[Relz] Kyoma's Journal Mod

Post » Fri May 27, 2011 8:04 am

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

Ummm... no you didn't miss it. I kinda forgot about it so I'll go add it right away. :bolt:

P.S. Is it enough to just dump all the menu journal entries into one file (with the option of also dumping title and/or date of creation)?
User avatar
Haley Merkley
 
Posts: 3356
Joined: Sat Jan 13, 2007 12:53 pm

Post » Fri May 27, 2011 3:57 am

Ummm... no you didn't miss it. I kinda forgot about it so I'll go add it right away. :bolt:

P.S. Is it enough to just dump all the menu journal entries into one file (with the option of also dumping title and/or date of creation)?


It should be, I would think, as long as I can add to each section. The standard journal had categories, one might be "Letters" that my character has written (to a sweetheart or NPC), another might detail progress through the Fighter's guild, etc. If they get too big, it might be a problem, though ... it might be nice to have the option of importing the categories into separate books (if that's at all possible). If not, though, no big deal--I'd just be thrilled not to have to type all that over.
User avatar
Natasha Callaghan
 
Posts: 3523
Joined: Sat Dec 09, 2006 7:44 pm

Post » Fri May 27, 2011 5:23 am

Version 3.2.0
Volumes! :read:
  • Added creation of backup files for journal books (if the setting is on) and now auto-export also applies to journal books.
  • Added a new feature called 'Internal Volumes' that increases the practical character limit for books to around 16000 * 15.
  • Included extra xml file for users with the original DarkUI (by Darkbirdy)
  • Fixed possible crash after activating and deactivating OMOD.
  • Fixed bug with text and write button not appearing when opening, closing and re-opening a book from the inventory without editing the text.


It should be, I would think, as long as I can add to each section. The standard journal had categories, one might be "Letters" that my character has written (to a sweetheart or NPC), another might detail progress through the Fighter's guild, etc. If they get too big, it might be a problem, though ... it might be nice to have the option of importing the categories into separate books (if that's at all possible). If not, though, no big deal--I'd just be thrilled not to have to type all that over.
Well for now I just made it so it dumps all entries into one file. You can copy-paste things into specific journal book files and import them manually. Still much better than having to type it all again. :shrug:
User avatar
Jordyn Youngman
 
Posts: 3396
Joined: Thu Mar 01, 2007 7:54 am

Post » Fri May 27, 2011 10:09 am

Thanks for the new version Kyoma :D and keep up the good work. ;)
User avatar
Code Affinity
 
Posts: 3325
Joined: Wed Jun 13, 2007 11:11 am

Post » Fri May 27, 2011 1:42 pm

Great work on the new Volumes :goodjob: Keep up the bad work. Though I should say, that the simple nature of this mod is starting to wear away with each incremental update. How about having a switch to change between a virtual Simple and a Complex mode ? The simple mode should include just the basic necessities for writing a journal while the Complex(or Advanced, to make it sound less intimidating) mode enables all the other features like volumes.

Just voicing my thoughts ... :wacko:
User avatar
Matt Fletcher
 
Posts: 3355
Joined: Mon Sep 24, 2007 3:48 am

Post » Fri May 27, 2011 2:41 pm

Great work on the new Volumes :goodjob: Keep up the bad work. Though I should say, that the simple nature of this mod is starting to wear away with each incremental update. How about having a switch to change between a virtual Simple and a Complex mode ? The simple mode should include just the basic necessities for writing a journal while the Complex(or Advanced, to make it sound less intimidating) mode enables all the other features like volumes.

Just voicing my thoughts ... :wacko:

I've been thinking about that aswell. Like you said, it's becoming a bit bulky for ordinary users. But I'm not sure where the draw the line, I mean, the new volumes feature is actually very important (and not that complex when comparing it to some of the other 'extra' features). Also, most things can simply be skipped if you don't want to use it, adding an internal switch to turn it off completely doesn't seem that much better in my opinion. :unsure:

Then again, I might be a bit biased as I build the damn thing. I'm not really the right person to anwser about how confusing it has become. :lol:

There is one thing I could improve and that is the readme. Well mainly splitting the readme into two versions, one for simple and one for advanced. Like I said above, most things can be skipped if you don't want to use it but the readme still has an enormours amount of info on everything. That in itself can probably scare users away, even though most is optional.
User avatar
Amber Ably
 
Posts: 3372
Joined: Wed Aug 29, 2007 4:39 pm

Post » Fri May 27, 2011 11:44 am

I've read comments on another forum, about your mod being too complicated (I summarize brutally ;) ). I don't really understand why, but some simplification could be a good thing, if you have any intention to bother. IMHO, re-writing the readme could do the trick, though. I've not checked right now, but I seem to remember it was a bit complex to read through. Maybe reorganizing it the way shadeMe suggested: a header paragraph with "basic usage", with a clear statement that anything else ("see 'advanced features' further") can be used or skipped to one's liking.
User avatar
Baylea Isaacs
 
Posts: 3436
Joined: Mon Dec 25, 2006 11:58 am

Post » Fri May 27, 2011 2:14 pm

I've been thinking about that aswell. Like you said, it's becoming a bit bulky for ordinary users. But I'm not sure where the draw the line, I mean, the new volumes feature is actually very important (and not that complex when comparing it to some of the other 'extra' features). Also, most things can simply be skipped if you don't want to use it, adding an internal switch to turn it off completely doesn't seem that much better in my opinion. :unsure:

To tell you the truth, I haven't played Oblivion with the intention of playing the game. Oblivion.exe enters the process list only when I'm playtesting. And sadly, I never got a chance to try out the v3 series of the Journal mod :( Screenshots are the only thing I've been looking at.

And when I used the word switch, I didn't literally mean turning on/off features. How about hiding in plain sight, like hiding the adv. stuff in a sub menu.

Then again, I might be a bit biased as I build the damn thing. I'm not really the right person to anwser about how confusing it has become. :lol:

Fair enough :hubbahubba: Remember the last time you actually used the Journal Mod with the intention of using it ?

There is one thing I could improve and that is the readme. Well mainly splitting the readme into two versions, one for simple and one for advanced. Like I said above, most things can be skipped if you don't want to use it but the readme still has an enormours amount of info on everything. That in itself can probably scare users away, even though most is optional.

Amen to that. I really didn't want to read through the whole bunch. Thankfully the feature names were suggestive enough to get by. How about shipping the readMe in a RTF file ? You are including OMOD conversion data as it is. A fully formatted readme, with handy links and segregated text will immensely boost presentation.
User avatar
Ilona Neumann
 
Posts: 3308
Joined: Sat Aug 19, 2006 3:30 am

Post » Fri May 27, 2011 3:09 pm

Version 3.2.0
Volumes! :read:
  • Added creation of backup files for journal books (if the setting is on) and now auto-export also applies to journal books.
  • Added a new feature called 'Internal Volumes' that increases the practical character limit for books to around 16000 * 15.
  • Included extra xml file for users with the original DarkUI (by Darkbirdy)
  • Fixed possible crash after activating and deactivating OMOD.
  • Fixed bug with text and write button not appearing when opening, closing and re-opening a book from the inventory without editing the text.


Well for now I just made it so it dumps all entries into one file. You can copy-paste things into specific journal book files and import them manually. Still much better than having to type it all again. :shrug:



Yes! And Thank you! Downloading this right now :D...

The thing is, while the mod isn't that complicated in practice, describing it in detail is like writing instructions for tying your shoes. :facepalm: To be fair, the current readme is much better than the old one, and quite understandable. There's just a heck of a lot to digest ... whereas if a person just installed the mod and played around with it for a few minutes, they'd know what areas were important to them, and could read the details in the readme for answers to any questions.
User avatar
Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm

Post » Fri May 27, 2011 3:21 pm

I installed the mod using OBMM, then downloaded Pluggy, how do I install Pluggy so it does what I need to do?
User avatar
lolly13
 
Posts: 3349
Joined: Tue Jul 25, 2006 11:36 am

Post » Fri May 27, 2011 2:08 pm

I installed the mod using OBMM, then downloaded Pluggy, how do I install Pluggy so it does what I need to do?

I assume you d/loaded the manual version. Extract the contents to the Data\OBSE\Plugins folder in Oblivion's directory.
User avatar
JUan Martinez
 
Posts: 3552
Joined: Tue Oct 16, 2007 7:12 am

Post » Fri May 27, 2011 5:22 am

I've read comments on another forum, about your mod being too complicated (I summarize brutally ;) ). I don't really understand why, but some simplification could be a good thing, if you have any intention to bother. IMHO, re-writing the readme could do the trick, though. I've not checked right now, but I seem to remember it was a bit complex to read through. Maybe reorganizing it the way shadeMe suggested: a header paragraph with "basic usage", with a clear statement that anything else ("see 'advanced features' further") can be used or skipped to one's liking.

Currently that is already done (atleast, I think so). I've described the basic usage of the journal books and the menu journal at the very top. All of the extra stuff is under the Advanced Features header. What I was thinking of was moving the entire Advanced Features into a seperate, extended readme. So it doesn't bulk up the main thing.

To tell you the truth, I haven't played Oblivion with the intention of playing the game. Oblivion.exe enters the process list only when I'm playtesting. And sadly, I never got a chance to try out the v3 series of the Journal mod :( Screenshots are the only thing I've been looking at.
Ditto, although it doesn't mean the Oblivion.exe isn't run alot on my pc. :P

And when I used the word switch, I didn't literally mean turning on/off features. How about hiding in plain sight, like hiding the adv. stuff in a sub menu.
I didn't read it literally :), but most of the advanced features are 'hidden'. Importing and exporting works by hotkey so are hidden unless you intend to use it, the extra things in the menu journal are under More Features. I don't mean to critisise your suggestions, just not sure how I can improve it more. :)

Amen to that. I really didn't want to read through the whole bunch. Thankfully the feature names were suggestive enough to get by. How about shipping the readMe in a RTF file ? You are including OMOD conversion data as it is. A fully formatted readme, with handy links and segregated text will immensely boost presentation.
You can add links in rtf files? :huh: Anyways, I'm not sure if I want to make it rtf format, mainly cause I don't like it myself when I have to load up entire office for something as simple as a readme. Notepad++ goes alot faster. Then again, rtf files do have the potential to be better organized.
User avatar
James Smart
 
Posts: 3362
Joined: Sun Nov 04, 2007 7:49 pm

Post » Fri May 27, 2011 10:50 am

Ditto, although it doesn't mean the Oblivion.exe isn't run alot on my pc. :P

:bigsmile: I suppose Fallout3.exe has a higher process priority, then !

I didn't read it literally :), but most of the advanced features are 'hidden'. Importing and exporting works by hotkey so are hidden unless you intend to use it, the extra things in the menu journal are under More Features. I don't mean to critisise your suggestions, just not sure how I can improve it more. :)

Like I told you, I haven't tried out the mod on my rig - so, i'm literally talking blind ! I wouldn't notice you you messing around with me even during day !

You can add links in rtf files? :huh: Anyways, I'm not sure if I want to make it rtf format, mainly cause I don't like it myself when I have to load up entire office for something as simple as a readme. Notepad++ goes alot faster. Then again, rtf files do have the potential to be better organized.

You can assign internal links in a rich text file IIRC. You don't necessarily have to install a whole office suite - There are quite a few http://en.wikipedia.org/wiki/List_of_word_processors.
User avatar
Schel[Anne]FTL
 
Posts: 3384
Joined: Thu Nov 16, 2006 6:53 pm

Post » Fri May 27, 2011 6:29 am

Hi!
I have updated to 3.2.0 and now the date inserting thingie doesn't work, it always says Sundas and every date, year and hour are 0.
That wasn't the case with previous version.


As for those who say that it's too complicated... Well, that's just stupid!
It's very simple, foolproof in fact. I know because I'm a simple user.

I have installed it, activated it and got in game. Poof! I got the book! So, I tried to write. The mod said to me that I haven't installed right, even told me what I haven't installed. So I rechecked the readme, and moved the missing file. Got in the game and voila! Everything works! And by everything I mean writing, changing font and color and adding date. I don't use the rest.
So, it's very simple! I gave it 10 on nexus because the mod deserves it.
User avatar
Heather Kush
 
Posts: 3456
Joined: Tue Jun 05, 2007 10:05 pm

Post » Fri May 27, 2011 6:52 am

Hi!
I have updated to 3.2.0 and now the date inserting thingie doesn't work, it always says Sundas and every date, year and hour are 0.
That wasn't the case with previous version.
Woops, forgot to change one little thing after changing another slightly bigger thing (makes sense, right? :P). Uploaded new version, just a small bugfix for that.

As for those who say that it's too complicated... Well, that's just stupid!
It's very simple, foolproof in fact. I know because I'm a simple user.

I have installed it, activated it and got in game. Poof! I got the book! So, I tried to write. The mod said to me that I haven't installed right, even told me what I haven't installed. So I rechecked the readme, and moved the missing file. Got in the game and voila! Everything works! And by everything I mean writing, changing font and color and adding date. I don't use the rest.
So, it's very simple! I gave it 10 on nexus because the mod deserves it.

Thank you for the kind words. :)
User avatar
Queen of Spades
 
Posts: 3383
Joined: Fri Dec 08, 2006 12:06 pm

Post » Fri May 27, 2011 1:17 pm

I managed to get OBSE, Pluggy and this mod installed as well. It seems to be working the way it should. I haven't tried making entries from the menu mod though. Just into the books.
User avatar
Dezzeh
 
Posts: 3414
Joined: Sat Jun 16, 2007 2:49 am

Post » Fri May 27, 2011 7:31 am

You can add links in rtf files? :huh: Anyways, I'm not sure if I want to make it rtf format, mainly cause I don't like it myself when I have to load up entire office for something as simple as a readme. Notepad++ goes alot faster. Then again, rtf files do have the potential to be better organized.


As to .rtfs, you can lt-click on an .rtf file in windows explorer (assuming you use a Win variant) & go through the menus & select to have wordpad be the default program for opening an .rtf file, thus obviating the need for installing another rtf editor. Also, would it be possible to include the readme (or at least the detailed instructions part) as a selectable book within your mod?
User avatar
x a million...
 
Posts: 3464
Joined: Tue Jun 13, 2006 2:59 pm

Post » Fri May 27, 2011 1:36 pm

As to .rtfs, you can lt-click on an .rtf file in windows explorer (assuming you use a Win variant) & go through the menus & select to have wordpad be the default program for opening an .rtf file, thus obviating the need for installing another rtf editor. Also, would it be possible to include the readme (or at least the detailed instructions part) as a selectable book within your mod?

True I suppose. I've just always been lazy about that stuff. And to be honest, now that BAIN doesn't like .rtf files, I might skip it completely and go to html right away. :lol:

Including an ingame readme, not a bad idea. :) Buts hould it be an book that you can change or can it also be a misc item that opens like a book?
User avatar
lauraa
 
Posts: 3362
Joined: Tue Aug 22, 2006 2:20 pm

Post » Fri May 27, 2011 9:12 am

kyoma could you tell me when the journal data is saved? is it when you write to journal or is it saved officially with a game save? I think I lose some data when I crashed a few times but not sure if I'm just remembering wrong.

a weird quirk - clicking next page has been returning me to the same menu I'm on for some reason, I dunno why


thanks for the mod, I enjoy it a lot
User avatar
Mizz.Jayy
 
Posts: 3483
Joined: Sat Mar 03, 2007 5:56 pm

Post » Fri May 27, 2011 9:19 am

I am loving this mod!! Thank you so much for sharing!! It adds an incredible amount of realism and immersion for me. I get to fully develop backstories and thoughts of my characters like never before!! Superb mod!
User avatar
latrina
 
Posts: 3440
Joined: Mon Aug 20, 2007 4:31 pm

Post » Fri May 27, 2011 3:39 am

kyoma could you tell me when the journal data is saved? is it when you write to journal or is it saved officially with a game save? I think I lose some data when I crashed a few times but not sure if I'm just remembering wrong.

a weird quirk - clicking next page has been returning me to the same menu I'm on for some reason, I dunno why


thanks for the mod, I enjoy it a lot

All the strings/text/etc is saved in memory as soon as you press 'done'. But because this data exists in the memory it needs to be stored when the game closes. This is done by OBSE in .co-files to your saves. Unfortunately this means that things are only 'permanently' saved when you actually save to a game. It is beyond my control. The only thing I can suggest is having the auto-export feature on. That way, it will always export the latest version of whatever text you typed. Making it possible to import it again should you loose alot to a CTD.

As for clicking the next button, I planned on having that work (and function as a back button aswell). It was ment to work by detecting on which side of the screen your mouse was when you press it, but because the function used for this suffers from lag-issues it doesn't work. Or rather, it doesn't work reliably. So it ended up with the same purpose as in the very beginning, which is to display the current page/entry and if there's a next or previous.

I am loving this mod!! Thank you so much for sharing!! It adds an incredible amount of realism and immersion for me. I get to fully develop backstories and thoughts of my characters like never before!! Superb mod!

Thanks. :)
User avatar
Alberto Aguilera
 
Posts: 3472
Joined: Wed Aug 29, 2007 12:42 am

Post » Fri May 27, 2011 3:53 am

True I suppose. I've just always been lazy about that stuff. And to be honest, now that BAIN doesn't like .rtf files, I might skip it completely and go to html right away. :lol:

Including an ingame readme, not a bad idea. :) But should it be an book that you can change or can it also be a misc item that opens like a book?


I didn't know that about BAIN, thanks. HTML would be fine, or .pdf for that matter, I dislike .txt because I invariably have to expand the whole window just to read a long sentence (just a pet peeve).

Ingame readme: Either, both ways have their good points, I believe you've set it up so we can bring outside stuff if in ourselves if we want, didn't you? Isn't there a character limit on the books? If your readme approaches the the limit, it wouldn't seem worth while to make the book editable, but then I didn't do the word/char math to see how much material a book would hold. I have a strong desire to punctuate that last sentence with a Liebnitz notation.
User avatar
Josh Lozier
 
Posts: 3490
Joined: Tue Nov 27, 2007 5:20 pm

Post » Fri May 27, 2011 3:25 pm

I did not RTFM in sufficient detail before adding the Journal mod to my game, and created a character, taking it out of the dungeon. Only after I left there did I notice that this requires Pluggy, which I've since installed. Probably as a result, I don't have a Kyoma-style journal in my game journal.

Is there any console command I can use to create one in my inventory? Something along the lines of StartQuest XYZ...?

In advance, thanks. :)
User avatar
Jack Bryan
 
Posts: 3449
Joined: Wed May 16, 2007 2:31 am

Post » Fri May 27, 2011 6:29 am

I did not RTFM in sufficient detail before adding the Journal mod to my game, and created a character, taking it out of the dungeon. Only after I left there did I notice that this requires Pluggy, which I've since installed. Probably as a result, I don't have a Kyoma-style journal in my game journal.

Is there any console command I can use to create one in my inventory? Something along the lines of StartQuest XYZ...?

In advance, thanks. :)

Not sure what you mean by Kyoma-style journal? :unsure:
User avatar
Nims
 
Posts: 3352
Joined: Thu Jun 07, 2007 3:29 pm

Post » Fri May 27, 2011 6:00 am

Not sure what you mean by Kyoma-style journal? :unsure:


"When this mod is first loaded you will get a standard journal book called "'s Journal" and an misc item called "+[Menu Journal]"."

I mean that there's no misc item in my inventory called "+[Menu Journal]".
User avatar
Carlos Rojas
 
Posts: 3391
Joined: Thu Aug 16, 2007 11:19 am

PreviousNext

Return to IV - Oblivion