limit. Or were you thinking of exporting it into a chornorganised text list ?

http://www.gamesas.com/bgsforums/index.php?showtopic=873230&hl=. It is more of a demo of the latest/last HUD text/image functions from Pluggy. Although it can be a nice variation from bloodspatters on your screen. :P

Damn :shocking: I believe this happened before OBSE's UI manipulative functions !

Sort of, at first the idea just came to mind when reading the posts but later on I thought it would fit with the Encyclopedia. Although that is kind of on ice for a while, then again, maybe this will give me new motivation to work on it again. :P

Whatever happened to Encyclopedia ? Did you get swallowed by you own book ?
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Kevin S
 
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Post » Fri May 27, 2011 1:33 pm

Hmmm, that's strange. :( I might have understood if you were using a UI mod other than DarnUI, cause then it's possible I made a small mistake when making that specific book_menu_xx.xml. But since I'm using DarnUI aswell that isn't the case (else I would have crashed it myself aswell). Arrgg, it's beginning to drive me crazy. :banghead:

I might be using some strange combination of Dark Darn and regular Darn.... Wait, now that I think about it, I am! I first installed Dark Darn, but the font size was too small for my liking.... I don't know exactly what I did, but I think I reinstalled certain elements of DarnUI and left the other parts of Dark DarnUI. That, I think, explains the crash. :unsure:

Sorry to cause you so much grief! :lol:
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Gen Daley
 
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Post » Fri May 27, 2011 12:33 pm

Nice :) Similar to what I had imagined. But, saving strings like that are going to take space. I believe all pluggy arrays and strings are stored in the savegame's pluggy file, but even that should have a file limit. Or were you thinking of exporting it into a chornorganised text list ?
That is a small concern of me aswell. Although there isn't a true size limit for the .pluggy and .obse co-files they can potentionally get very big. Ofcourse there isn't really a way to avoid this if you want to log all topic responses; they simply are alot. Exporting it into a list might be an option but I'm not really fond of it as an alternative to storing it in arrays. Cause then you'd need to extract (which is definitely a bit of trouble) the needed info from the file. Perhaps seperate files per topic could work but then the user will have a bundle of files on his disk.

Whatever happened to Encyclopedia ? Did you get swallowed by you own book ?

Ewrrr.... sort of. Before I started working on the Journal Mod v3 I ran into a small roadblock with regards to the Potions and Ingredients part. And suddenly OBSE v16 went really fast so I needed to continue with my Journal Mod v3. After that I kinda lost motivation and I started playing Fallout 3. That isn't permanent though for a couple of reasons. Mainly cause Fallout 3 runs a bit slow on my pc, although the nif and model part of the engine has been optimized alot, I still get major slowdown during a big gunfight (with all the bullets flying around) even on the lowest settings. So that kinda takes the fun out of endless exploring/random fighting. :( And what's left is just the quests and I finished most side quests and almost done with the main quest. Then it's off to modding for Oblivion again. :P

I might be using some strange combination of Dark Darn and regular Darn.... Wait, now that I think about it, I am! I first installed Dark Darn, but the font size was too small for my liking.... I don't know exactly what I did, but I think I reinstalled certain elements of DarnUI and left the other parts of Dark DarnUI. That, I think, explains the crash. :unsure:

Sorry to cause you so much grief! :lol:

It might, although DarnUI and DarkDarnUI are fairly similar (file structure and all) so I'm not sure. The main thing to remember (which I should probably mention in the readme :embarrass:) is what UI mod you're using for your books (the book_menu.xml).
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brian adkins
 
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Post » Fri May 27, 2011 6:34 am

That is a small concern of me aswell. Although there isn't a true size limit for the .pluggy and .obse co-files they can potentionally get very big. Ofcourse there isn't really a way to avoid this if you want to log all topic responses; they simply are alot. Exporting it into a list might be an option but I'm not really fond of it as an alternative to storing it in arrays. Cause then you'd need to extract (which is definitely a bit of trouble) the needed info from the file. Perhaps seperate files per topic could work but then the user will have a bundle of files on his disk.

Just looked into Oblivion's master file - Seems INFOs, all together, take up only 5887 Kb ... just a little less than 6Mb. Double that and that's most probably the max. file size you could get, even with multiple mods loaded. Looks like that settles it !

Ewrrr.... sort of. Before I started working on the Journal Mod v3 I ran into a small roadblock with regards to the Potions and Ingredients part. And suddenly OBSE v16 went really fast so I needed to continue with my Journal Mod v3. After that I kinda lost motivation and I started playing Fallout 3. That isn't permanent though for a couple of reasons. Mainly cause Fallout 3 runs a bit slow on my pc, although the nif and model part of the engine has been optimized alot, I still get major slowdown during a big gunfight (with all the bullets flying around) even on the lowest settings. So that kinda takes the fun out of endless exploring/random fighting. :( And what's left is just the quests and I finished most side quests and almost done with the main quest. Then it's off to modding for Oblivion again. :P

Me too :) But I couldn't resist finishing it ASAP(took me a little over 40 hours to complete the game - total missions completed was 24/32) after which I got back to CS. Keeping away form the GECK at the moment - It's a lot to take in, considering you(me) started modding in less than 4 months. Anyways, still having a blast :hubbahubba:

PS : Has OBSE 16 improved things for Encyclopedia ?
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Petr Jordy Zugar
 
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Post » Fri May 27, 2011 2:33 pm

PS : Has OBSE 16 improved things for Encyclopedia ?

Not as much as I had hoped. The one thing I'm really waiting for is the implemention of serialization (you know, changes being on a per save base instead of per restart) with regards to magic items/effect itema and that didn't make it into v16. I'll drop a small line again to see if it can be in v17. :)
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Marcin Tomkow
 
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Post » Fri May 27, 2011 11:41 am

Hi, my fellow users. :)

Just now I finished working on what I will call 'internal volumes' for your books. Basically it allows you to have up to 9 sub-books within one book, raising the character limit to around 16000*9. The way it works now is that you can select and create new volumes from within the book with a special button. I've tried to intergrate it as much as possible and I think it turned out nicely. :) You'll get a warning whenever you're nearing the character limit for a volume so you don't have to stop in mid-sentence.

To get to my question for you people. How should I handle it with regards to exporting and importing text files, I already plan to keep it all in one file (aka, dumping the text of all the volumes in a book after one another instead of to seperate files). I'm still deciding how I should handle it for importing, as then it will possibly need to divide the text file over several volumes. Obviously there has to be some sort of marker the user can place in the txt file to indicate it should start a new volume from there, else it will look a bit strange (stopping in the middle of a word or sentence). But I really have no clue as to what might be a 'good' seperator. It'll have to be something that you wouldn't see in a normal text but not too strange or it will only be confusing.

So I ask any user of this mod to speak his or her mind about this. :)

P.S. Note that you're not forced to create a new volume within the book, you can also just choose to create a new seperate book entirely if the previous one is full. But for most purposes it's probably easier (and less annoying) to make a new internal volume instead of an entirely new book. :shrug:

-Kyoma
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Monika Krzyzak
 
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Post » Fri May 27, 2011 3:12 pm

Ye good olde series of hashmarks will do (# is traditional, if nothing else). But my 'wordier' characters mostly use their signature (right aligned) to indicate the end of a volume. :)

BTW, changing fonts in the new version works a charm!
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Jamie Lee
 
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Post » Fri May 27, 2011 3:26 pm

Ye good olde series of hashmarks will do (# is traditional, if nothing else). But my 'wordier' characters mostly use their signature (right aligned) to indicate the end of a volume. :)

BTW, changing fonts in the new version works a charm!

A line of # sounds good. Although I'll probably make it medium size and work with between 5 and 10 hashmarks. Just to the user doesn't need to remember the exact amount. :)

But in case there are no hashmarks present but the text is reaching the character limit, it will find the last dot or new line and start a new volume from there. That should work as a nice emergency stop, I think.
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Alexxxxxx
 
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Post » Fri May 27, 2011 8:35 am

I use the original DarkUI. Which installation option should I choose?

Edit: I use Immersive Interface along with it.
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Alex [AK]
 
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Post » Fri May 27, 2011 12:08 pm

I use the original DarkUI. Which installation option should I choose?

Edit: I use Immersive Interface along with it.

First try the normal DarkUI, if it crashes then something went wrong and you'll need to try the vanilla one. Immersive Interface doesn't matter as it doesn't change the book_menu.xml file.

I hope to one day eliminate the need to copy one of those files and do it on-the-fly but for now that isn't possible. I'll update the instructions in the readme as to explain what to do when it doesn't work or crashes.

P.S. What do you mean by the 'original DarkUI'? The one made by Darkbirdy?
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Love iz not
 
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Post » Fri May 27, 2011 7:30 pm

First try the normal DarkUI, if it crashes then something went wrong and you'll need to try the vanilla one. Immersive Interface doesn't matter as it doesn't change the book_menu.xml file.

I hope to one day eliminate the need to copy one of those files and do it on-the-fly but for now that isn't possible. I'll update the instructions in the readme as to explain what to do when it doesn't work or crashes.

P.S. What do you mean by the 'original DarkUI'? The one made by Darkbirdy?

Yes. I saw two darn option, vanilla and phinix...? None of those are Darkbirdy's so...

Edit: Darkbirdy's version adds "dui" to the end of three files names in the XML, so it's definitely different.
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kitten maciver
 
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Post » Fri May 27, 2011 8:07 am

Yes. I saw two darn option, vanilla and phinix...? None of those are Darkbirdy's so...

Edit: Darkbirdy's version adds "dui" to the end of three files names in the XML, so it's definitely different.

Yes I realize that now. I forgot to take into accound that the original DarkUI is different than the DarkDarnUI (with regards to books). I'll add the appropriate files for next update but for now you can do it by hand.

First just re-copy the book_menu.xml file from your DarkUI archieve, in case you already replaced it with one of files provided in this mod. Now just open the file in notepad (or similar) and look for the following part (it's at the top so easy to spot)
<!-- book_menu.xml --><!-- Scrolls are run by the BookMenu code --><menu name="BookMenu">	<class> &BookMenu; </class>	<stackingtype> &no_click_past; </stackingtype>........	<xbuttonlt> <ref src=http://forums.bethsoft.com/index.php?/topic/922284-relz-kyomas-journal-mod/"book_prev" trait="clicked"/> </xbuttonlt>	<xbuttonrt> <ref src="book_next" trait="clicked"/> </xbuttonrt>\	<image name="book_background">		<visible> <copy src="BookMenu" trait="user0"/> </visible>			<!-- false = scroll, true = book -->........
Now add this line above the book_background, it will then look like
<!-- book_menu.xml --><!-- Scrolls are run by the BookMenu code --><menu name="BookMenu">	<class> &BookMenu; </class>	<stackingtype> &no_click_past; </stackingtype>.......	<xbuttonlt> <ref src=http://forums.bethsoft.com/index.php?/topic/922284-relz-kyomas-journal-mod/"book_prev" trait="clicked"/> </xbuttonlt>	<xbuttonrt> <ref src="book_next" trait="clicked"/> </xbuttonrt>	<include src="journal\journal_menus.xml" /> <!--ADDED LINE -->	<image name="book_background">		<visible> <copy src="BookMenu" trait="user0"/> </visible>			<!-- false = scroll, true = book -->.......
This will be enough for things to work, the only thing that won't work is dragging the scroll bars in the color selection menu, that will require a bit more editting and isn't nessecary. Hope it makes sense and good luck. :) Also, sorry for the trouble of having to do it by hand. :(
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Rachel Cafferty
 
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Post » Fri May 27, 2011 7:39 am

Yes I realize that now. I forgot to take into accound that the original DarkUI is different than the DarkDarnUI (with regards to books). I'll add the appropriate files for next update but for now you can do it by hand.

First just re-copy the book_menu.xml file from your DarkUI archieve, in case you already replaced it with one of files provided in this mod. Now just open the file in notepad (or similar) and look for the following part (it's at the top so easy to spot)
<!-- book_menu.xml --><!-- Scrolls are run by the BookMenu code --><menu name="BookMenu">	<class> &BookMenu; </class>	<stackingtype> &no_click_past; </stackingtype>........	<xbuttonlt> <ref src=http://forums.bethsoft.com/index.php?/topic/922284-relz-kyomas-journal-mod/"book_prev" trait="clicked"/> </xbuttonlt>	<xbuttonrt> <ref src="book_next" trait="clicked"/> </xbuttonrt>\	<image name="book_background">		<visible> <copy src="BookMenu" trait="user0"/> </visible>			<!-- false = scroll, true = book -->........
Now add this line above the book_background, it will then look like
<!-- book_menu.xml --><!-- Scrolls are run by the BookMenu code --><menu name="BookMenu">	<class> &BookMenu; </class>	<stackingtype> &no_click_past; </stackingtype>.......	<xbuttonlt> <ref src=http://forums.bethsoft.com/index.php?/topic/922284-relz-kyomas-journal-mod/"book_prev" trait="clicked"/> </xbuttonlt>	<xbuttonrt> <ref src="book_next" trait="clicked"/> </xbuttonrt>	<include src="journal\journal_menus.xml" /> <!--ADDED LINE -->	<image name="book_background">		<visible> <copy src="BookMenu" trait="user0"/> </visible>			<!-- false = scroll, true = book -->.......
This will be enough for things to work, the only thing that won't work is dragging the scroll bars in the color selection menu, that will require a bit more editting and isn't nessecary. Hope it makes sense and good luck. :) Also, sorry for the trouble of having to do it by hand. :(


Thanks for the reply, will do! I don't mind the work at all.
- Tomlong75210
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Richard Dixon
 
Posts: 3461
Joined: Thu Jun 07, 2007 1:29 pm

Post » Fri May 27, 2011 9:10 am

Umm.. any progress on an option for importing existing journal entries into a book? (Or did I miss it? :huh: )

Just saw your Shivering Isles Pet mod ... hmmm, now how did I miss that? ... I have a lonely Level 1 noob in the Isles right now who surely can use some company (and some help!)
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Catherine N
 
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Joined: Sat Jan 27, 2007 9:58 pm

Post » Fri May 27, 2011 5:08 am

YESH! YESH!
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Benjamin Holz
 
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Joined: Fri Oct 19, 2007 9:34 pm

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