[WIPZ/BETA] DarNified UI NV

Post » Sat May 28, 2011 4:43 am

Just a quick note. I noticed that the number of rads gained when drinking from an irradiated water source is no longer highlighted in red in v2. I believe it was highlighted in v1?
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Ana
 
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Post » Sat May 28, 2011 1:41 am

Just a quick note. I noticed that the number of rads gained when drinking from an irradiated water source is no longer highlighted in red in v2. I believe it was highlighted in v1?

Highlighted where?
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Roanne Bardsley
 
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Post » Sat May 28, 2011 12:59 am

Off to bed - v3 out this weekend.
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Britta Gronkowski
 
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Post » Sat May 28, 2011 6:36 am

The second version of the gun stats looks good. Boy, does that empty space between DAM and the STR requirement look tempting for a spread stat when NVSE is available :)
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Rebecca Clare Smith
 
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Post » Sat May 28, 2011 12:06 am

Highlighted where?


My bad, here's a screen shot: http://img10.imageshack.us/img10/7161/screenshot6py.png Wasn't that figured highlighted in red in the previous version?

Also, using the preliminary New Vegas Mod Manager, it seems that removing archive invalidation also deactivates your mod.
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Haley Cooper
 
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Post » Sat May 28, 2011 3:31 am

Also, using the preliminary New Vegas Mod Manager, it seems that removing archive invalidation also deactivates your mod.
The "load loose files" box seems to get unticked every time you open the "data files" menu of the launcher.

You need that box ticked in order to force the game to look beyond the BSA archives, so you could try using the launcher to turn it back on again.

No idea why you would ever remove archive invalidation, though.
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Nick Pryce
 
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Post » Fri May 27, 2011 7:53 pm

Darn, Just wanted to say I really appreciate the work you've put in for all your UI mods and especially FO:NV! :-)

May I suggest you upload your UI mod to the Nexus FO:NV site? There are many members over there that don't know you have a UI mod since it's not on the site.

Thanks and keep up the great work!
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Cameron Wood
 
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Post » Sat May 28, 2011 6:19 am

Darn, Just wanted to say I really appreciate the work you've put in for all your UI mods and especially FO:NV! :-)

May I suggest you upload your UI mod to the Nexus FO:NV site? There are many members over there that don't know you have a UI mod since it's not on the site.

Thanks and keep up the great work!


He's said he will once at v3 I think it was.
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Noely Ulloa
 
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Post » Fri May 27, 2011 10:18 pm

Beautiful work as always, Darn.

I don't think this has been mentioned yet (at least in this thread), but it seems like the shortcut key to exit the companion-wheel ('E') no longer displays or works with DarnUINV v2 installed. Easy to miss if you haven't yet encountered a companion in-game, I guess. ;)

That's about the only bug I've seen that hasn't already been mentioned, though.
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Stephy Beck
 
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Post » Sat May 28, 2011 1:16 am

I don't think this has been mentioned yet (at least in this thread), but it seems like the shortcut key to exit the companion-wheel ('E') no longer displays or works with DarnUINV v2 installed. Easy to miss if you haven't yet encountered a companion in-game, I guess. ;)


Have you been using PipWare UI by any chance ?
Because the default Comanion-Wheel of the Game doesn't display (E) and the xml of it points to a non-existant Button, and Darn's Packages contain no Companion-Wheel XML.
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CRuzIta LUVz grlz
 
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Post » Sat May 28, 2011 4:17 am

Hey Darn,

First off, sorry if this has been asked/answered, I didn't see it mentioned in my brief search of the thread. I was curious to know if you had planned to on Hunger, Thirst and Sleep bars for the HUD (similar to the resist bars you could add in FO3) for those of us who play hardcoe.

note: I don't actually have the game yet, as all the talk about instability has kinda scared me off...but when I do get around to picking it (probably after I upgrade my computer) it would be nice to have your great UI mod to go with it. I have a bad habit of getting my mods BEFORE I get my game <_<
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Irmacuba
 
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Post » Sat May 28, 2011 1:12 am

Hey Darn,

First off, sorry if this has been asked/answered, I didn't see it mentioned in my breif search of the thread. I was curious to know if you had planned to on Hunger, Thirst and Sleep bars for the HUD (similar to the resist bars you could add in FO3) for those of us who play hardcoe.



I'll save Darns fingers here. Pretty sure this is what he said when he answered this the last time. Yes he's planning to do it, but it's not possible without NVSE which the other guys are still working on.
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Alexx Peace
 
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Post » Sat May 28, 2011 1:56 am

I'll save Darns fingers here. Pretty sure this is what he said when he answered this the last time. Yes he's planning to do it, but it's not possible without NVSE which the other guys are still working on.

Thanks for the quick reply. Makes sense enough...hopefully NVSE will be out soon :D
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Andrew
 
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Post » Fri May 27, 2011 11:39 pm


note: I don't actually have the game yet, as all the talk about instability has kinda scared me off...but when I do get around to picking it (probably after I upgrade my computer) it would be nice to have your great UI mod to go with it. I have a bad habit of getting my mods BEFORE I get my game <_<


It's really quite stable if you have maintained your computer properly. The console versions I think are not faring so well, though.
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Kat Stewart
 
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Post » Sat May 28, 2011 7:59 am

DarN, you are a design master. Why Bethesda (and/or other companies whose games you deign to improve) hasn't just offered you giant stacks of cash for your skills I'll never understand; your UI is always leaps and bounds better than what they come up with. Looking forward to a more complete version - but this is already twice as playable as the default!

It's really quite stable if you have maintained your computer properly. The console versions I think are not faring so well, though.

It's true, it's fairly stable for some of us; but I wouldn't say that's because we've "maintained our computers properly". That sounds intensely elitist and, considering the history of Bethesda and Obsidian, extremely unlikely. Despite its relative stability I still encounter a constant flow of minor bugs, so I'm not about to claim the devs put together a solid game and any problems are the fault of the users.
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Destinyscharm
 
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Post » Sat May 28, 2011 8:24 am

I knew removing those bars would make it look better!

And yeah, I figured the Spread value would require NVSE, but it'll be coming out soon enough (last I heard was a possible release for next week!).
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amhain
 
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Post » Sat May 28, 2011 5:17 am

Thank you for being patient with me Darn, didn't mean to jump the gun. Thanks for your work on version 2! :celebration:
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Amanda savory
 
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Post » Sat May 28, 2011 11:40 am

Yes, the no lines version looks better, imho.

and btw. thanks for doing your UI, for keeping up and kindly answering all questions/requests. Its much appreciated! :)
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glot
 
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Post » Fri May 27, 2011 9:03 pm

No lines looks much better!
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David Chambers
 
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Post » Sat May 28, 2011 3:29 am

The "load loose files" box seems to get unticked every time you open the "data files" menu of the launcher.

You need that box ticked in order to force the game to look beyond the BSA archives, so you could try using the launcher to turn it back on again.

No idea why you would ever remove archive invalidation, though.


EDIT: Ignore me. Turns out I'm an idiot. No problem with NVMM or Archive Invalidation.
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Donatus Uwasomba
 
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Post » Sat May 28, 2011 10:57 am

Hi Darn,

I was wondering at the feasibility of a factions/reputation metre at some point in the future. I imagine it would be something that would require NVSE.

So what do I mean by factions/reputations? Well, something that reflects your current standing with the major groupings in the game so you know at a glance where you stand with a particular and therefore, when you need to make a decision that could affect your standing with any faction, you can base your decisions on knowing more accurately where you are with them.

Just a thought.
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Albert Wesker
 
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Post » Sat May 28, 2011 8:40 am

http://ui.darnified.net/wip/DUIFONV/v1/DUIFONV_InventoryWeapons3.jpg - http://ui.darnified.net/wip/DUIFONV/v1/DUIFONV_InventoryWeapons2.jpg

Open in 2 tabs and flip to see diff. I scaled it a bit too.


Hmm, that's strange. I was just about to post a bug report about the mod list in v2 spilling out its box, both in the pipboy inventory and in the container menu - but in your "before" screenshot it doesn't.

This is what it looks like for me:

Container menu - http://www.bast-enterprises.de/images/Mod_spillover_DarN.jpg - http://www.bast-enterprises.de/images/Mod_spillover_Vanilla.jpg (Note that vanilla overspills, too, and looks even worse)

Pipboy inventory - http://www.bast-enterprises.de/images/Mod_spillover_Pip_DarN.jpg - http://www.bast-enterprises.de/images/Mod_spillover_Pip_Vanilla.jpg

As I compare them, I also see that your screenshot has DAM and DPS separated - is that "Old Version" v2 or v3?


In any case, thank you so much for your UIs, which I have been using religiously since Oblivion. Thank you for turning good games into fantastic ones!
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Kelly Osbourne Kelly
 
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Post » Sat May 28, 2011 3:17 am

So Darn, do you think you'll tweak the hardcoe meters for a later version? Something along the lines of http://img513.imageshack.us/img513/8267/darnuimockup2c.jpg, where the bars are just made longer, is probably good enough. At the moment it's hard to read much from the bars.
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Isabell Hoffmann
 
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Post » Sat May 28, 2011 3:36 am

That's why you have the numbers.

New version with the split up DMG/DPS and without the lines looks great. And the weapons spread is a must once NVSE gets released since we don't have any type of weapon scanner mods (FWE had one but it used FOSE).
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Matthew Warren
 
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Post » Fri May 27, 2011 8:31 pm

Someone suggested I post this in your thread, dealing with the crafting menu:

Crafts you can complete are already automatically highlighted (if you've got all the ingredients and other requirements). What I'd like is for all the stuff you can currently make to be at the top of the craft menu, then all the stuff you don't have all the parts for below that, and anything you don't have the [ED: skill] requirements for can go below them. Would probably require either a UI overhaul or a script extender with string functions, though.


Not sure if you can change the ordering of items in the various menus, but would be cool if you could.
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Greg Swan
 
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