[RELz] Container and Magic Menu Overhaul

Post » Mon Jul 22, 2013 3:27 pm

Container and Magic Menu Overhaul
Author: khalim19
Version: 2.0

Download links
http://oblivion.nexusmods.com/mods/43676
http://tesalliance.org/forums/index.php?/files/file/1537-magic-menu-overhaul

Introduction
Many of you may use or may have used http://oblivion.nexusmods.com/mods/3595 - whether as a part of http://oblivion.nexusmods.com/mods/10763 or the original mod - a mod which adds grid-like view to the game's inventory menu, saving space and displaying many more items at once in a grid. One may wonder why the magic menu and/or the container menu wasn't "gridified" as well. Speculations aside - apparently, there is no mod that adds grid view to either of the two aforementioned menus, hence this mod was created to fill the void.

Description
This mod:

  • overhauls the magic menu - the menu with player's greater/lesser powers, spells, scrolls and active effects, hereinafter "items",
  • overhauls the container menu - the menu displayed when opening a container (chest, cupboard, NPC/creature body, etc.) or when bartering with an NPC.

Among other features, this mod introduces the so called "grid view", displaying items in a grid. The grid view, however, does not replace the "classic" view, the list view. Users can toggle between the list view and the grid view as they desire. The list view is modified to display more items on screen compared to vanilla UI (UI = User Interface).

Both menus are heavily based on http://oblivion.nexusmods.com/mods/10763. However, you don't have to use DarNified UI (or http://oblivion.nexusmods.com/mods/11280) if you don't want to. See the "Installation" section in the readme for information on how to install this mod.

If you used version 1.0 of this mod (titled "Magic Menu Overhaul") and made changes to the configuration files and want to preserve them, please see the "Upgrading from 1.0 to 2.0.txt" file for more information.

Features

  • toggle between list view and grid view
  • collapsible categories
  • extensive customization of the menus via configuration files
  • two themes to choose from for each menu: "journal" theme (as seen in vanilla UI) and "container" theme
  • DarkUI support

Recommended mods
For the magic menu, the following mods are recommended to install:

  • http://oblivion.nexusmods.com/mods/12049 (by kyoma) - sorts spells according to spell school and/or mastery level by prepending corresponding prefixes to spell names
  • a mod assigning each magic effect a unique icon, such as http://oblivion.nexusmods.com/mods/5170, magic overhauls such as LAME, Supreme Magicka, etc.
  • http://oblivion.nexusmods.com/mods/26196 (by statttis) allowing user-assigned icons for each spell (useful especially for scripted spells)

These mods may make the grid view in magic menu much more useful to use and easier to navigate in.

Requirements
If you want the container menu to be fully functional, you'll need to have OBSE v0020 or later and MenuQue v14a or later installed and the "Container Menu Support.esp" file from this mod activated. It is strongly recommended that you use this .esp file. If you don't want to or can't use it for some reason, you'll lose some features in the container menu (see the "Container Menu Support.esp" section for more information).

The default installation requires that you install DarNified UI or DarkUI'd DarN, but you don't have to use either of these mods, in which case you should install the alternate configuration files. See the "Installation" section for more information.

Compatibility
This mod is compatible with other UI mods (DarNified UI, DarkUI'd DarN, BTMod, etc.), provided that you install this mod after those mods. Obviously, if any of those UI mods provide their own modification of the magic menu, it will be overwritten by this mod.

http://oblivion.nexusmods.com/mods/3595 and http://oblivion.nexusmods.com/mods/4970:
Compatible as long as you install the corresponding compatibility patch and you install this mod after wz_Inventory or DarkUI wz_Inventory. See the "Installation" section for more information.

http://oblivion.nexusmods.com/mods/31855:
Compatible with Display Stats, version 2.0.1 only (the latest version so far), as long as you install the compatibility patch during the installation of this mod and that you install this mod after Display Stats. Note that it doesn't matter which "magic_popup_menu.xml" file from Display Stats you installed, because it will be overwritten by this mod. Older versions of Display Stats are not supported (due to the "magic_popup_menu.xml" file being different in older versions).

Luchaire's retextures for DarkUI'd DarN (series of retexture mods whose names start with "DarkUI DarN Recolored"):
For the magic menu, the textures are compatible as long as you install the DarkUI module and you install Luchaire's retextures after this mod. No configuration or other files need to be adjusted.
However, the container menu uses a few custom DarkUI textures (adjusted to fit the container menu), so the resulting look of the menu may not be visually consistent.

This mod is incompatible with any other mod editing "magic_popup_menu.xml", "container_menu.xml" or "magic_menu.xml" files. If you know of any (other than Display Stats or aforementioned UI mods), please let us know by submitting comments on the Oblivion Nexus page of this mod or on the official Bethesda forums (on the official thread if it exists, search for "Container and Magic Menu Overhaul"). However, there is no guarantee that patches for such mods or modifications in this mod for the sake of compatibility will be made.

There may also be incompatibilities with mods editing or adding XML code to the "magic_popup_menu.xml", "container_menu.xml" or "magic_menu.xml" files indirectly, e.g. via scripts using MenuQue or OBSE functions dealing with UI, or otherwise. http://oblivion.nexusmods.com/mods/26196 is one such mod, but is compatible with this mod.

This mod should be compatible with any other mod.

Note about Display Stats compatibility patch
I contacted TheNiceOne (author of Display Stats) to get permission to include Display Stats compatibility patch in my mod (I have to, since the patch contains parts of one XML file copied over from Display Stats). On the Oblivion Nexus page of the mod (in the Permissions window), it is stated that "If you ask for permission, and haven't got a reply in 4 weeks, then consider it as permission given.". Because four weeks already passed after me asking TheNiceOne for permission, I assume that permission to include the compatibility patch in my mod is given. Should TheNiceOne decide to revoke the permission, I will comply and remove the patch from my mod.

Changelog

Spoiler

2.0

  • Overhauled the container/barter menu. Huge thanks go to kyoma for doing most of the hard work. Please note that OBSE v0020 or later and MenuQue v14a or later are required in order to fully support the overhauled container menu. See "Container Menu Support.esp" in the "Details" section in the readme for more information.
  • Renamed the mod to "Container and Magic Menu Overhaul" to reflect the addition of the overhauled container menu to the mod.

Changes specific to the magic menu:

  • Grid view: Created a new option to display spell cost in the upper right corner for each item, instead of displaying it in the item popup. This feature is toggled off by default. To toggle it on, set trait "<_bGridCostPosition>" in the magic_config.xml file to "&true;" (without the quotes). You may need to decrease the icon size (trait "<_iGridIconSize>") so that the text does not overlap with the icons. This option is not suitable for alternate configurations because of bigger fonts.
  • Made lots of internal changes to make the menu more flexible and configurable.
  • DarNified configuration: Changed default font color for the spell cost text from black to brown.
  • Made a lot of changes in the magic_config.xml configuration file. Many traits were renamed and several new traits created. If you used the 1.0 version of this mod and made changes to the magic_config.xml file, see the "Upgrading from 1.0 to 2.0.txt" file for more information.
  • Replaced performance patch with a new one, which removes the functionality to collapse items altogether. The previous patch didn't make much sense because the it was practically half-broken.
  • DarkUI: Replaced default grid texture with a new, custom texture based on the grid texture used in DarkUI wz_Inventory (mod by Fihnakis).
  • Focus box (hover box) for items now occupies slightly more space. This is much more noticeable in list view.
  • Container theme, grid view: When item popup is displayed to the left of the item, the item name is now positioned near the left edge of the popup and the cost icon and text to the right of the item name.
  • When "_bFloatMagic" trait in magic_config.xml file is set to "&false;", the item popup is now aligned to the left more often so that the sliding magic popup is not partially hidden behind the floating item popup.
  • Container theme: Adjusted default height reserved for the spell effectiveness text.
  • Container theme, list view: Moved the window pane slightly to the left to reduce empty space between tab icons and item icons.
  • Container theme, list view: Moved the sliding magic popup slightly to the left, on top of the right edge of the menu background. Slightly increased width of the magic menu.

1.0

  • Initial release.

Credits

Bethesda Softworks - for creating TES IV: Oblivion
kyoma - overhauled most of the container menu and provided the support .esp file, author of MenuQue
DarN - author of DarNified UI
wz - author of wz_Inventory
Beider and Tikigod - authors of BTMod
Greybird - author of Dark UI
gothic251 - author of DarkUI'd DarN
TheNiceOne - author of Display Stats
The OBSE Team - authors of OBSE
Aisis - author of AST DarkUI Equipped Markers mod for wz_Inventory, adding purple and orange separators for the inventory menu, from which background and coloring for the separators in the magic menu were derived

User avatar
Kahli St Dennis
 
Posts: 3517
Joined: Tue Jun 13, 2006 1:57 am

Post » Mon Jul 22, 2013 2:47 am

Alright! Congrats on the release. :celebration: About time someone brought an improvement to that part of the UI. Looking forward to trying this out.

-Dubious-

User avatar
El Khatiri
 
Posts: 3568
Joined: Sat Sep 01, 2007 2:43 am

Post » Mon Jul 22, 2013 3:33 pm

Looks very nice! :goodjob:

I may have some files laying around to do just that.

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Liv Brown
 
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Post » Mon Jul 22, 2013 3:54 am

plz plz plz plz

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Cccurly
 
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Joined: Mon Apr 09, 2007 8:18 pm

Post » Mon Jul 22, 2013 10:39 am

:drool:

I'm curious as to how you managed to display the floating magic popup in the container menu. I planned to start working on the container menu as well, but I got stuck when I tried to display the floating popup - I wasn't able to do it purely via XML code (plus I know nothing about OBSE/MenuQue scripting, but I suppose it could be implemented that way).

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loste juliana
 
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Post » Mon Jul 22, 2013 11:51 am

Sweet downloading. Thank you khalim for the mod :)

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Makenna Nomad
 
Posts: 3391
Joined: Tue Aug 29, 2006 10:05 pm

Post » Mon Jul 22, 2013 10:10 am

At the time, no. The problem is that unlike the inventory menu or the magic menu, the container menu isn't always visible/accessible. Thus when the magic popup menu gets created any trait that tries to access it is simply discarded. I pondered over two possible solutions using OBSE but neither were seamless. But I just had an idea and after some testing it seems to work without problems. What I do now is simply calling "reload MagicPopupmenu" when the container menu is opened and closed. I'll gather the rest of the files for you if you are still interested. They should work but may require some minor tweaking that I never got around to do.

Edit: It would require OBSE but the amount of scripting needed will be minimal, just setting a trait when the container menu opens and closes. :smile:

Edit2: Hmmm, small problem, the "reload" command doesn't work in RunScriptLine. Now that I think about it I don't think it was an actual command.

Edit3: Solved, although now it will also require MenuQue instead of just OBSE. But the support esp is optional/

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Karine laverre
 
Posts: 3439
Joined: Tue Mar 20, 2007 7:50 am

Post » Mon Jul 22, 2013 7:15 am


Thanks for the explanation. I remember that typing "reload magicpopupmenu" into the console did the trick.


I sure am interested, that would be great! :smile: (Just to be sure - the files you are talking about are for both the container menu and the magic popup menu, right? :tongue:)

:banana:

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Marlo Stanfield
 
Posts: 3432
Joined: Wed May 16, 2007 11:00 pm

Post » Mon Jul 22, 2013 1:21 am

Great news everyone! The container menu will be integrated into the mod for the next release. Huge :thanks: to kyoma for this!
I can't tell you when exactly I'll make the next release because I myself don't know. :teehee: I reckon it shouldn't take long, though.

User avatar
Lalla Vu
 
Posts: 3411
Joined: Wed Jul 19, 2006 9:40 am

Post » Mon Jul 22, 2013 7:08 am

Container and Magic Menu Overhaul 2.0 released. :celebration:

The biggest change in the newest version is the addition of the overhauled container/barter menu. Big thanks to kyoma who did most of the hard work.

If you used version 1.0 of this mod (titled "Magic Menu Overhaul") and made changes to the configuration files and want to preserve them, please see the "Upgrading from 1.0 to 2.0.txt" file for more information.

Here's the complete changelog:

Spoiler

2.0

  • Overhauled the container/barter menu. Huge thanks go to kyoma for doing most of the hard work. Please note that OBSE v0020 or later and MenuQue v14a or later are required in order to fully support the overhauled container menu. See "Container Menu Support.esp" in the "Details" section in the readme for more information.
  • Renamed the mod to "Container and Magic Menu Overhaul" to reflect the addition of the overhauled container menu to the mod.

Changes specific to the magic menu:

  • Grid view: Created a new option to display spell cost in the upper right corner for each item, instead of displaying it in the item popup. This feature is toggled off by default. To toggle it on, set trait "<_bGridCostPosition>" in the magic_config.xml file to "&true;" (without the quotes). You may need to decrease the icon size (trait "<_iGridIconSize>") so that the text does not overlap with the icons. This option is not suitable for alternate configurations because of bigger fonts.
  • Made lots of internal changes to make the menu more flexible and configurable.
  • DarNified configuration: Changed default font color for the spell cost text from black to brown.
  • Made a lot of changes in the magic_config.xml configuration file. Many traits were renamed and several new traits created. If you used the 1.0 version of this mod and made changes to the magic_config.xml file, see the "Upgrading from 1.0 to 2.0.txt" file for more information.
  • Replaced performance patch with a new one, which removes the functionality to collapse items altogether. The previous patch didn't make much sense because the it was practically half-broken.
  • DarkUI: Replaced default grid texture with a new, custom texture based on the grid texture used in DarkUI wz_Inventory (mod by Fihnakis).
  • Focus box (hover box) for items now occupies slightly more space. This is much more noticeable in list view.
  • Container theme, grid view: When item popup is displayed to the left of the item, the item name is now positioned near the left edge of the popup and the cost icon and text to the right of the item name.
  • When "_bFloatMagic" trait in magic_config.xml file is set to "&false;", the item popup is now aligned to the left more often so that the sliding magic popup is not partially hidden behind the floating item popup.
  • Container theme: Adjusted default height reserved for the spell effectiveness text.
  • Container theme, list view: Moved the window pane slightly to the left to reduce empty space between tab icons and item icons.
  • Container theme, list view: Moved the sliding magic popup slightly to the left, on top of the right edge of the menu background. Slightly increased width of the magic menu.

1.0

  • Initial release.


You can download the newest release at Oblivion Nexus or TESAlliance (download links are in the OP). Enjoy!

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Nadia Nad
 
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Post » Mon Jul 22, 2013 3:43 pm

I can see how this can be very handy for a mage with many spells and even increase immersion for playing them since all spells become easier to find quickly. A mage would naturally instantly know what spell to use in a given situation since he's constantly aware of his abilities, but from a game-play perspective a cluttered spell list is isn't a very good reflection of that. With this mod that problem seems fixed. Thanks very much I can already tell my next PC is gonna be a mage :D

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Gemma Woods Illustration
 
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Joined: Sun Jun 18, 2006 8:48 pm


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