[RELz] Quest Log Manager

Post » Wed Mar 09, 2011 1:54 am

========= Quest Log Manager 1.3.2 ============

Author: Ole B?e, a.k.a. TheNiceOne
Date: Nov 19, 2010
OBSE v 18 (or newer) required.

Download from http://www.tesnexus.com/downloads/file.php?id=32266


========= DESCRIPTION

All Oblivion players know that the "Current Quests" log can become cluttered by all the quests you have started. Quest Log Manager helps you, by adding a new "Hidden Quests" log where you can move away all current quests you're not interested in for the time being, and later move them back if you want. Quest Log Manager also lets you swap between alpabetical and chronological sort order.


Quest Log Manager adds a button to the right of each current quest in the log, and clicking on the button hides the quest. So click on all the quests you're not interested in, and you'll get a much cleaner quest log. By default, the buttons are always visible for current quests, but by setting the hide_key setting in "Ini\Quest Log Manager.ini" to the value of a modifier key (like left shift), the buttons will only be visible when this key is pressed.

Quest Log Manager adds a button at the upper right corner of the "Current Quests" log, named "Show hidden". If you click on this, instead of viewing the current quests, you now get to see all the hidden quests, and you can click on their buttons to move them back to the current quests.

If a hidden quest becomes active, it will automatically be moved back to current quests.


Quest Log Manager adds a sort button to the Current/Hidden quest log. Click on it to swap between alpabetical and chronological sort order for the quests, to make it much easier to find the quest you're looking for.


========= COMPATIBILITY

Quest Log Manager has support for most UI mods:
* Vanilla
* Darnified UI
* DarkUId DarN
* Dark UI
* BTmod
Be sure to install Quest Log Manager's map_menu.xml file over the file installed by those mods.

Quest Log Manager is currently incompatible with other mods that adds their own version of the map_menu.xml file. Of special note is DarNifiedUI Additions, which comes with a special compatibility version for Quest Log Manager. The current version of DarNifiedUI Additions (2.3.2) is compatible with Quest Log Manager 1.2. A newer version of DarNifiedUI Additions compatible with 1.3 will probably be released too.



========= INSTALLATION

The mod is OMOD-ready, so installing with OBMM is adviced, just create an omod by adding the downloaded .rar file.

The mod is also packed in a BAIN-ready format. For BAIN or manuall install, install the contents of "00 Core" and the contents of the correct "01 ..." folder to your Oblivion\data folder.


========= CHANGELOG

1.3.2
* Changed initialization of arrays to GameMode from MenuMode, as the former can lead to OBSE array mayhem.

1.3.1
* Recompiled scripts with OBSE 18 (1.3 had been compiled with 19b3, which lead to problems for some users).

1.3
* Added support for Dark UI.
* Scroll bar now resets properly when switching between Curren and Hidden quests
* New and nicer icon for moving quests between current/hidden
* Fixed wrong Hidden Quests title for BTmod (says Active Quests)

1.2
* Fixed a bug that made hidden quests become current again unless debug was set to 2.

1.1
* Added sort button/functionality
* Added key to optionally hide/show the additional buttons
* Completely rewritten script, and added more debug options
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Rob Smith
 
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Post » Tue Mar 08, 2011 10:25 pm

Look at you go!

neat stuff NiceOne.

Question - oft times I com across an item or individual in a dungeon or elsewhere and it activates a quest stage and I didn't even realize it was part of a quest.

What happens if when using this I hide a quest then it gets updated. Will I be notified? Will it move the quest out of hidden and into active? Will I have to open the hidden to see if it was one of them that updated with the sound?

thanks
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Jynx Anthropic
 
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Post » Tue Mar 08, 2011 11:58 pm

Look at you go!

neat stuff NiceOne.
Thanks :)

Question - oft times I com across an item or individual in a dungeon or elsewhere and it activates a quest stage and I didn't even realize it was part of a quest.

What happens if when using this I hide a quest then it gets updated. Will I be notified? Will it move the quest out of hidden and into active? Will I have to open the hidden to see if it was one of them that updated with the sound?
If a hidden quest becomes active by any means, it automatically becomes non-hidden - and everything that normally happens happens. The same goes if you click on the quest in the "Hidden Quests" log - it becomes active, and is back in the current list.


Actually - I have not done anything with the quests at all. They are all normal, current quests as far as the engine goes. All I do is to keep an array of the names of the hidden quests, and set them to invisible in the map menu xml. When you click on the "Show hidden" button, I make them visible, and set all the non-hidden ones to invisible instead.
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Soraya Davy
 
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Post » Wed Mar 09, 2011 12:17 pm

OK thanks.

I just pumped on installing this and unfortunately the BAIN packaging is not working. The esp was recognized by BAIN but not the sub-packages.

I repackaged it like this and it worked:
Spoiler

├[00 Quest Log Manager Core]
│ │
│ ├[Docs]
│ │ │
│ │ └[_UI_Mods]
│ │ │
│ │ └Quest Log Manager readme
│ └Quest Log Manager.esp
├[01 BTmod]
│ │
│ └[Menus]
│ │
│ └[main]
│ │
│ └map_menu
├[01 DarkUId DarN]
│ │
│ └[Menus]
│ │
│ └[main]
│ │
│ └map_menu
├[01 Darnified UI]
│ │
│ └[Menus]
│ │
│ └[main]
│ │
│ └map_menu
├[01 Vanilla]
│ │
│ └[Menus]
│ │
│ └[main]
│ │
│ └map_menu
Basically putting the readme and the esp into a sub-package too worked. Like you did with Display stats.
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Manny(BAKE)
 
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Post » Tue Mar 08, 2011 11:27 pm

Woohoo!

This is absolutely fantastic - a must-have mod that I've always dreamed of having - keeps things much neater and allows me to ignore those quests given to me that just aren't appropriate to my character.

Just one minor suggestion - the clickable arrow to the right of the quest looks like the "play" button found on DVD players etc. - quite ironic when it's used to "pause" the quest...any chance it could be swapped to a "pause" icon or similar?
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megan gleeson
 
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Post » Wed Mar 09, 2011 12:31 am

Perfect, I wished for a long time someone would make this mod.
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Jani Eayon
 
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Post » Wed Mar 09, 2011 12:53 pm

Well, I really want to say a heartfelt thank you to you, TheNiceOne. MMO, Display Stats, EE, and now QLM are all must-haves. Who would've thought that after years of mod development someone could still put out amazing mods that improve the game in ways we never thought of.

Thanks and a big thumbs up to you, my friend.
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Invasion's
 
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Post » Wed Mar 09, 2011 8:56 am

You got it working without MenuQue? Great work. :)
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louise hamilton
 
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Post » Wed Mar 09, 2011 2:44 am

I allways... allways wanted to have this. :rock:

EDIT: Downloaded and installed. It works perfectly. Simply and great. Thank you again, TheNice.
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Francesca
 
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Post » Wed Mar 09, 2011 12:01 am

Hi all, and thanks for the comments.

I already have an idea for a next version, where I will add buttons to change between chronological and alphabetical sorting of the current quest log. As you know, the quests are sorted by chronological order (last update), but that means I often look long and hard to find a quest I haven't continued for a long while. Switching to alphabetical sorting should make it a bit more convenient.


Just one minor suggestion - the clickable arrow to the right of the quest looks like the "play" button found on DVD players etc. - quite ironic when it's used to "pause" the quest...any chance it could be swapped to a "pause" icon or similar?
I see your point, but I don't want to use a pause icon, as that gives wrong idea about what it does. Hiding a quest does in no way pause it, it is really just a second current quests folder.


You got it working without MenuQue? Great work. :)
Yes - I found that as long as two different quests doesn't have exactly the same name, there was no need for it, and if two quests have exactly the same name I wouldn't really know how to handle it anyway. So my use of MenuQue will have to wait until my next update of EE (unless I get distracted again - I've had a mod on the backburner for more than a half year, and it would definitely benefit from being able to check the right xml traits).


P.S. Psymon, thanks for mentioning the BAIN issue. I will re-package for next version.
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Margarita Diaz
 
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Post » Tue Mar 08, 2011 10:11 pm

Nice one TheNiceOne! This sounds great.
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Marquis T
 
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Post » Wed Mar 09, 2011 2:58 am

I was wondering if it would be possible to add the same kind of functionality to the spellbook? Seems to me that the ability to hide some of the spells we never use (or maybe even the powers) would be nice. Don't know if it is even possible, I'm just thinking out loud here. Thanks again for all your great mods TheNiceOne!
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Robyn Howlett
 
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Post » Wed Mar 09, 2011 11:45 am

I was wondering if it would be possible to add the same kind of functionality to the spellbook? Seems to me that the ability to hide some of the spells we never use (or maybe even the powers) would be nice. Don't know if it is even possible, I'm just thinking out loud here. Thanks again for all your great mods TheNiceOne!


You can try this:

Spell_Delete_And_Item_Remove_3_1-23069

But this is only for spells you will not use anymore.
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Vickytoria Vasquez
 
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Post » Wed Mar 09, 2011 1:35 pm

You can try this:

Spell_Delete_And_Item_Remove_3_1-23069

But this is only for spells you will not use anymore.



Actually I already use a spell delete mod (contained in COBL), but I think I'd rather hide some spells than delete them completely. Some spells from Midas Magic come to mind, as they are hard to acquire, and every once in a while I like to have fun with them, but you end up getting so many that it clutters up the spellbook. Anyway, just a suggestion.
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Kortknee Bell
 
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Post » Wed Mar 09, 2011 5:54 am

I seem to be getting freezing of the entire game with this.

Installed on day of release - played other games until tonight.

Installed main esp and DarkDarn version. the game is fine until I open the main quest tab of inventory then the mouse, menus, everything freezes and I have to ctr+alt+del to get out of game.
Active and closed quests are fine though.

I believe the replacer menu xml file is installed right because even though it freezes I see the button in the top right of that tab that says show hidden.
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Mistress trades Melissa
 
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Post » Wed Mar 09, 2011 11:04 am

I installed exactly the same files and I have exactly the same problem Psymon :unsure:
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Shae Munro
 
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Post » Wed Mar 09, 2011 9:49 am

I seem to be getting freezing of the entire game with this.
dang...

Installed on day of release - played other games until tonight.

Installed main esp and DarkDarn version. the game is fine until I open the main quest tab of inventory then the mouse, menus, everything freezes and I have to ctr+alt+del to get out of game.
Active and closed quests are fine though.

I believe the replacer menu xml file is installed right because even though it freezes I see the button in the top right of that tab that says show hidden.
If you disable the esp, but keep the xml, does everything work right then (except that you'll have a non-working "Show hidden" button)? If so, there is one place in the script where there is a theoretical chance of an infinite loop (which will look like a total freeze), but I thought the xml structures could never in such a way that this could happen. I will think of a way to code it so that even in theory, there's no chance of this infinite loop...
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Emily abigail Villarreal
 
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Post » Wed Mar 09, 2011 7:53 am

ok TheNiceOne,

it seems my problem is a bit different from Psymon's in the sense that I see no "show hidden" button on the right side of each quest or at the upper right corner of the "current quests" log.

I still get the freezing Psymon mentions though...
I installed the DarkUId DarN folder and the esp file, both in my Oblivion\data folder as per your readme instructions. Did I do something wrong?

I also tried what you mentioned in your last post: installed just the folder without the esp. No freezing now but still no buttons as well...
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Taylor Tifany
 
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Post » Wed Mar 09, 2011 2:40 am

it seems my problem is a bit different from Psymon's in the sense that I see no "show hidden" button on the right side of each quest or at the upper right corner of the "current quests" log.

I still get the freezing Psymon mentions though...
I installed the DarkUId DarN folder and the esp file, both in my Oblivion\data folder as per your readme instructions. Did I do something wrong?
It was the contents of the DarkUId DarN you should install, not the folder itself. If you did right, you would overwrite the existing map_menu.xml file.
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Rusty Billiot
 
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Post » Tue Mar 08, 2011 11:53 pm

dang...

If you disable the esp, but keep the xml, does everything work right then (except that you'll have a non-working "Show hidden" button)? If so, there is one place in the script where there is a theoretical chance of an infinite loop (which will look like a total freeze), but I thought the xml structures could never in such a way that this could happen. I will think of a way to code it so that even in theory, there's no chance of this infinite loop...

Yes that is exactly what happens. Seems that the issue is in the esp.

thanks
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Casey
 
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Post » Wed Mar 09, 2011 1:37 pm

Now I am confused...

DarkUId DarN is installed in my game (together with immersive interface. I don't know if that would cause a problem).

Nevertheless, in your readme you mention installing the esp and and the correct ...01 folder in the oblivion\data folder which mislead me.

Anyway, I also tried replacing the map_menu_xml file over the one installed by DarN's mod, as mentioned in the compatibilit section of your readme, but I always got a CTD in this case and I could not initiate the game.
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SexyPimpAss
 
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Post » Tue Mar 08, 2011 11:35 pm

Now I am confused...

DarkUId DarN is installed in my game (together with immersive interface. I don't know if that would cause a problem).

Nevertheless, in your readme you mention installing the esp and and the correct ...01 folder in the oblivion\data folder which mislead me.
Understood, because when I look at it, I see that my instructions were wrong. It was supposed to tell you to copy the content of the correct 01 folder. I have added this to the description here and at TESNexus.


Anyway, I also tried replacing the map_menu_xml file over the one installed by DarN's mod, as mentioned in the compatibilit section of your readme, but I always got a CTD in this case and I could not initiate the game.
Try doing this without enabling the .esp file. Does the game work then, with the new "Show hidden" button (that does nothing)? If so, try enabling the esp afterwards. Then wait at least 5 seconds after having loaded the game until you go into the map/quest menu (or any other menu). Do you get a CTD then?
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Gavin boyce
 
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Post » Wed Mar 09, 2011 5:10 am

ok, here's some more info:

I use dark UI v.2.4 in my game

The problem remains. I get CTDs whenever I replace the map_menu_xml file in my data folder.
This CTD is irrelevant to the use of your mod's esp file. With or without your esp I CTD when I try to load a save game (the game's main menu loads alright).

I have tried replacing the map_menu_xml file in my data folder with both versions included in your mod (DarkUId Darn & Darnified UI), with or without the esp with no success...

It seems this map_menu_xml file causes the problem NiceOne

If you need any more info from my side pls ask
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Joie Perez
 
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Post » Wed Mar 09, 2011 2:47 am

ok, here's some more info:

I use dark UI v.2.4 in my game
Ah, I didn't notice, but there's a very simple explanation. If you use the xml file for DarkUId Darn or Darnified UI, they both include lines that import additional xml setting files that are specific for those UI mods. If the xml consists such import statements without finding the xml files, instant CTD happens, and those files don't exist within your data folder since you don't have a Darn version installed.

So for you it means that you must use the vanilla version - at least until I get around to add support for standar dark UI. The result of this will be that your map/quest menu will look (mostly) vanilla, but you'll at least get the mod to work.
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мistrєss
 
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Post » Wed Mar 09, 2011 6:29 am

First of all, thanks a lot for being so helpful NiceOne :)
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kennedy
 
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