[WIPZ/BETA] DarNified UI NV

Post » Fri May 27, 2011 4:14 am

First of all, thanks for v2 DarN.

I have found a bug though that was also present in DUIF3 as well, which concerns the misc section of the data area of the pipboy. The problem is that in notes that are too long, it seems that the Pipboy has a maximum amount of text it can show before it cuts off any remaining text.

Sorry is that was a bit confusing, here's a screenshot to show you :)

http://i51.tinypic.com/jff8sl.jpg

I understand that there probably isnt another note nearly as large as the caravan rules, but i thought that I might just bring it to attention anyway.

Keep up the good work DarN.
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Francesca
 
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Post » Fri May 27, 2011 9:32 am

First of all, thanks for v2 DarN.

I have found a bug though that was also present in DUIF3 as well, which concerns the misc section of the data area of the pipboy. The problem is that in notes that are too long, it seems that the Pipboy has a maximum amount of text it can show before it cuts off any remaining text.

Sorry is that was a bit confusing, here's a screenshot to show you :)

http://i51.tinypic.com/jff8sl.jpg

I understand that there probably isnt another note nearly as large as the caravan rules, but i thought that I might just bring it to attention anyway.

Keep up the good work DarN.


Mr. RADical's Journal does the same thing.
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Shelby Huffman
 
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Post » Fri May 27, 2011 8:33 am

v2 looks absolutely fantastic.

Awesome.
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Marine x
 
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Post » Fri May 27, 2011 9:06 am

Anyone know what pipboy mod that is in DgJames' screenshot?
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Cagla Cali
 
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Post » Fri May 27, 2011 10:40 am

Pipboy Readius: http://www.newvegasnexus.com/downloads/file.php?id=35567

EDIT: Keep in mind that it has a few bugs/limitations though. Most notable one is the lack of pip-light.
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Assumptah George
 
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Post » Fri May 27, 2011 4:23 am

Pipboy Readius: http://www.newvegasnexus.com/downloads/file.php?id=35567

EDIT: Keep in mind that it has a few bugs/limitations though. Most notable one is the lack of pip-light.

Thanks, Knight!
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sally R
 
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Post » Fri May 27, 2011 6:24 am

The new V2 is great! So the only thing left for the basic release are the crafting/modding menus and that kind of stuff?
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Rob Smith
 
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Post » Fri May 27, 2011 7:51 am

The new V2 is great! So the only thing left for the basic release are the crafting/modding menus and that kind of stuff?


companion menu also I think isn't done.
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Kit Marsden
 
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Post » Fri May 27, 2011 8:15 am

Apologies if I have skipped over this:
Will the H20, FOD, LMB, SLP text be scaled and moved down appropriately?

-
Great work, DarN!
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Erin S
 
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Post » Thu May 26, 2011 10:42 pm

sorry if this came up before:

does DarNui allow to raise skills over 100 in the level-up menue? (i am not speaking of gameplay functionality, that is scope of other mods, i know, just of being able to allocate the points)
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N3T4
 
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Post » Thu May 26, 2011 7:23 pm

Greetings and Salutations Master DarN!

I realize you probably have a lot on your plate, I had a few questions about your UI mod. Specifically about compatibility with 3 Level/Skill mods.

http://newvegasnexus.com/downloads/file.php?id=34782 - Level Cap 100 (there are others that raise to various levels, but I figure they are all similar)

http://www.newvegasnexus.com/downloads/file.php?id=35562 - Skill cap to 255 (cap is raised but actual value is not able to be displayed)

http://newvegasnexus.com/downloads/file.php?id=35708 - Skills Bonus at 100+ Skill level

Will your UI be compatible with these mods (or those of similar purpose) or will it cause an issue? I ask because if I'm not mistaken for FO3 there had to be a workaround for similar mods to be compatible with the DUI-FO3.

Thank you in advance for both your time and work. I love you're UI's and have a hard time playing without them. I just want to have a heads-up if I'll have to give up my level increase mods to use your UI. Thanks you again for your time.

My apologies if this has been covered already. I saw BulletSix's post and thought I'd post my questions.

-Razordrake
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FABIAN RUIZ
 
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Post » Fri May 27, 2011 6:06 am

Just dropping by to say that i am one of those who appreciate your work greatly!

By the way, i don't know if it has been suggested yet, but maybe you could make the ammo type indicator be red in HUD? It appears in lower right corner of the screen, next to number of bullets in your gun whenever you use unusual (like armor piercing 0.308 or slugs for shotguns). Problem is, that it doesn't catch an eye and you have to remember to check if you use desired type of ammo, sometimes leading to wasting valuable type without knowing.

Again, thanks for your work!
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Lalla Vu
 
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Post » Thu May 26, 2011 8:59 pm

No problems on my end.

I'm just not a fan of putting the ammo type in the CND box. I'd rather have it right next to the ammo count. Just makes sense.

That would break the layout. Ammocount can get pretty darn high after a while. :)

http://oi53.tinypic.com/11sdsls.jpg

The fonts for the Perks and SPECIAL menus in the Pipboy are off. I edited the appropriate .ini file using the new information in the v2 post, but this is what I get. I don't use any mods that could possibly conflict with yours. Additionally, I'm also experiencing the alignment issue in the DLC menu.

I'm not sure if this next thing is a bug, nor do I know the appropriate terminology required the clearly describe the issue, but submenus (such as settings -> display) are shifted to the left slightly (the same distance away from the text as, say, the "load" menu http://oi53.tinypic.com/29ykz5y.jpg). Is this intended, or are all menus supposed to be perfectly centered?

I don't see anything out of the ordinary with those fonts. I'm aware of the submenu issues with some menus.

Ive noticed the issue with the DLC menu, and Controls menu as well.
Also, in the Items - Weapons menu:
http://www.box.net/shared/s9vskhj7cf - trying to make it link directly to image.
The Icon indicating skill needed is very lonely up there, and the Mods list is colliding with the bottom of the UI.

Could you upload the save game with those weapon mods on it? I have no way of testing this otherwise.

Reporting a possible issue with v2. Appears that Caravan may be broken. When I start a game with someone it brings up the game elements (UI) but the background and cards aren't displayed, it just displays what you were looking at when you started (a little fuzzed out). I disabled the ESP for Darnui, tried it again and it worked. Can anyone else confirm?

I haven't touched the new menus yet. The esp simply changes 2 settings related to the map, and won't affect this at all.

Found a bug, I guess.

http://i51.tinypic.com/11rpy5x.jpg

The bottom line on the right list takes up two spaces even though it fits on one line. Could this possibly be a stray space after the item name and therefor causing the space to make it two lines. If thats the case, its odd because the text is centered so I'm not sure. Its only that item on that list, not the bottom item on every list.

Probably a quirk. I'll keep it in mind.

Ok here i go again with another dumb question

dont judge me...lol

but i use an xbox 360 usb controller for a few of my pc games and i was wondering if there are any plans to add into your UI the xbox 360 buttons in the interface how the default UI has them...like how it shows X or E now for opening and closing menus and stuff like that...instead it would show B or A or RB

if i missed something somewhere about this please just point me in that direction and ill be good to go

The buttons should be working fine with that controller - have you tried?

http://img263.imageshack.us/img263/2736/screenshot0cu.png
resu is 1280x1024

Stray debug string I forgot to remove. :)

Hey Darn! Thanks so much, your work is amazing!
I found some small bugs in version 2. You can see it on screnshots.

http://i51.tinypic.com/2wmdycl.jpg
http://i54.tinypic.com/x3fyic.jpg

p.s. Im sorry, my english maybe bad, i am russian :)

I know about the message menu - still twisting my brain on that one. I'll fix the colors for v3. :)

First of all, thanks for v2 DarN.

I have found a bug though that was also present in DUIF3 as well, which concerns the misc section of the data area of the pipboy. The problem is that in notes that are too long, it seems that the Pipboy has a maximum amount of text it can show before it cuts off any remaining text.

Sorry is that was a bit confusing, here's a screenshot to show you :)

http://i51.tinypic.com/jff8sl.jpg

I understand that there probably isnt another note nearly as large as the caravan rules, but i thought that I might just bring it to attention anyway.

Keep up the good work DarN.

The vanilla notes have a blank line at the end to get around this - Obsidian probably forgot. I must have "fixed" that thing a hundred times already... I'll keep it in mind.

sorry if this came up before:

does DarNui allow to raise skills over 100 in the level-up menue? (i am not speaking of gameplay functionality, that is scope of other mods, i know, just of being able to allocate the points)

It does.
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TIhIsmc L Griot
 
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Post » Fri May 27, 2011 9:11 am

Greetings and Salutations Master DarN!

I realize you probably have a lot on your plate, I had a few questions about your UI mod. Specifically about compatibility with 3 Level/Skill mods.

http://newvegasnexus.com/downloads/file.php?id=34782 - Level Cap 100 (there are others that raise to various levels, but I figure they are all similar)

http://www.newvegasnexus.com/downloads/file.php?id=35562 - Skill cap to 255 (cap is raised but actual value is not able to be displayed)

http://newvegasnexus.com/downloads/file.php?id=35708 - Skills Bonus at 100+ Skill level

Will your UI be compatible with these mods (or those of similar purpose) or will it cause an issue? I ask because if I'm not mistaken for FO3 there had to be a workaround for similar mods to be compatible with the DUI-FO3.

Thank you in advance for both your time and work. I love you're UI's and have a hard time playing without them. I just want to have a heads-up if I'll have to give up my level increase mods to use your UI. Thanks you again for your time.

My apologies if this has been covered already. I saw BulletSix's post and thought I'd post my questions.

-Razordrake

DUI will/should be compatible with all skill mods. DUIF3 has a bug in that code somewhere, which is like carried over here now. It's on the TODO list somewhere...

Just dropping by to say that i am one of those who appreciate your work greatly!

By the way, i don't know if it has been suggested yet, but maybe you could make the ammo type indicator be red in HUD? It appears in lower right corner of the screen, next to number of bullets in your gun whenever you use unusual (like armor piercing 0.308 or slugs for shotguns). Problem is, that it doesn't catch an eye and you have to remember to check if you use desired type of ammo, sometimes leading to wasting valuable type without knowing.

Again, thanks for your work!

I'll consider it.
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Ella Loapaga
 
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Post » Fri May 27, 2011 8:51 am


The buttons should be working fine with that controller - have you tried?


Hey DarN

the buttons themselves work perfectly fine...they just arent showing on the pipboy menus or in the game world when opening a door...where it would normally show something like "e) open container" with a keyboard...with the 360 controller it should show "a) open container" but thats not showing

the only places ive seen the actually acknowledgment of what buttons to use is on the work bench and reload bench and on sub-menus on the start menu i.e. settings>display

i would provide screenshots of what im talking about...but for one im sure you understand what im talking about and secondly i cant take screenshots with the 360 controller plugged in due to it disabling the keyboard and mouse

i know this is a petty thing and im probably doing something wrong again(even though all the text in the game look spectacular)...but if you have any idea on how to fix this and you need any other info ill do my best to provide you with anything you may need
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Eibe Novy
 
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Post » Fri May 27, 2011 3:48 am

I know what you mean - there should be code in the button prefabs to show either KB or XB button imagery depending on what's connected. If it's not reflecting your connected controller, it's probably a bug somewhere. I'll contact you when I get to that part.
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Matt Bee
 
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Post » Fri May 27, 2011 10:11 am

Some overlap between weapon CND and ammo type for certain ammo types only: http://i54.tinypic.com/zn64qb.jpg

Question for DarN and all others: Is the CND label strictly necessary there? Personally, I'd dump it as well as the HP/AP labels since they are really easy to figure out, but the CND label seems especially unnecessary and the extra room would be helpful for ammo types.
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Bethany Short
 
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Post » Fri May 27, 2011 2:28 am

I know what you mean - there should be code in the button prefabs to show either KB or XB button imagery depending on what's connected. If it's not reflecting your connected controller, it's probably a bug somewhere. I'll contact you when I get to that part.



Thanks DarN

i really appreciate the time and effort you've put into this project and helping people out like myself that are having issues
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Emily Shackleton
 
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Post » Thu May 26, 2011 8:48 pm

Some overlap between weapon CND and ammo type for certain ammo types only: http://i54.tinypic.com/zn64qb.jpg

Question for DarN and all others: Is the CND label strictly necessary there? Personally, I'd dump it as well as the HP/AP labels since they are really easy to figure out, but the CND label seems especially unnecessary and the extra room would be helpful for ammo types.

I suppose I could add a setting to remove it. If I can safely identify it that is (it's using a template). Does this overlap happen with the vanilla UI?
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emily grieve
 
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Post » Fri May 27, 2011 1:00 am

I suppose I could add a setting to remove it. If I can safely identify it that is (it's using a template). Does this overlap happen with the vanilla UI?
No. http://i53.tinypic.com/fc5l5s.jpg

Looks like a thinner font makes the difference.

It was painful removing your UI to check that. So big and ugly.
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koumba
 
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Post » Thu May 26, 2011 9:52 pm

No. http://i53.tinypic.com/fc5l5s.jpg

Looks like a thinner font makes the difference.

It was painful removing your UI to check that. So big and ugly.

Well, thanks for going that extra mile, sir. :D

I'll see if I can find a good solution.
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Penny Flame
 
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Post » Thu May 26, 2011 7:14 pm

Cool more DarN food! Version 2!

I have no complaints or requests to be honest - the UI is looking really good. I know that because I have completely forgotten about the UI in-game, which is how it was for Fallout3 - the UI is so good that it doesn't get in my way or clog the screen. With the default menus I kept thinking, "Eeek" every time I saw it.

So thanks for the UI, looking forward to v2 tonight! :celebration:
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Campbell
 
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Post » Fri May 27, 2011 9:14 am

I take it you mean v3, and that might not be tonight. :)
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Keeley Stevens
 
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Post » Thu May 26, 2011 9:40 pm

While I use custom ammo (EMP) from this mod http://www.newvegasnexus.com/downloads/file.php?id=35646 the E overlaps the CND bar a bit.
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Nicole Kraus
 
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Post » Fri May 27, 2011 10:02 am

Greetings and Salutations Master DarN!

I realize you probably have a lot on your plate, I had a few questions about your UI mod. Specifically about compatibility with 3 Level/Skill mods.

http://newvegasnexus.com/downloads/file.php?id=34782 - Level Cap 100 (there are others that raise to various levels, but I figure they are all similar)

http://www.newvegasnexus.com/downloads/file.php?id=35562 - Skill cap to 255 (cap is raised but actual value is not able to be displayed)

http://newvegasnexus.com/downloads/file.php?id=35708 - Skills Bonus at 100+ Skill level

Will your UI be compatible with these mods (or those of similar purpose) or will it cause an issue? I ask because if I'm not mistaken for FO3 there had to be a workaround for similar mods to be compatible with the DUI-FO3.

Thank you in advance for both your time and work. I love you're UI's and have a hard time playing without them. I just want to have a heads-up if I'll have to give up my level increase mods to use your UI. Thanks you again for your time.

My apologies if this has been covered already. I saw BulletSix's post and thought I'd post my questions.

-Razordrake


I agree on the Skill cap 255 mod. A patch is strongly needed for this. Had a look on the files with Notepad++. It seems liks the "levelup_menu.xml" is used by booth mods. Problem for me was, DUI changed so much I couldn't even compare the files. I can show you the changes compared to vanilla file though:

In "data/menu/levelup_menu.xml" change line 293:

to


Line 368:

<_MaxValue> 100 
to
<_MaxValue> 255 


Line 395:

  
to

<!--string>  																								


Hope that helps, I'll try myself.
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Marnesia Steele
 
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