[WIPz/RELz] Reneer's Dialog Mod

Post » Wed Mar 30, 2011 3:28 am

I've noticed this error and fixed it for 0.95 - I've just been really busy with life right now and because of that, many of my mods have suffered some slight delays.

Thanks for the message, and good luck with your RL stuff. :)

I'm very glad you have already solved the error. I thought instead that the mod just didn't work & uninstalled it, then checked here and much to my relief I saw your message. Looking forward to 0.95, at your own pace of course. :)
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NeverStopThe
 
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Post » Wed Mar 30, 2011 5:07 am

I just stumbled over this mod at Nexus, looks very nice. I'll definitely keep an eye on this and look forward to an update.

Oh, and I hope your reallife stuff gives you a break soon. :)
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Amber Ably
 
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Post » Wed Mar 30, 2011 8:50 am

from my http://www.gamesas.com/bgsforums/index.php?showtopic=1046777

The mod was created with a beta version of OBSE 17. OBSE 18 beta 4 is first of all a beta, and secondly the OBSE team made changes to the way that OBSE uses arrays, which obviously breaks the mod. I haven't had the chance to fix the issue and release it.

Also, the Dialog Mod's forum thread is http://www.gamesas.com/bgsforums/index.php?showtopic=978708&hl=.


ok thx i could not find the thread iam useing obse 18 beta 4 becouse of all Natural Requirements.
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David John Hunter
 
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Post » Wed Mar 30, 2011 5:44 am

Reneer,

I love this mod's idea. I'm so very hopeful that someday you will feel like updating it. :D

Best of luck with your RL stuff first, though. Priorities and all that. :goodjob:
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Heather Stewart
 
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Post » Wed Mar 30, 2011 11:59 am

Hopefully this weekend I'll have lots of time to update my mods.

In theory, these mods should get an update (not necessarily in this order):
Corpse Mod
Dialog Mod
RGO
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Raymond J. Ramirez
 
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Post » Wed Mar 30, 2011 2:03 am

Hopefully this weekend I'll have lots of time to update my mods.

In theory, these mods should get an update (not necessarily in this order):
Corpse Mod
Dialog Mod
RGO


mkay.
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Sabrina garzotto
 
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Post » Wed Mar 30, 2011 8:45 am

Hopefully this weekend I'll have lots of time to update my mods.

In theory, these mods should get an update (not necessarily in this order):
Corpse Mod
Dialog Mod
RGO

Thanks for the update. :)
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jennie xhx
 
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Post » Wed Mar 30, 2011 6:34 am

I still haven't forgotten about this very cool mod... I hope you get time/will to someday do that update you mentioned. :)
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jasminε
 
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Post » Wed Mar 30, 2011 11:39 am

Reneer's Dialog Mod 0.95 Released!

0.95 - Updated mod for OBSE 18.
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CSar L
 
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Post » Wed Mar 30, 2011 3:08 pm

So ... ... are there any other changes or advantages to using OBSE 18?
Did that solve any issues?

Do issues still persist with this?
Any future plans for this?
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Susan
 
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Post » Tue Mar 29, 2011 11:50 pm

So ... ... are there any other changes or advantages to using OBSE 18?
Nope. The reason I updated it was because OBSE 17 changed some byte-order stuff and OBSE 18 also changed some byte-order stuff. Basically I had to "move up" to OBSE 18 because OBSE 18 "broke" (or was it OBSE 17 Final...) this mod because it was "compiled" with a beta version of OBSE 17.
Did that solve any issues?
Also no.
Do issues still persist with this?
Define "issues." The mod works as intended. It is fully functional and doesn't crash the game.
Any future plans for this?
Unless I can find some nice tutorials on how Bethesda wrote their XML-based menus (which, unless I'm missing something, look like a mess) likely not much is planned. Future versions of Pluggy may provide future functionality - basically if I can create my own menus instead of relying on Bethesda's menus there is more I can do. I haven't researched what Pluggy is really capable of in regards to menus, though.
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NAtIVe GOddess
 
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Post » Wed Mar 30, 2011 6:53 am

Reneer's Dialog Mod 0.95 Released!

0.95 - Updated mod for OBSE 18.

:foodndrink:

Thanks!!!
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Kim Bradley
 
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Post » Wed Mar 30, 2011 2:28 am

Reneer's Dialog Mod 0.93 Released!

0.93 - Completely changed how Oblivion's dialog menu looks and functions. Added in support for multiple-line player responses. Modders need to modify the ConstructionSet.ini file in order to increase the number of characters the player's response will have.

I don't know what I'm suppose to modify to expand in cs to get passed the 38 char limit could you help please
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Donatus Uwasomba
 
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Post » Wed Mar 30, 2011 11:01 am

Well I've been looking over what this mod has to offer and on one side I really like what I see. but on the player side it's really kind of ugly.so I was thinking would it be possible to go back to the old style dialog and use short responces for the topics but make it possible to insert longer one's to the other side. something like player.sayto some topic and that would show up on the other side under the players name. the other thing is that you always have to scroll down to see what was said.I don't know if it's is possible to scroll it down automatically or you probably would have done so already so perhaps putting the last thing said on top would help. I hope you aren't offended by these suggestion's, like I said I really like most of it but I can see where it would get quite annoying to constantly have to scroll to work the dialog.
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Phillip Hamilton
 
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Post » Wed Mar 30, 2011 3:23 pm

Well I've been looking over what this mod has to offer and on one side I really like what I see. but on the player side it's really kind of ugly.so I was thinking would it be possible to go back to the old style dialog and use short responces for the topics but make it possible to insert longer one's to the other side. something like player.sayto some topic and that would show up on the other side under the players name. the other thing is that you always have to scroll down to see what was said.I don't know if it's is possible to scroll it down automatically or you probably would have done so already so perhaps putting the last thing said on top would help. I hope you aren't offended by these suggestion's, like I said I really like most of it but I can see where it would get quite annoying to constantly have to scroll to work the dialog.
At the moment it isn't really possible to automatically scroll the messages. Just doesn't work that way. Also, it's ugly because I'm a programmer / scripter, not a graphic artist. I don't do "pretty."
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Jennie Skeletons
 
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Post » Wed Mar 30, 2011 6:41 am

Just chiming in that this is looking FANTASTIC, one of the things I've always wanted changed about Oblivion and that I can't wait for a finished version for when I reinstall Oblivion, love all your other work!
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luke trodden
 
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Post » Wed Mar 30, 2011 1:05 am

Just chiming in that this is looking FANTASTIC, one of the things I've always wanted changed about Oblivion and that I can't wait for a finished version for when I reinstall Oblivion, love all your other work!
The mod is essentially "finished" - or rather, there's no harm done in using it in any of your Oblivion games. It won't hurt anything, that's for sure (so long as you follow the directions and back up some files).
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Naomi Ward
 
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Post » Wed Mar 30, 2011 6:23 am

The mod is essentially "finished" - or rather, there's no harm done in using it in any of your Oblivion games. It won't hurt anything, that's for sure (so long as you follow the directions and back up some files).

Thanks so much for this mod. Thoroughly cool, and I enjoyed it for as long as I was allowed. ;)

Unfortunately, my wife insisted I uninstall it.

Anyway, super mod, and you rock for having done something so cool. Perhaps someday I'll crack it open & change the things that... inspired her to insist (assuming I can figure them out). Then I shall enjoy your awesome creation again. :D
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Lauren Denman
 
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Post » Wed Mar 30, 2011 5:25 am

What were those issues, may I ask?
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City Swagga
 
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Post » Wed Mar 30, 2011 5:58 am

What were those issues, may I ask?

Sorry I didn't check back - been away from Oblivion for some months due to RL responsibilities.

The main thing I can remember clearly is that the constant mouseclicking needed to scroll dialog down to the latest NPC response was driving her nuts. Oblivion's sound effect didn't help, either, but that's not really your issue.

I wish I could remember more, but it didn't occur to me to check back with you on this until just now.
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Lloyd Muldowney
 
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Post » Wed Mar 30, 2011 7:31 am

Sorry I didn't check back - been away from Oblivion for some months due to RL responsibilities.

The main thing I can remember clearly is that the constant mouseclicking needed to scroll dialog down to the latest NPC response was driving her nuts. Oblivion's sound effect didn't help, either, but that's not really your issue.

I wish I could remember more, but it didn't occur to me to check back with you on this until just now.
Ah, yes. I still have no clue how to make the scroll wheel work with that. There's almost no documentation available for Oblivion's XML menu system, as far as I'm aware.
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ijohnnny
 
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Post » Wed Mar 30, 2011 1:14 am

Ah, yes. I still have no clue how to make the scroll wheel work with that. There's almost no documentation available for Oblivion's XML menu system, as far as I'm aware.
JRoush had written a comprehensive guide to it on the wiki - Might warrant a look.
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Leah
 
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Post » Wed Mar 30, 2011 3:15 am

JRoush had written a comprehensive guide to it on the wiki - Might warrant a look.
Oh really? Excellent. I'll have to check it out. :)
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Joe Alvarado
 
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Post » Wed Mar 30, 2011 4:43 am

Hey just wanted to say I really like this mod. If you could delete the main block of text when they speak(the vanilla text. It overlaps the mods one), correct the UI layout as the options are too spread out, and make it so it automatically scrolls to the bottom when they speak, I would love it.
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Daniel Lozano
 
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Post » Wed Mar 30, 2011 5:06 am

Hey just wanted to say I really like this mod. If you could delete the main block of text when they speak(the vanilla text. It overlaps the mods one), correct the UI layout as the options are too spread out, and make it so it automatically scrolls to the bottom when they speak, I would love it.
The vanilla dialog appearing is easy removed by opening up Oblivion, clicking on Options -> Gameplay and then turning off subtitles. Simple as that. The options are "too spread out" because I was trying to create a system where dialog options by the player could be greater than just a few choice words. Scrolling to the bottom is both complicated and unnecessary, because if it automatically scrolls to the bottom, larger responses would mean that users would have to scroll back up instead.
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Catherine Harte
 
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