[WIPz/BETA] DarNified UI F3

Post » Mon Aug 17, 2009 11:18 pm

.
~ DarNified UI F3 ~
by DarN

Thread history: http://www.gamesas.com/bgsforums/index.php?showtopic=900230&hl= http://www.gamesas.com/bgsforums/index.php?showtopic=906998 http://www.gamesas.com/bgsforums/index.php?showtopic=912730 http://www.gamesas.com/bgsforums/index.php?showtopic=915859 http://www.gamesas.com/bgsforums/index.php?showtopic=920812 http://www.gamesas.com/bgsforums/index.php?showtopic=924267 http://www.gamesas.com/bgsforums/index.php?showtopic=929918 http://www.gamesas.com/bgsforums/index.php?showtopic=949858 http://www.gamesas.com/bgsforums/index.php?showtopic=967619


If you're unfamiliar with http://www.tesnexus.com/downloads/file.php?id=10763, the goal is to make the UI look more at home on the PC. This means smaller fonts, more visible items in the lists, and scaling of some elements. Though improved, the F3 ui is a little too big for my taste, hence DUI F3. As with the other version, I will try to implement settings where appropriate. Settings can be found in Data\menus\prefabs\DUIF3Settings.xml.


Dialog Menu

The NPC name has been moved, the font changed, and the number of items is dynamic.

Screens:
http://ui.darnified.net/wip/F3/font6_wip2.jpg - http://ui.darnified.net/wip/F3/font6_wip1.jpg


Barter Menu

Number of visible items in the lists is dynamic (typically ~21 with font size 14), and the font changed.

Screens:
http://ui.darnified.net/wip/F3/barter_menu_default.jpg - http://ui.darnified.net/wip/F3/barter_menu_darn.JPG


Container Menu

Same modifications as the Barter Menu.

Screens:
http://ui.darnified.net/wip/F3/cont1.JPG


Pipboy Menus

This includes the Stats, Inventory, Repair, and Map Menus.

Screens:
http://ui.darnified.net/wip/F3/stats_menu_p1.jpg - http://ui.darnified.net/wip/F3/stats_menu_p2.jpg - http://ui.darnified.net/wip/F3/stats_menu_p3.jpg - http://ui.darnified.net/wip/F3/stats_menu_p4.jpg - http://ui.darnified.net/wip/F3/stats_menu_p5.jpg
http://ui.darnified.net/wip/F3/inventory_p1.jpg - http://ui.darnified.net/wip/F3/inventory_p2.jpg
http://ui.darnified.net/wip/F3/map_menu_p1.jpg - http://ui.darnified.net/wip/F3/map_menu_p2.jpg - http://ui.darnified.net/wip/F3/map_menu_p3.jpg - http://ui.darnified.net/wip/F3/map_menu_p4.jpg - http://ui.darnified.net/wip/F3/map_menu_p5.jpg
http://ui.darnified.net/wip/F3/repair.jpg


System Menus

This includes all the menus reachable from the Start Menu. Currently only has the Start Menu itself. You can remove the LIVE button in the config (I'm sick of clicking it when I don't mean to). Also added DUI and F3 version numbers.

Screens:
http://ui.darnified.net/wip/F3/dui_start_menu.jpg


Sleep/Wait Menu

Shows when you Sleep/Wait...!

Screens:
http://ui.darnified.net/wip/F3/sleep.jpg


Repair Services Menu

Comes up when you choose to repair items at a vendor.

Screens:
http://ui.darnified.net/wip/F3/repair_services.jpg


Quantity Menu

Goes with the Barter Menu.

Screens:
http://ui.darnified.net/wip/F3/quantity1.jpg


Message Menu

Used for short messages, and undoubtedly in many mods to come. :)

Screens:
http://ui.darnified.net/wip/F3/msg_menu.jpg


LevelUp Menu

Shows when you get enough XP to level up.

Screens:
http://ui.darnified.net/wip/F3/lvlup_wip2.jpg - http://ui.darnified.net/wip/F3/lvlup_wip3.jpg


Tutorial Menu

Shows when you click help in the Pause Menu, and at various stages at the beginning of the game.

Screens:
http://ui.darnified.net/wip/F3/duitut.jpg


HUD

The HUD has been completely transformed. You have full control over scale, color, visibility, and positions. Open the config file to see what more can be done to it.

Screens:
http://ui.darnified.net/wip/F3/duihud1.jpg - http://ui.darnified.net/wip/F3/duihud2.jpg


Chargen Pack

This pack contains the Racesix, Chargen and the TextEdit Menus.

The Racesix Menu list has been reworked with new sliders and numbers for these. A substitution for font 5 was made to make the list more readable. The numbers mimic the values you'll see in the CS (* 100). The Chargen Menu is modeled after the LevelUp Menu.

Screens:
http://ui.darnified.net/wip/F3/dui_chargen2.jpg - http://ui.darnified.net/wip/F3/dui_chargen1.jpg - http://ui.darnified.net/wip/F3/dui_chargen3.jpg - http://ui.darnified.net/wip/F3/dui_chargen4.jpg


V.A.T.S

The V.A.T.S has been redesigned to use the meters from the HUD. You can set the visibility of these independently of their HUD visibility settings. An option to hide the hit % chance info was also added to make a tad more exiting should wish it. :)

Screens:
http://ui.darnified.net/wip/F3/duiVATS.jpg


Settings

In-game settings require FOSE to work. a10 needs FOSE 1.1 b5. These can be accessed from the Pause Menu.

Screens:
http://ui.darnified.net/wip/F3/duisettings.jpg


Install FOMOD:
  • Back up your menus folder if you have one.
  • Extract zip to Fallout 3\fomm\mods
  • Activate the mod in FOMM Package Manager

Install 7z:
  • Back up your menus folder if you have one.
  • Extract to Fallout 3\Data.
  • Activate DarNifiedUIF3.esp in FOMM or the F3 launcher.
  • Activate DUIF3Extras.esp in FOMM or the F3 launcher if you use FOSE.
  • Edit your Fonts section like so in the ini:
    [Fonts];sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fntsFontFile_1=Textures\Fonts\DarN_FranKleinBold_14.fnt;sFontFile_2=Textures\Fonts\Monofonto_Large.fntsFontFile_2=Textures\Fonts\DarN_FranKleinBold_16.fntsFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt;sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt;sFontFile_4=Textures\Fonts\DarN_FranKleinBold_Otl_12.fntsFontFile_4=Textures\Fonts\DarN_Sui_Generis_Otl_10.fntsFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt;sFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt;sFontFile_6=Textures\Fonts\DarN_PetitaMedium_Outline_18.fnt;sFontFile_6=Textures\Fonts\DarN_Forgotten_Futurist_Otl_18.fntsFontFile_6=Textures\Fonts\DarN_Sui_Generis_Otl_13.fnt;sFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fntsFontFile_7=Textures\Fonts\DarN_Libel_Suit_Otl_24.fnt;sFontFile_7=Textures\Fonts\DarN_Klill_Outline_20.fntsFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt

  • Make sure bInvalidateOlderFiles is set to 1 in the ini.
Ini location:
XP = My Documents\My games\Fallout3\FALLOUT.INI
Vista = Users\YOUR NAME\Documents\My Games\Fallout3\FALLOUT.INI



Uninstall FOMOD:
  • Deactivate the mod in the FOMM Package Manager

Uninstall 7z:
  • Remove the files copied. Keep track if you use more UI mods, or just delete the menus folder if this is the only one.
  • Delete Meshes\terminals\playerfacelights01.nif
  • Delete Texures\darn
  • Revert any ini changes made.

Usage:
The only things you'll notice to begin with are the new fonts and scale changes. I have tried to keep as close to the original look as possible beyond these. To further customize the UI, open the config file (prefabs/DUIF3Settings.xml), and have a look at the options there. I've tried to place comments in there as much as possible to explain the various options. Happy tweaking. :)


Troubleshooting:

Should you experience CTD's or other difficulties,
  • Make sure to edit the ini properly
  • Verify that all files are where they should be
  • Make sure none of the files are listed in ArchiveInvalidation.txt
  • Test the mod by itself - no other mods installed

Known issues:
  • The highlighted limb in V.A.T.S is an imagespace effect hardcoded to use the (game options') HUD color. This can't be fixed from xml, so you might wanna set your HUD color to something matching in the options menu.

http://ui.darnified.net/wip/F3/dui_f3a10.zip - FOMOD version (RECOMMENDED)
http://ui.darnified.net/wip/F3/dui_f3a10.7z - 7z version

Changes a9.2 - a10:
  • Added xPanels
  • Added in-game settings
  • Added custom scrollbar settings
  • Sleep/wait Menu: Added setting for max hours
  • Message Menu: Added setting for message text font
  • Map Menu: Fixed note clipping
  • FOMOD Script: Added bInvalidateOlderFiles check

User avatar
Jonathan Montero
 
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Post » Mon Aug 17, 2009 11:25 pm

In previous thread it was mentioned that last lines of the notes are not visible. I can confirm that, Alpha 9.2 has that issue.
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Samantha Mitchell
 
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Post » Tue Aug 18, 2009 2:08 am

Ok. My fix didn't fix anything then. ;) Looking into it.
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Sheeva
 
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Post » Mon Aug 17, 2009 2:14 pm

Nice work as always Darn!
May I ask where the color is located for the hud and pip boy?
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sarah simon-rogaume
 
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Post » Mon Aug 17, 2009 12:11 pm

In the config file? Pipboy isn't supported yet.
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Donatus Uwasomba
 
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Post » Mon Aug 17, 2009 7:30 pm

I am the one who mentioned the notes problem from the last thread...I also am using 9.2.
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Umpyre Records
 
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Post » Tue Aug 18, 2009 3:16 am

In the config file? Pipboy isn't supported yet.


Ya, do I need to edit every .xml or is there a particular file to change it to... let's say blue like in your pics.
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Richus Dude
 
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Post » Mon Aug 17, 2009 6:22 pm

The OP has all the info you need.
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Robyn Howlett
 
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Post » Mon Aug 17, 2009 5:15 pm

The OP has all the info you need.


Sorry, must have missed that I scrolled through the entire thing three times looking for the info. :embarrass:
got it now.
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Scarlet Devil
 
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Post » Mon Aug 17, 2009 11:22 pm

That's ok, mate. :)

---

http://ui.darnified.net/wip/F3/fosePanels1.jpg
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NAtIVe GOddess
 
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Post » Tue Aug 18, 2009 3:54 am

Just an idea for a another pannel darn.
maybe you could add a pannel near the health that is the picture of the pipboy dude that shows the health of your limbs?
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Chad Holloway
 
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Post » Mon Aug 17, 2009 1:38 pm

I could do that I guess. I'm still new to scripting though, so I'm going kinda slow. :)

All of these "extra" panels will need to be switched on from the config btw.
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pinar
 
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Post » Mon Aug 17, 2009 9:46 pm

http://ui.darnified.net/wip/F3/fosePanels2.jpg :evil:
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Benjamin Holz
 
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Post » Mon Aug 17, 2009 6:23 pm

http://ui.darnified.net/wip/F3/fosePanels2.jpg :evil:


ZOMG. brilliant work darn. looking forward to the next REL.
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NAtIVe GOddess
 
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Post » Tue Aug 18, 2009 3:59 am

wow nice work darn.:D
Im guessing you will have these new panels as options in the file? so 1 = on 0 = off?
also...
Is it possible with the radar to change the color of mobs? like bad = red, ally = white, ally = green?
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Eilidh Brian
 
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Post » Mon Aug 17, 2009 4:44 pm

DarN,

If you're got around to playing with scripting, could you make this possible?

I do not have any knowledge what can be done, but could you possibly include slightly more detailed stats about the weapons found in the wasteland on the UI?
I'm thinking about the damage-per-shot (not some calculated DAM stat that is not very informative for comparing weapons), and range, maybe action points per shot too.
These stats would be quite nice to know, and could help immensely to evaluate weapons.
At the same time it would enhance the RPG aspect of the game.
There are other stats, that can be determined by firing the weapon, like rate-of-fire, spread, burst count, etc but these mentioned above are quite hard to determine.

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Alycia Leann grace
 
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Post » Tue Aug 18, 2009 1:45 am

+1 to the previous post
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TWITTER.COM
 
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Post » Mon Aug 17, 2009 9:13 pm

About the detailed stats of weapons, I know that the FOOK-team is also working on something similar.
Of course, FOOK adds tons of guns to the game and renames/alters the vanilla ones but still, maybe its an idea to take a look how they do it?

Example picture:
http://www.fallout3nexus.com/downloads/images/4448-1-1239058771.jpg
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Casey
 
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Post » Tue Aug 18, 2009 3:34 am

About the detailed stats of weapons, I know that the FOOK-team is also working on something similar.
Of course, FOOK adds tons of guns to the game and renames/alters the vanilla ones but still, maybe its an idea to take a look how they do it?

Example picture:
http://www.fallout3nexus.com/downloads/images/4448-1-1239058771.jpg

Although that is a nice addition, it's not really a solution.
Those "stats" are implemented in the form of static pipboy icons, and do not reflect the actual stats in case of using any damage altering mod (XFO for instance).
Not to mention weapons outside FOOK's scope (WMK for instance). That could even be misleading in judging a weapon.
On top of that, you need to actually make these icons for every single weapon in the game.
What I'm suggesting (if feasible) to read out the actual stats of a weapon and display it somewhere in PIPBoy.
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Christie Mitchell
 
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Post » Tue Aug 18, 2009 3:39 am

wow nice work darn.:D
Im guessing you will have these new panels as options in the file? so 1 = on 0 = off?
also...
Is it possible with the radar to change the color of mobs? like bad = red, ally = white, ally = green?

The panel will be visible if one or more of its children are turned on. Eg. the Time panel has a date, clock, and timescale line - if all of them are set to 0, the panel will be off, and the next enabled panel will be at the top.

I'm not sure what you mean by mob colors - the compass already does this, no?

DarN,

If you're got around to playing with scripting, could you make this possible?

Yup. :)

About the detailed stats of weapons, I know that the FOOK-team is also working on something similar.
Of course, FOOK adds tons of guns to the game and renames/alters the vanilla ones but still, maybe its an idea to take a look how they do it?

Example picture:
http://www.fallout3nexus.com/downloads/images/4448-1-1239058771.jpg

I'm mainly focused on the hud for now, but once I get more proficient with this stuff, I'll add more info all over the UI.

Although that is a nice addition, it's not really a solution.
Those "stats" are implemented in the form of static pipboy icons, and do not reflect the actual stats in case of using any damage altering mod (XFO for instance).
Not to mention weapons outside FOOK's scope (WMK for instance). That could even be misleading in judging a weapon.
On top of that, you need to actually make these icons for every single weapon in the game.
What I'm suggesting (if feasible) to read out the actual stats of a weapon and display it somewhere in PIPBoy.

Actual stats will be read and displayed both in the hud and pipboy.

- I'm thinking of an addition to the hud info area with some additional item stats. Also some info where you can see if the weapon is better/worse than your currently equipped one.

- I don't know if this is possible, but how about a preview list of npc/container items as you look at the object? I'm sick of opening stuff that has only junk in it. There would need to be some restrictions of course - locked containers and such.

There's a ton of enhancements possible with some simple script backing - something to consider for TESV Beth!
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Sara Johanna Scenariste
 
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Post » Mon Aug 17, 2009 12:35 pm

:Q______________________________________________________________

*waits for next version*
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Lynette Wilson
 
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Post » Mon Aug 17, 2009 3:12 pm

DarN,

I might have hit a bug with HUDDynamicColors changing the color of the AP bar and enemy health.
http://img207.imageshack.us/img207/7122/fallout3200904081346549.jpg
I do not know if this is considered a bug by you, but it definitely seems weird.
(mind you, this SM is a friendly target so the color of the health bar bracket is correct)
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zoe
 
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Post » Tue Aug 18, 2009 2:37 am

Yup, I know about it. The color is determined from the width of the meter. The npc health bar in your pic actually contains 3 meters (left/center/right). The center is < 50% full, the left&right < 25% full. I'm going to disable dynamic colors for vats meters unless I can find a good solution to it.

edit: In your pic, the npc bar should be all orange, and the ap bar the normal hud color.
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Lil'.KiiDD
 
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Post » Mon Aug 17, 2009 1:02 pm

DarN needs to stop being so awesome all of the time. Seriously, your UI used to be incredible. Now it's so far beyond amazing I don't know what to call it. This is the only mod that I absolutely could not play without. And then the prospect of having more detailed information about weapons/armor in the HUD? I think I might be dreaming.
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Ana Torrecilla Cabeza
 
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Post » Mon Aug 17, 2009 3:33 pm

Your Oblivion mods were fantastic and Fallout also will be.... It is a pitty that there is no support for international fonts, especially for middle europe..;-)
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Tamara Dost
 
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