[WIPZ] DarNified UI FONV

Post » Fri May 27, 2011 1:55 pm

When you say edit the ini. Am I overwriting what's currently under [fonts] with what you posted in the OP, semi-colons and all? I'm a bit confused on your wording.
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Dean
 
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Post » Fri May 27, 2011 3:21 pm

Loving the UI so far, most problems are just stuff you haven't got to yet.

However, I'm seeing a bug on the HUD. When I use a Sniper Rifle the maximum condition arrows on the condition bar are right at the top, even though the PipBoy shows them at about 70% condition. It only seems to happen with this gun; others are unaffected.

http://img46.imageshack.us/img46/7338/screenshot2hd.png
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Sara Johanna Scenariste
 
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Post » Fri May 27, 2011 5:10 am

Just a suggestion Darn and we might get a show of hands as well.

Ever since Oblivion I have removed the NPC Markers and the POI Markers from the game because I dont like being led by the hand.I like to find them myself.

I just edited the Data\menus\prefabs\DUINVSettings.xml myself to remove them.

Was wondering if this should be the default way the mod is released?

If anyone wants to do this themselves open the above file and edit the lines below to read in the Compass section ....

<!--~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Compass ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-->
<_HUDShowCompass> 1 <!-- [1] Show compass? -->
<_HUDDetachCompass> 0 <!-- [0] Detach compass from HP Info? -->
<_HUDCompass_X> 649 <!-- [649] Compass position when detached - -->
<_HUDCompass_Y> -900 <!-- [-900] Rel. HPInfo position -->
<_HUDCompassFrame> 1 <!-- [1] Draw compass frame when detached? -->
<_HUDShowQuestMarkers> 0 <!-- [1] Show Quest and Player markers? -->
<_HUDShowLandmarks> 0 <!-- [1] Show landmarks/locations? -->
<_HUDShowNPC> 0 <!-- [1] Show friendly npc's? -->
<_HUDShowEnemies> 0 <!-- [1] Show hostile npc's? -->
<_HUDMarkEnemies> 0 <!-- [1] Differentiate between enemy/friendlies?-->


Your POI and NPC markers will be removed.

Regards
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brandon frier
 
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Post » Fri May 27, 2011 12:54 pm

Just a suggestion Darn and we might get a show of hands as well.

Ever since Oblivion I have removed the NPC Markers and the POI Markers from the game because I dont like being led by the hand.I like to find them myself.

I just edited the Data\menus\prefabs\DUINVSettings.xml myself to remove them.

Was wondering if this should be the default way the mod is released?

If anyone wants to do this themselves open the above file and edit the lines below to read in the Compass section ....

<!--~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Compass ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-->
<_HUDShowCompass> 1 <!-- [1] Show compass? -->
<_HUDDetachCompass> 0 <!-- [0] Detach compass from HP Info? -->
<_HUDCompass_X> 649 <!-- [649] Compass position when detached - -->
<_HUDCompass_Y> -900 <!-- [-900] Rel. HPInfo position -->
<_HUDCompassFrame> 1 <!-- [1] Draw compass frame when detached? -->
<_HUDShowQuestMarkers> 0 <!-- [1] Show Quest and Player markers? -->
<_HUDShowLandmarks> 0 <!-- [1] Show landmarks/locations? -->
<_HUDShowNPC> 0 <!-- [1] Show friendly npc's? -->
<_HUDShowEnemies> 0 <!-- [1] Show hostile npc's? -->
<_HUDMarkEnemies> 0 <!-- [1] Differentiate between enemy/friendlies?-->


Your POI and NPC markers will be removed.

Regards


Personally I would say as an option yes but not as default, not everyone hates the mission markers (I dont) and due to some of the 'clues' you get it would almost be impossible to find mission objectives.
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Tom
 
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Post » Fri May 27, 2011 6:02 am

Some of the quest markers are actually meant to represent GPS-type beacons that you can see on your map. Removing quest markers by default would make the game not make any sense in those instances. As such, it should be an option at best.
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Madison Poo
 
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Post » Fri May 27, 2011 11:19 am

No, DarN"s default is to leave the game the way it ships. You are supposed to modify the file if you want them gone.
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Add Meeh
 
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Post » Fri May 27, 2011 6:11 am

Any way to make the dialogue box along with fonts bigger?
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chirsty aggas
 
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Post » Fri May 27, 2011 8:18 pm

Just a suggestion Darn and we might get a show of hands as well.

Ever since Oblivion I have removed the NPC Markers and the POI Markers from the game because I dont like being led by the hand.I like to find them myself.

I just edited the Data\menus\prefabs\DUINVSettings.xml myself to remove them.

Was wondering if this should be the default way the mod is released?



No, it shouldn't. There are already half a dozen darn compatible mods that do this, it'd be redundant to include it. Besides, I'd wager most people would rather be led by the hand. Personally I don't feel any of the fun of exploring is removed by being told that there is "something in that direction". The something in question might be a bus load of deathclaws, so it's not like it removes any of the danger or suspense of random wandering.What it does remove is spending ages wandering around somewhere where there is nothing to see.

Also some of the best bits of Fallout come from the random encounters, which you are extremely likely to miss without the blip on your compass telling you theres a friendly guy that way. I'd rather be slightly heavy handedly nudged towards content than stumble by good stuff and miss the fun for the sake of immersion.
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Klaire
 
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Post » Fri May 27, 2011 11:24 am

Just a small spacing error with one of the POP up Rep text boxes. It is minor and not sure if it can be fixed but just wanted to pass it along.

http://img12.imageshack.us/img12/2951/falloutrepspacing.jpg
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Phillip Hamilton
 
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Post » Fri May 27, 2011 5:17 am

Looks REALLY nice so far DarN. :goodjob:

Thanks for the contribution!

Miax
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Kevin S
 
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Post » Fri May 27, 2011 2:28 pm

I have a little something for you, DarN.

Usually in the default HUD, when you wear a disguise, little messages will pop up that remind you that you're still in disguise.

http://img707.imageshack.us/img707/3528/disguise.jpg

As you see, the message itself displays fine, but the little square image next to it needs some adjusting.
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Enny Labinjo
 
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Post » Fri May 27, 2011 8:16 am



If using the launcher, edit Fallout_default.ini in the game dir to get these settings to stick. The launcher resets the ini to the values from this file. Backup the original first.
If you're bypassing the launcher, you can edit Fallout.ini directly: "My Documents\My Games\FalloutNV\Fallout.ini". Backup the original first.

NOTE: When reporting bugs, there's no substitute for a good screenshot to describe a problem.

The PipBoy Menus, Start Menu, and all FONV original content has not been touched yet. Keep an eye out for NV specific items in old menus - I have not played much at all, so haven't seen all areas of the UI yet.

Enjoy! :)


To get it to work, much like I had to do with my FOV settings, I had to edit the FalloutPrefs.ini file instead of Fallout.ini or Fallout_Default.ini, using Launcher or bypassing it with the .bat file didn't make any difference, the only way to get it to work for me is to edit the prefs file.
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alicia hillier
 
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Post » Fri May 27, 2011 3:57 pm

Further to my previous post, I've noticed that some guns now show a segmented condition bar on the HUD.

http://img121.imageshack.us/img121/814/screenshot3cd.png

I'm sure you're aware of the ammo-type indicator's incorrect placement as well.

Keep up the good work! NV is 80% more awesome with a properly scaled UI.
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gemma king
 
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Post » Fri May 27, 2011 6:38 pm

Got to love the fact that a UI that was cobbled together in a day by someone who hadn't even played the game is already better quality than the UI two different big budget developers spent the past 5 years working on.
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Sophie Miller
 
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Post » Fri May 27, 2011 11:46 am

Got to love the fact that a UI that was cobbled together in a day by someone who hadn't even played the game is already better quality than the UI two different big budget developers spent the past 5 years working on.

The defult UI is optimized for consoles. Because they are normally used with TVs which can not produce the same resolutions that most computer monitors can, so they need to make everything big and readable.
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Amy Melissa
 
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Post » Fri May 27, 2011 10:40 am

Got to love the fact that a UI that was cobbled together in a day by someone who hadn't even played the game is already better quality than the UI two different big budget developers spent the past 5 years working on.


DarN UI is hardly cobbled together, he's been working on it for years.
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Sunnii Bebiieh
 
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Post » Fri May 27, 2011 1:58 pm

I can't get this to work.

I had MTUI installed and installing darnui made all the letters all huge and weirdly placed.

I uninstalled MTUI and then installed darnui as per the instructions.

It doesn't look like darn on anything, it looks like the default UI.

Launching through the exe is what i've been doing to keep the game from messing with load order on my mods. I edited both *_default and the my documents one, just in case I launched the launcher and one wanted to overwrite another.

In fact, I don't even have some of those fonts that aren't commented, the "glow" ones or whatever.
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Angel Torres
 
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Post » Fri May 27, 2011 2:23 pm

Again, sorry no screenshot. I was in a barter menu, at Goodsprings with Chet. And 1 object would have the box around the object my mouse was over, but spaced out on the sides and top. It wouldn't be that tight grip around the letters like normal.
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Clea Jamerson
 
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Post » Fri May 27, 2011 4:53 am

I can't get this to work.

I had MTUI installed and installing darnui made all the letters all huge and weirdly placed.

I uninstalled MTUI and then installed darnui as per the instructions.

It doesn't look like darn on anything, it looks like the default UI.

Launching through the exe is what i've been doing to keep the game from messing with load order on my mods. I edited both *_default and the my documents one, just in case I launched the launcher and one wanted to overwrite another.

In fact, I don't even have some of those fonts that aren't commented, the "glow" ones or whatever.

Try editing the falloutprefs.ini in My Games as well, I was having a similar problem until I edited that file.
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Sammygirl
 
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Post » Fri May 27, 2011 7:40 pm

The defult UI is optimized for consoles. Because they are normally used with TVs which can not produce the same resolutions that most computer monitors can, so they need to make everything big and readable.

Those of us who remember Morrowind find this whole "optimized for consoles" thing hilarious, since there were different UIs for that game's console and PC versions and they both looked pretty good. It shouldn't take the devs much time to put together a PC UI so DarN doesn't have to do all the work himself. Hell, they oughtta commission the guy - Valve has hired tons of talent from the Half-Life mod community, but I've never heard of Bethesda doing the same. Their loss, I guess. These talented folks would do their company a world of good.
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Life long Observer
 
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Post » Fri May 27, 2011 8:02 am

Is this a console command? If so what's the syntax. I'm also of the opinion that it's marginally too small but then it's never going to be pixel perfect for everyone.

This is a setting in the config file; Data\menus\prefabs\DUINVSettings.xml.

When you say edit the ini. Am I overwriting what's currently under [fonts] with what you posted in the OP, semi-colons and all? I'm a bit confused on your wording.

You can replace the entire fonts section with that block. The semi-colons are just commenting out the lines. They're the default entries should you want to restore the section.

Loving the UI so far, most problems are just stuff you haven't got to yet.

However, I'm seeing a bug on the HUD. When I use a Sniper Rifle the maximum condition arrows on the condition bar are right at the top, even though the PipBoy shows them at about 70% condition. It only seems to happen with this gun; others are unaffected.

http://img46.imageshack.us/img46/7338/screenshot2hd.png

Hm. Shouldn't that bar be the same for all weapons regardless? It never moves here. Could be a game bug - I'll keep a look out.

Just a suggestion Darn and we might get a show of hands as well.

Ever since Oblivion I have removed the NPC Markers and the POI Markers from the game because I dont like being led by the hand.I like to find them myself.

I just edited the Data\menus\prefabs\DUINVSettings.xml myself to remove them.

Was wondering if this should be the default way the mod is released?

Nah. The settings are there to make this possible for you to do, but the mod's initial state should be as close to vanilla as possible IMO. Once NVSE is released, you can set these from the in-game settings menu. :)

Just a small spacing error with one of the POP up Rep text boxes. It is minor and not sure if it can be fixed but just wanted to pass it along.

http://img12.imageshack.us/img12/2951/falloutrepspacing.jpg

I know it. It's there in DUIF3 too. Getting word wrap right for that menu is hard, as the dimensions are unknown at the time of text creation.

I have a little something for you, DarN.

Usually in the default HUD, when you wear a disguise, little messages will pop up that remind you that you're still in disguise.

http://img707.imageshack.us/img707/3528/disguise.jpg

As you see, the message itself displays fine, but the little square image next to it needs some adjusting.

Interesting. I've never seen that image before. Will fix. :)

Further to my previous post, I've noticed that some guns now show a segmented condition bar on the HUD.

http://img121.imageshack.us/img121/814/screenshot3cd.png

I'm sure you're aware of the ammo-type indicator's incorrect placement as well.

Keep up the good work! NV is 80% more awesome with a properly scaled UI.

Yup, thanks.
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BaNK.RoLL
 
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Post » Fri May 27, 2011 1:51 pm

Hm. Shouldn't that bar be the same for all weapons regardless? It never moves here. Could be a game bug - I'll keep a look out.


The little black arrows on the top and bottom of the CND bar should be around the 70% mark, not right at the end (right hand side). Check their position in the weapons menu on the PipBoy.
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Jeneene Hunte
 
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Post » Fri May 27, 2011 8:54 am

The little black arrows on the top and bottom of the CND bar should be around the 70% mark, not right at the end (right hand side). Check their position in the weapons menu on the PipBoy.

Well, that's were they are here. I checked with all the weapons I have on me, and at multiple HUD sizes - they don't move. I used their PipBoy location as a guide. I'm assuming they represent the condition you can achieve when repairing the item yourself?
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Elena Alina
 
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Post » Fri May 27, 2011 7:08 pm

Well, that's were they are here. I checked with all the weapons I have on me, and at multiple HUD sizes - they don't move. I used their PipBoy location as a guide. I'm assuming they represent the condition you can achieve when repairing the item yourself?

Ive repaired fully with only a 50 repair. I think it may be the point when your repair is less effective, requiring more weapons just to get it up to max? I dont know...
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Horror- Puppe
 
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Post » Fri May 27, 2011 9:06 am

Well, that's were they are here. I checked with all the weapons I have on me, and at multiple HUD sizes - they don't move. I used their PipBoy location as a guide. I'm assuming they represent the condition you can achieve when repairing the item yourself?

I don't think anyone really knows what the arrows mean. Perhaps it's where the decrease in damage starts taking a steeper dive?
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Oscar Vazquez
 
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