[WIPZ/BETA] DarNified UI NV

Post » Sat May 28, 2011 3:41 am

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.


Ah yes - I was using that, and uninstalled it before installing DarnUI - that must be it. Sorry Darn, my mistake.

I found it a good (minor) feature though - I like shortcut keys. Might be a good thing to implement in DarnUI. ;)
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Chloe :)
 
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Post » Sat May 28, 2011 12:06 am

I agree, Pipware UI has some good features, I kept its companion wheel and scrollbar tweak. It's no DarNUI, of course. ;)
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Rozlyn Robinson
 
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Post » Sat May 28, 2011 12:57 am

As I compare them, I also see that your screenshot has DAM and DPS separated - is that "Old Version" v2 or v3?
"old version" was his first version of fixes for v3, not a released version to us. Actual v3 release will be the really good looking version.
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yessenia hermosillo
 
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Post » Fri May 27, 2011 9:57 pm

Someone uploaded your mod at the Nexus. It was removed minutes later^^

Support Darn, don't cheat on him. He beautyfies our game experience... :rock:
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Marilú
 
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Post » Sat May 28, 2011 1:25 am

Someone uploaded your mod at the Nexus. It was removed minutes later^^

Support Darn, don't cheat on him. He beautyfies our game experience... :rock:


Amen. I reported the file, and also left a comment saying it was a bad idea. Comments gone now that the file is. We got your back DarN. B)

Don't jump the gun people. DarN has already said it will be uploaded when it's ready.
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Marine Arrègle
 
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Post » Sat May 28, 2011 2:37 am

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?

I don't think that number was red before.

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!

The page is up already - you just can't see it. It'll be there as soon as all menus are covered and bugs are squished. Before I add any NVSE functionality.

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.

Yup.

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.

Sure.

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!

The pics I posted are wip pics of v3 - out this weekend. Thanks for the container menu pic though. Need to rember to do that one too. :)

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.

Ah! That looks like a good idea. I was debating what to do with those.

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

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

That would almost certainly require NVSE. The items are only accessible from within themselves in xml. Tricky stuff those lists.

I agree, Pipware UI has some good features, I kept its companion wheel and scrollbar tweak. It's no DarNUI, of course. ;)

Which scrollbar tweak is that?

Someone uploaded your mod at the Nexus. It was removed minutes later^^

Support Darn, don't cheat on him. He beautyfies our game experience... :rock:

Happens all the time it seems. Good looking out folks. :)
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Danel
 
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Post » Fri May 27, 2011 8:03 pm

I agree, Pipware UI has some good features, I kept its companion wheel and scrollbar tweak. It's no DarNUI, of course. ;)


That's not the scope of it, it's mainly supposed to be largely the default looking interface with some enhancements/fixes.
As long as there is no silent scavenging of features going on, i don't have a problem with some things making it into other UI Mods.
I've just seen it too often that people get "heavily inspired" and silently incorporate parts/ideas from elsewhere, then "selling" it all as an original package, be it just by omitting any references/credits.
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Ernesto Salinas
 
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Post » Sat May 28, 2011 9:30 am

You let me know if I scavenge anything then. I take requests left and right here...
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DeeD
 
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Post » Fri May 27, 2011 10:11 pm

Given that you are the foremost expert on the UI xml files, do you know of anything within them that defines which parts of interfaceshared0.dds are not altered by your choice of UI colour?
I know that there is a setting somewhere that prevents sections from changing colour because the main cursor is using a shared alpha map with the rest of the HUD but does not change colour.
I ask because I'd like to incorporate red into my Crosshair mod, and whilst it works with the white or amber UIs, blue and green both change the red dot to black.
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Sun of Sammy
 
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Post » Sat May 28, 2011 12:56 am

That's not the scope of it, it's mainly supposed to be largely the default looking interface with some enhancements/fixes.
As long as there is no silent scavenging of features going on, i don't have a problem with some things making it into other UI Mods.
I've just seen it too often that people get "heavily inspired" and silently incorporate parts/ideas from elsewhere, then "selling" it all as an original package, be it just by omitting any references/credits.


And you're sure I couldn't think exactly the same of you? I'm sure Darn doesn't need to "scavange" anything, as he was there right from the beginning in Oblivion.

I also think that it's a personal decision what I decide is inside the scope of it. If I decide I like your companion wheel and scrollbar tweak more then the one that comes with Darns UI, then I use this in conjunction with Darns mod. If you think it's not appropriate to not play your mod like you intended it to be and try to force people to play it the way you want it, then you're very wrong. Sorry...but just compare the changes that you made to thoose of Darn. I think if he'd like to do the changes you've made, they where already inside DUINV... :rolleyes:

Given that you are the foremost expert on the UI xml files, do you know of anything within them that defines which parts of interfaceshared0.dds are not altered by your choice of UI colour?
I know that there is a setting somewhere that prevents sections from changing colour because the main cursor is using a shared alpha map with the rest of the HUD but does not change colour.
I ask because I'd like to incorporate red into my Crosshair mod, and whilst it works with the white or amber UIs, blue and green both change the red dot to black.


Try to modifie the .dds files directly. This will create less compatibillity problems with darns mod. Just extract the "textures/interfaceshared0.dds" and change the crosshair to a colour that becomes red with your HUD-colour preferences. You can do this with http://www.gimp.org/ and http://code.google.com/p/gimp-dds/downloads/list. It's very easy. Just make sure to safe in the correct format.
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April
 
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Post » Fri May 27, 2011 9:45 pm

Given that you are the foremost expert on the UI xml files, do you know of anything within them that defines which parts of interfaceshared0.dds are not altered by your choice of UI colour?
I know that there is a setting somewhere that prevents sections from changing colour because the main cursor is using a shared alpha map with the rest of the HUD but does not change colour.
I ask because I'd like to incorporate red into my Crosshair mod, and whilst it works with the white or amber UIs, blue and green both change the red dot to black.

There should be no difference as far as blue/green or amber/white is concerned AFAIK... To get the texture to use its built-in colors, use &nosystemcolor; in the image element.

	 &noglow_branch; 	  	 <!-- DarN 63 -->		 63 						 75  <!-- DarN 75 -->			

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Hayley O'Gara
 
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Post » Sat May 28, 2011 12:26 am

I also think that it's a personal decision what I decide is inside the scope of it. If I decide I like your companion wheel and scrollbar tweak more then the one that comes with Darns UI, then I use this in conjunction with Darns mod.


I think you misunderstood what was said there, look at the last part of the post i was replying to.
I was talking about the scope of it from a development standpoint, not the "scope" of what you or anyone else might do with files they download - of course people sometimes mix and match parts locally.
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Peter lopez
 
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Post » Fri May 27, 2011 10:43 pm

There should be no difference as far as blue/green or amber/white is concerned AFAIK... To get the texture to use its built-in colors, use &nosystemcolor; in the image element.

	 &noglow_branch; 	  	 <!-- DarN 63 -->		 63 						 75  <!-- DarN 75 -->			


Thanks DarN
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Alba Casas
 
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Post » Sat May 28, 2011 10:09 am

Good edit there, rebb. :)


Thanks DarN

You bet.

Are you trying to add a red reticle? In that case the black is probably the result of the game adding color to it. I'm not that proficient in this stuff, but I guess blue/green uses more the other side of the spectrum, thus producing a different reaction in the colors. Systemcolor is changed depending on a few factors - in DUI even more so, as it supports custom colors separate from the games'.
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lolly13
 
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Post » Sat May 28, 2011 6:36 am

Hi there... just stumbled across this and i really like it. In other screenshots i saw a.. (x)panel.. showing stats and hunger, h2o, sleep, radiation and stuff on the right side.
Im sorry if this has been asked before, i simply dont have the time to read through all coments.. will you make this panel available again and what would be a rough eta on that? :)

Thanks anyway!
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cassy
 
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Post » Fri May 27, 2011 10:23 pm

You saw DUIF3. All that stuff will be there once NVSE is out. :)
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Pete Schmitzer
 
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Post » Fri May 27, 2011 11:20 pm

Amazing! Cant wait :)
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Lucky Girl
 
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Post » Sat May 28, 2011 3:43 am

This is conceptual, not a request per se, but I was wondering if it would be possible to change the crosshair depending on what type of ammo you have loaded?
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Beast Attire
 
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Post » Fri May 27, 2011 10:05 pm

This is conceptual, not a request per se, but I was wondering if it would be possible to change the crosshair depending on what type of ammo you have loaded?

Sure, it's possible. Not by xml alone though, unless you want one for special ammo and one for normal, disregarding the different types.
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KRistina Karlsson
 
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Post » Sat May 28, 2011 5:56 am

So, with NVSE it could be done?

In my previous play-through of FO3 I had the entire HUD turned off except the crosshair, but NV has more necessary information than FO3 had.

Then again, since NV has iron sights, I don't need the crosshair either, so I may have to rethink that as well.
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Tamara Dost
 
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Post » Sat May 28, 2011 4:44 am

Good edit there, rebb. :)



You bet.

Are you trying to add a red reticle? In that case the black is probably the result of the game adding color to it. I'm not that proficient in this stuff, but I guess blue/green uses more the other side of the spectrum, thus producing a different reaction in the colors. Systemcolor is changed depending on a few factors - in DUI even more so, as it supports custom colors separate from the games'.


Yeah I knew why it was happening; the white UI isn't actually applying any sort of tint at all, and when you add amber (a very red heavy yellow) to red you just end up with red, whereas green and blue both primary colours (in light) that contain no red. I just had no idea how to prevent it from happening. I'm useless with any sort of coding and the xml files just look like gibberish to me. I just don't understand how they work at all. I can pick up how to modify them pretty easily if someone tells me what to do, but I don't have that deeper understanding that you obviously do of why and how they work.
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x_JeNnY_x
 
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Post » Fri May 27, 2011 8:44 pm

So, with NVSE it could be done?

In my previous play-through of FO3 I had the entire HUD turned off except the crosshair, but NV has more necessary information than FO3 had.

Then again, since NV has iron sights, I don't need the crosshair either, so I may have to rethink that as well.

With NVSE, yes. Any info exposed by the game to a std mod can be added to the UI with NVSE - XML combos.

Yeah I knew why it was happening; the white UI isn't actually applying any sort of tint at all, and when you add amber (a very red heavy yellow) to red you just end up with red, whereas green and blue both primary colours (in light) that contain no red. I just had no idea how to prevent it from happening. I'm useless with any sort of coding and the xml files just look like gibberish to me. I just don't understand how they work at all. I can pick up how to modify them pretty easily if someone tells me what to do, but I don't have that deeper understanding that you obviously do of why and how they work.

The reticle's color is hardcoded by the game. It's located in hudtemplates.xml as "reticle_center". DUI uses a semi-cloned version. If you're willing to do some xml work, you can always make an image positioned where the reticle is and set the originals' width&height to 0. Here's DUI's reticle:
	<_isRed>				 &hudalt; 		  	 Interface\InterfaceShared.tai 			 64 														 64 						 2 						 9 						<!--  &scale;  -->			 &uselocalcolor; 					 256 											  							  	  	  	  	  								 255 						

All you need for your version is filename and syscolor adjustments. Oh, and the _isRed algo is needed to detect when it should in fact be red... No need to replace textures with this approach, though you'll be replacing xml files instead...

edit: I'll be happy to make this work for you if you decide to go this way with it.
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Mark Hepworth
 
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Post » Sat May 28, 2011 6:05 am

That's not the scope of it, it's mainly supposed to be largely the default looking interface with some enhancements/fixes.
As long as there is no silent scavenging of features going on, i don't have a problem with some things making it into other UI Mods.
I've just seen it too often that people get "heavily inspired" and silently incorporate parts/ideas from elsewhere, then "selling" it all as an original package, be it just by omitting any references/credits.


I agree with you for the most part of course. Taking the work of others and claiming it as your own is insulting to the original modder. But you can't confuse that actual work done with the end result. If DarN (just using you as an example) happens to end up with a similar looking end result there nothing you can really complain about as long as he writes it himself from scratch. As Apple once learned when Microsoft released Windows, You can't patent a look and/or feel.

If two people traveling two different unconnected paths end up at the same location they each still get to claim sole credit for their individual journey.
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Kat Lehmann
 
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Post » Sat May 28, 2011 12:41 am

If the decent way to do something is pretty obvious. one just does it that way, as that's the way you'd want it to be. This being as obvious as it is, someone else is very likely to have done it the same way, no? It's now a matter of being the first.

Either way, I'm not up to date with other UI mods, save a few screenshot glances here and there, which is why I requested he let me know should I be appearing "heavily inspired" n' all.
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carla
 
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Post » Sat May 28, 2011 11:17 am

Hello there,
first things first - thanks for all the hard work - this is the best mod available for UI.

one question though - out of sentiment i use revelation mod for NV atm, which turns all
windows/dialogs etc into old Fallout1/2 stylish look.

in F3 there was a compliance mod allowing to use your mod with Revelation.


Its probably to early to ask for one now, but would it be possible to extract somehoe a simple mod just for HUD ?
the default one is very big, and i would love to use your version of HUD - but if i'll use your mod it'll mess up the revelation one

Any chances for that ?
regards
Thanks
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Nicole Mark
 
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