[WIPZ] DarNified UI FONV

Post » Fri May 27, 2011 5:21 am

I'm not too sure. Space is getting pretty cramped down there now...

If not, would it be possible to make it switch between DPS/DAM a little faster?
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NIloufar Emporio
 
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Post » Fri May 27, 2011 6:09 pm

That's also a possibility.
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Kay O'Hara
 
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Post » Fri May 27, 2011 12:03 pm

this mod is very nice, i love it in fo3 ^^°

when is it beta release?
i cant wait ^^°
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Emerald Dreams
 
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Post » Fri May 27, 2011 10:56 am

Yeah, separating DAM and DPS or making the transition faster would help out a lot.

That being said, I really like it that you have those two stats now instead of just one (compared to FO3) :)
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Ian White
 
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Post » Fri May 27, 2011 1:00 pm

Looks like your making great progress DarN, I understand your main focus is to get a DUIF3 version out but was wondering if some time in the future you would be able to possible add some kind of better inventory sorting than what vanilla offers. This mod here seems to be going in the right direction ( http://www.newvegasnexus.com/downloads/file.php?id=34950 ) but I was curious if its possible to add more inventory categories? For example the 'Misc' section of the inventory is packed with items, there a chance to expand this to have more?
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Harry-James Payne
 
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Post » Fri May 27, 2011 5:42 pm

Hey Darn, I dunno if you do this kinda thing but can I make some usability suggestions for the UI. I don't know how doable any of this stuff is, or even if anyone agrees but I think it'd make some of the interactions a bit slicker.

- Change the binding for the Barter and speech menu so that you can change page, scroll up and down and select with WASD and E.
- Stop the cursor from overriding the up and down arrows so that you can still use the keyboard to make selections without having to make sure the cursor isn't hovering over the selection box
- Change the companion wheel into a hold and drag "mouse gesture" type interface, ie instead of pressing E and then clicking with the cursor, change it so that you hold down E on the NPC, sweep the mouse in the direction of the command you want and then let go of E to select. Like how the command interface is in Battlefield.
- Add a hotkey that allows you to turn the radio on/off without using the pipboy menu. It's nice to have the radio on while wandering around but it's a pain to turn it off if you get to a particularly important bit of the plot.
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Syaza Ramali
 
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Post » Fri May 27, 2011 4:20 am

That mod changes the item names I think, that's why they get ordered it's not related to the UI, you can use that mod along with UI mods. Don't want to speak for DarN but I don't think this is what his UI is about.
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Roddy
 
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Post » Fri May 27, 2011 9:53 am

Hey Darn, I dunno if you do this kinda thing but can I make some usability suggestions for the UI. I don't know how doable any of this stuff is, or even if anyone agrees but I think it'd make some of the interactions a bit slicker.

- Change the binding for the Barter and speech menu so that you can change page, scroll up and down and select with WASD and E.
- Stop the cursor from overriding the up and down arrows so that you can still use the keyboard to make selections without having to make sure the cursor isn't hovering over the selection box
- Change the companion wheel into a hold and drag "mouse gesture" type interface, ie instead of pressing E and then clicking with the cursor, change it so that you hold down E on the NPC, sweep the mouse in the direction of the command you want and then let go of E to select. Like how the command interface is in Battlefield.
- Add a hotkey that allows you to turn the radio on/off without using the pipboy menu. It's nice to have the radio on while wandering around but it's a pain to turn it off if you get to a particularly important bit of the plot.


Good suggestions but I think most of them will need the script extender to be released, I especially like the radio hotkey.
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Christie Mitchell
 
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Post » Fri May 27, 2011 12:56 pm

Darn, do you have any estimates when will you release your mod?

I hate consolized interface of F3 and F:NV and cannot play the game with it. I would really love to use your mod just like I did in Oblivion, but on the other hand I want to play the game very much. There are some GUI mods, but none I would like more than what I see in your WIP screenshots. I don't want to dabble with uninstalling them after yours is released. So...any date? :)
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mimi_lys
 
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Post » Fri May 27, 2011 4:13 am

That mod changes the item names I think, that's why they get ordered it's not related to the UI, you can use that mod along with UI mods. Don't want to speak for DarN but I don't think this is what his UI is about.


Aye it does, what I meant was adding more categories, rather than just having Weapons, Apparel, Aid , Misc , Ammo etc, or provide support for it, i understand that each item in the game is prefixed to automatically fall into a certain category and by no mean an easy task to change all those prefix's but its something that would make the inventory management of this game much more forgiving.
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Brian Newman
 
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Post » Fri May 27, 2011 5:16 pm

Darn, do you have any estimates when will you release your mod?

I hate consolized interface of F3 and F:NV and cannot play the game with it. I would really love to use your mod just like I did in Oblivion, but on the other hand I want to play the game very much. There are some GUI mods, but none I would like more than what I see in your WIP screenshots. I don't want to dabble with uninstalling them after yours is released. So...any date? :)


There will be something to try out this weekend folks. :D

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Inol Wakhid
 
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Post » Fri May 27, 2011 4:53 pm

Thank you good sir.
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Catherine Harte
 
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Post » Fri May 27, 2011 6:11 pm

Keep up the good work Darn! Loved your stuff on Oblivion and Fallout 3, and I can't wait for your New Vegas mod.
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Ilona Neumann
 
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Post » Fri May 27, 2011 5:46 pm

Looks like your making great progress DarN, I understand your main focus is to get a DUIF3 version out but was wondering if some time in the future you would be able to possible add some kind of better inventory sorting than what vanilla offers. This mod here seems to be going in the right direction ( http://www.newvegasnexus.com/downloads/file.php?id=34950 ) but I was curious if its possible to add more inventory categories? For example the 'Misc' section of the inventory is packed with items, there a chance to expand this to have more?

I don't think this is possible currently. NVSE will hopefully prove me wrong at one point.

Hey Darn, I dunno if you do this kinda thing but can I make some usability suggestions for the UI. I don't know how doable any of this stuff is, or even if anyone agrees but I think it'd make some of the interactions a bit slicker.

- Change the binding for the Barter and speech menu so that you can change page, scroll up and down and select with WASD and E.
- Stop the cursor from overriding the up and down arrows so that you can still use the keyboard to make selections without having to make sure the cursor isn't hovering over the selection box
- Change the companion wheel into a hold and drag "mouse gesture" type interface, ie instead of pressing E and then clicking with the cursor, change it so that you hold down E on the NPC, sweep the mouse in the direction of the command you want and then let go of E to select. Like how the command interface is in Battlefield.
- Add a hotkey that allows you to turn the radio on/off without using the pipboy menu. It's nice to have the radio on while wandering around but it's a pain to turn it off if you get to a particularly important bit of the plot.

This is all stuff that would have to be considered later - after the layout is final.
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celebrity
 
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Post » Fri May 27, 2011 9:44 am

I don't think this is possible currently. NVSE will hopefully prove me wrong at one point.


This is all stuff that would have to be considered later - after the layout is final.


Hope so with NVSE :)
Must admit im reluctant to continue playing at this point (made it to Novac) Beth should be sending you a gift for your work on the UI, why they didnt just ask you to design it for them in the first place is beyond me.

Anyhoo, hows the current UI version coming along, anything for us to test for you? ;)
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willow
 
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Post » Fri May 27, 2011 5:51 pm

I'm not sure if it is possible by just modifying the XML, but I'd like to see an option in the config file to not show your alignment when you hover over places in the Pip-Boy maps. This would be helpful for people that play with mods like Immersive Karma and Faction. Those mods don't let you know when they go up or down, so seeing it in the map would be a giveaway.

I've tried modifying the game setting sAlignNeutral and setting it to a NULL string, but that didn't work. It may be one of those values they have hardcoded. I'll continue to look at the XML and see if I can find a way around it,
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Sammykins
 
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Post » Fri May 27, 2011 4:45 pm

Anyhoo, hows the current UI version coming along, anything for us to test for you? ;)

Going quite well. I'm currently sorting out some HUD/VATS bugs, and after that I thought I'd release the first test version here. The new repair indicator is a bit tricky to place though, and the h2o, etc meters remains to deal with.

I'm not sure if it is possible by just modifying the XML, but I'd like to see an option in the config file to not show your alignment when you hover over places in the Pip-Boy maps. This would be helpful for people that play with mods like Immersive Karma and Faction. Those mods don't let you know when they go up or down, so seeing it in the map would be a giveaway.

I've tried modifying the game setting sAlignNeutral and setting it to a NULL string, but that didn't work. It may be one of those values they have hardcoded. I'll continue to look at the XML and see if I can find a way around it,

I'll keep an eye out.
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FABIAN RUIZ
 
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Post » Fri May 27, 2011 6:48 am

Awesome, great to see work on this so soon after release. I have to say I'm impressed at how quickly people started modding or transfering mods from FO3 to NV, I've been doing nothing but play it since Friday :P
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quinnnn
 
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Post » Fri May 27, 2011 3:35 pm

Is it possible to make a mod that only separates DAM / DPS and doesn't do anything else? This annoys me so much, and while I'll definitely check out completely re-arranged GUIs later, right now I want to just play with everything normal, but have no idea why they made this ridiculous, poor design choice to have a fading stat on a GUI that has enough room for both to be listed.
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Anna Krzyzanowska
 
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Post » Fri May 27, 2011 7:04 am

Is it possible to make a mod that only separates DAM / DPS and doesn't do anything else? This annoys me so much, and while I'll definitely check out completely re-arranged GUIs later, right now I want to just play with everything normal, but have no idea why they made this ridiculous, poor design choice to have a fading stat on a GUI that has enough room for both to be listed.


Darn's Gui doesn't completely rearrange anything. All it does is turns the huge "designed for console" default interface, which are designed for low resolution large screen TVs into one that is designed to be run on a high resolution small screen monitors. There is really nothing on there that has been changed because of personal taste, it's purely functional.
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Lady Shocka
 
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Post » Fri May 27, 2011 5:00 am

Really can't wait to see your first release. I'm in urge of a smaller HUD UI. Good luck and make us happy soon.
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Jordyn Youngman
 
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Post » Fri May 27, 2011 11:26 am

I'm getting closer.

http://ui.darnified.net/wip/DUIFONV/v1/wipHUD1.jpg - http://ui.darnified.net/wip/DUIFONV/v1/wipVats1.jpg

I've got the horizontal pos of the repair indicator down now - took all day... The thing is globally positioned from code, so needs to be translated down to DUI coords. The VATS bugs are the usual suspects...

Once these are sorted, I'll put up a test version. :)

Code for the nerdy:

...snip...<_diffX> <!-- DarN Translate coords from screen to DUI local -->																			...snip		

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Micah Judaeah
 
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Post » Fri May 27, 2011 10:19 am

Good thing i won't be getting the game until tuesday; i get to play from the start with your mod :D I have to wonder, with all the mod ideas they used for NV, why wasn't your UI one of them? That's the one almost everyone will mention as essential :unsure:
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rheanna bruining
 
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Post » Fri May 27, 2011 3:49 am

Good thing i won't be getting the game until tuesday; i get to play from the start with your mod :D I have to wonder, with all the mod ideas they used for NV, why wasn't your UI one of them? That's the one almost everyone will mention as essential :unsure:


I know what you mean, im very tempted to actually start a new game with DarNs UI, I expect the reason they didnt use DarNs is because its pretty specific to PC which makes it incompatable with console which is almost backwards thinking because thier UI isnt really PC compatible. go figure.

If i knew anything about XML DarN I would gladly give you a hand tracking down UI coordinates, unfortunately I only know how to fiddle with the GECK in terms of mesh design and scripting. Hope you sqush those bugs rather quickly :)
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evelina c
 
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Post » Fri May 27, 2011 4:17 am

I have to wonder, with all the mod ideas they used for NV, why wasn't your UI one of them? That's the one almost everyone will mention as essential :unsure:
If I remember correctly they gave some half baked reason that many people are still using the old style T.V. sets http://planettrash.files.wordpress.com/2007/10/tv2_0570.jpg?w=470 and would make the fonts too hard to see.
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Tamara Dost
 
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