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  1. Well, this has been a crappy troubleshooting afternoon. I had to reinstall several of my mods due to Vortex being a pain and them going missing for some odd reason (It was 3 subclasses for Barbarian, Battle Rager, Path of Giant, Storm Herald) Got them reinstalled, and this happened. Any ideas on how to fix this? Thanks in advance!
  2. Is there any way to move/create things inside the object window? Like, for example, move MQ101PlayerSpouseMale from Actors/Actor/Actor to Actors/Actor/Preset? Or create Actors/MyMod «folder» or World Objects/Furniture/MyMod «folder» and move whatever objects I have already created into it? Can't find anything related to it and it's extremely annoying to use prefixes like MMxxx_BobJohnson and MMxxx_BigStick and having to look at their cryptic icons or abbreviation that is squished to the side of the window. Quests have this feature in a form of «Object window filter». Can't find anything like that on any other object. (Do objects use model's path as OW filter? So would I have to extract Vault Dresser from .ba2 and put it into meshes/MyMod/SetDressing just to make it show under that path in OW? Cuz that's what it seems to be now that I used my brain for a moment...)
  3. I know this has been brought up on the Larian forums dozens if not hundreds of times in hopes of the official devs taking notice (with apparently zero engagement on their part), so I'm probably screaming into the void right now.... but we desperately need an option for making the UI bigger. I know there's mods to increase text size/change the fonts to something more readable, and that's all great, but I'm talking mostly about buttons and icons. This post will be divided into two halves, Part I (the screed), and Part II (the solution). Feel free to skip to part II if you don't wanna listen to my whiny diatribe. PART I - The Screed This is my first CRPG. I can tell that it's an amazing game and I want SO BADLY to enjoy it. But alas, I do not have the ability to play it on a 4K ultrawide monitor, while sitting with my face ten inches away from said monitor. And that is literally the ONLY way I can imagine the vanilla UI being adequate. I think the sheer number of UI improvement mods that already exist, is testament to that fact. Clearly, there's a lot of gamers with less-than-perfect vision, who've felt the need to ask for or create these mods. Yet for some reason, there doesn't seem to be a single mod that can uniformly increase the size/scale of the whole UI. Personally, I am splitting my playthrough between the Steam Deck (with a custom control scheme allowing me to take advantage of the mouse/keyboard UI, because the controller UI has its own litany of issues), and playing docked, on my 65" 1080p bedroom TV. When I'm in handheld mode, at the very least I can hold the Deck right up to my face in order to better read the microscopic icons (still not a pleasant experience) but on the TV, it's nigh-unplayable. The icons are the size of a literal thumbnail. If I can't find a way to change this, I'm afraid that I will be forced to give up on the game, and miss out on the 2023 GotY. Which would really, reeeeeeeally suck. PART II - The (proposed) Solution We need a mod that allows us to scale different elements of the UI (ideally, on an individual basis) both UP in size, as well as down. Currently, there's mods to make it SMALLER, but none to make it bigger, which is wild to me. Having more screen real estate doesn't mean dick if I have to strain my eyes in order to do any kinda of inventory management, or even to organize my hotbar. Ideally, I'd want the option to scale the hotbar up to 200% of its default size. I don't care if the icons end up looking low-res. I don't care how much of the screen the UI takes up, I just wanna be able to look at the icons and tell what they are AT A GLANCE. Same goes for the character sheet/inventory screen. I don't care about overlapping windows. I don't care about containers having a bigger grid size. I'm not averse to scrolling. I want icons that come closer to the size of those you find in games like Dark Souls, Elden Ring, etc. I don't care if that means I can only see 4x3 icons onscreen at a time without scrolling. I'll deal with that, if I can actually make out what the icons are. The aforementioned feature (UI scaling up to 200%) is the most important thing needed; however, there are some supplemental features that would make it even better. For example, being able to assign a hotkey that will, in the event of having multiple containers/UI elements open, allow you to flip through them, changing which window has focus and displayed as the top layer (basically the same way Alt+Tab works, but only affecting in-game UI elements). A hotkey like that could also be used to switch between the different sections (shutters) in the hotbar, since having the UI scaled that big would obviously make it difficult to show multiple sections simultaneously. This mod would hopefully be compatible with mods like Aether’s Immersive UI, so as to remove the scaled-up UI when it’s not needed. It also hopefully would operate independently from mods that change the font/size of various text in the game (mods like this), so that even with a scaled up UI, certain text could still be reduced (or made even larger) by utilizing a font-changing mod. Lastly, (and this might be the least likely to be feasible), it would be amazing if it were possible to use the keyboard keys to select different icons in the hotbar/inventory (similar to how it works in the controller UI), so that users would have the option of using the mouse cursor OR buttons to flip through their inventory (WITHOUT having the entire UI/control scheme switch to ‘controller mode’). I assume the only way to do that would be something that changes the x,y coordinates of the mouse cursor’s position in relation to the UI window, (i.e. calling the coordinates of [row 1, column 1], [row 1, column 2], etc). I’m no modder, but that sounds like a difficult thing to implement, even to my ignorant self, so I understand if that’s not really a possibility. But damn would it be sweet if it were. Maybe assigning a hotkey that you hold down, to shift WASD’s inputs from camera mode/movement mode to ‘UI mode’ IN CONCLUSION: Again, I’m not entirely sure what’s possible, so all the extra features are just my ideal wishlist. But the MAIN point, which is just straight-up UI window scaling up to a much larger size, is something that I feel should’ve been implemented in the official game, and I’m frankly amazed that no one’s made a mod to do it yet. If some enterprising BG3 modder were to make this request into a reality, I promise you, it would make a MASSIVE difference in the accessibility of countless semi-blind gamers, and allow them to enjoy the Baldur’s Gate 3 experience as much as everyone else. Please, pleeeeaaase, can somebody make this happen? I would literally pay you to develop such a mod.
  4. We've all wanted or needed to do something while playing Skyrim, but everyone, myself included, has at one point always forgotten what they wanted to do. Whether it's wanting to craft a new item after the current quest is over, travel to some piece of new land, or whatever the case may be, we always find ourselves forgetting simple things that we want to complete then remembering about them 5 quests later. That's why I've thought of the idea to be able to make custom "quests" so that whenever you want to do something you can simply log it and have it be a part of you quest journal. This would be fantastic for when you add a cool new mod that you want to check out, but soon forget about. A personal example of this is when I installed a new mod that added a cool new bow, but I never actually remembered to check it out until 10 quests into my gaming session. An example of his this could work : Once you open up your journal you will see a button that says "Add Custom Quest." You will then type in what you need/want to do, and/or the many various steps. You will then save the quest entry and have that be in your journal for whenever it's possible for you to complete it. I previously stated how this would help you to remember to check out a mod you recently installed, so say when you launch into your game after you install said mod, you could quickly create a quest reminder to check it out later. Unfortunately I'm not a skilled mod creator so I can't do this myself, however, I feel this is an incredibly valuable feature for any RPG to include. This seems like it would be rather simple to create as well so if any mod creator is reading this I would highly recommend adopting this idea and trying to create this mod. This could potentially become a HUGE thing for the community of Skyrim, and maybe be included in future Bethesda games as a highly useful feature. Other possible features: Be able to set reminders that allow you set a time for it to remind you of the custom quest. Another possible feature would be the ability for whatever you log to have a quest marker. This would probably only be available for simple items such as "Obtain a [item]" and then it will tell you possible location(s) of the [item]. Example Quest: "Obtain [Daedra Heart] for daedric armor." It would then provide a quest marker to somewhere like an alchemist shop. I assume this would be rather difficult to pull off, but it would increase the intuitiveness just that much more. Thanks for reading this and if you have any feedback or criticism it would be greatly appreciated!
  5. Hello all, hopefully a simple request, I'm looking for a way to call up a custom animated title like those that display when a location is discovered, a shout is learned, or a quest is started. I can find where the text strings for these messages are, but all my digging has revealed no way to actually call it in a script. I'm sure it's something painfully obvious, but any help you may be able to provide is appreciated!
  6. Okay so, I've looked for quite sometime but I couldn't find this idea made a reality. my basic thought is fairly simple in idea: when you hover over an item with your cross hair a little pop up like window would show the items stats, like damage, accuracy, and weight, without actually needing to pick up the sodding thing. this could also use the standard + and - system for a quick comparison of currently equipped gear. I would assume something of this nature should be possible with HUDframework. I think a good reference for this is the way the 2005 game; Condemned: criminal origins did it, if anyone is familiar with said game. I had this idea when I was looking at my wall o' weapons and couldn't tell which ones I should take with me on my little murderthon across the commonwealth, since collecting weapons and armor is sort of an in-game hobby, It's sometimes hard to keep track of them all with out taking them off the rack and putting them back on. If this has been done, I am sorry, and would be thankful for any assistance.
  7. what i mean is, i'd love a mod that makes the regular pip-boy menu into something full-screen like it does in the power armor. The regular pip boy menu feels a bit too claustrophobic for me.
  8. Howdy Dragon Age Fans! I am new at creating mods. This one would actually be my very first. And at that point, I'm ready to undergo the long process of learning how to do it. The only thing I am wondering is whether or not it is possible to do it. I had a mod for Fallout 4 that edited the dialogue wheel options: the mod was replacing the default summarized answers your character could give with the real dialogue, so you would know exactly what your character would say. No more confusion or immersion breaking mistakes. I am willing to listen to every dialogue and transcript them, but I want to know if it is possible at all to modify the dialogue wheel or if it is impossible? Thank you so much for your time, it is much appreciated! Best regards, Kremlinpravda
  9. Hi, could someone please do a quick edit to the main menu (interface\startmenu.swf) and the pause settings menu (???hudmenu i guess???) and remove the "Mods" tab. I tried to do it myself but i have no idea how actionscript works. If you can, also remove the "Add Ons" tab since its completely redundant in S:SE Thanks.
  10. Can a mod be made that lets people make mods via the game interface? Your ideas? --- edited --- (removed suggestion of console modding)
  11. Hi guys.. Any way to create a mod to replace health/stamina/magicka bars? So, for example - if you loose health, your screen becomes darker/more red. If you loose stamina - it becomes blurred. Magicka - it looses saturation. P.S. No redirections to non-existing mods, please.
  12. Hello, everybody. This is my first post :smile: I'm looking for a Font Mod for Fallout 3, New Vegas, and Fallout 4. The mod that I'm looking for, consists on replace the Monofonto and Helvetica fonts from the 3 last Fallout titles, by the main font of these, that we see on main menu, and cinemathics. This font is also used on Fallout Shelter's UI. Here's a pic for example: So. I have no idea about creation of mods, but I see this expected add-on nowhere. I think this font, looking a bit childish, can enhance the touches of pleasantry on the Fallout's plot (as it already is). I hope to see this add-on soon, is kinda cute :3
  13. I've played a lot of RPGs, and a lot of those are older. I love Skyrim to death (played the old version for over 1400 hours) and I would love a interface retexture that would bring more of the Morrowind/Oblivion feel with it. Or just any RPG from arround 2000-2005 feel. I personally would love to keep Skyrims default font and interface (I for one actually like the default interface better then the SkyUI one), but I would love something that looks a bit more old-school (but not ES: Arena oldschool :tongue:). I really like this main menu replacer from hellstorm102 (have it running on Skyrim SE now): Also the Lore Loading Screens from 3ClaymoR are nice, but they tend too mess with the main menu replacer for some reason (instead of loading the main menu replacer it first loads the loading screens until main menu is done with loading everything). http://www.nexusmods.com/skyrimspecialedition/mods/582/? I would love an entire interface replacer trough, doing all menus and stuff.
  14. So, I recently discovered a mod I've been looking for in the NV nexus for months--turns out it was in the Fallout 3 Nexus. Who knew?--and while its everything I wanted, there's a bit of a snag that I'd rather not get used too if I can help it. You see, the mod in question is a HUD mod, and while that shouldn't be an issue... well... it only works if you set the HUD color to White. Change it to green, to amber, and it changes the entire color scheme to match, which for this particular mod takes away the appeal. My question is this; if I open up the interfaceshared0.dds file and change the color of the pip-boy mascot from white to green, will that change the in game color to green? I'm operating under the potentially very flawed belief that setting the HUD color to white is more a less removing the color filter entirely, and with that train of thought changing the white to green at the source seems like it will leave me with the original, classic-looking HUD while also giving me the default green color I usually play with. I'm not really at a place where I can test this out myself, unfortunately, so I thought it best to see if someone here could give me an answer before I'm able to test it out myself. Anyone know?
  15. Hello, I am lead of a Fallout 4 fan based Czech localization. We are working on the project for more than 9 months now and have a significant part of the game translated. We would like to do a proof-of-concept for the translation mod to check our possibilities when it comes to distribution. While the translation works when not packaged inside a mod, I have failed to make it work as a mod even in its simplest form - https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/2736694 (only Interface/Translate_en.txt). I have realized that we need help of someone with mod packaging experience. So we are looking for anyone who would help us with packaging basic interface files and making it work via Bethesda.net. It should not be anything complex for someone with experience (which we unfortunately lack). P.S.: some references - VIDEO 1, VIDEO 2, VIDEO 3 (just to proof we are really doing it :D).
  16. So this mod hasn't been updated since 2015, and it's safe to assume that the author is no longer interested in working on it. I was wondering if anyone could add DarnUI support for it. It's a nice looking mod - modernizes the hud while being vanilla friendly. Mod in question: http://www.nexusmods.com/newvegas/mods/51750/?
  17. Is anyone able to do an overhaul on the interface and menus to make skyrim a 100% VR friendly title? It's currently the only thing holding it back at the moment. If you are able to, but dont own a VR headset for instance, i'd be happy to test for you, and give pointers on the biggest issues.
  18. I cann't understate how many times I have had to reload an old save to avoid using a key/password instead of picking/hacking. I know its not alot of experience that I loose out on but its still annoying. In simple terms I request one of 2 things: Either A mod that makes door keys and terminal passwords able to be dropped/stored in another inventory. Or A mod that adds a new prompt on interfacing with a lock/terminal to allow you to pick/hack the device even though you have the proper access. I don't know if either option is do-able but I thank you for your consideration. Sincerely, m9
  19. Does anyone know a way to make an item appear in the favorites list but not show up in the inventory? I'm trying to create an OP necklace for my SSE save that doesn't show in inventory.
  20. To start getting into the creation kit I started working on a silly and what I THOUGHT would be a SMALL undertaking in making the beard headparts (HDPT in the CK) unisex so that you could run around as a bearded lady if you wanted. This ended up leading me way deeper than I would have expected and unfortunately still haven't solved yet. http://i.imgur.com/KsS7kOB.jpg?1 From within the Creation Kit I can put beards on females (see Cait in the middle) but the problem is right now it seems to be impossible for it to be done with the player character both using showlooksmenu 14 and visiting barber NPCs like John in Diamond City. When highlighting the mid and lower jaw area on a male character, the option to open the facial hair menu appears but obviously this isn't the case with female characters. Initially I thought this had something to do with scripts, so I looked through any papyrus scripts I could find related to chargen/looksmenu in Fallout 4\Data\Scripts\Source\Base. BarberInfoScript lead me to HaircutScript looking for some kind of onHover event or a isGender check to determine whether or not the facial hair menu is available. I didn't have any luck there so I followed the great tutorial for editing menus here: How to make a custom UI by editing HUDMenu.swf by Goomashroom I extracted the files from Fallout4 - Interface.ba2 using Bethesda Archive Extractor and where I'm at today is that I've found the interface files LooksMenu.swf and RaceSex_menu.gfx which seem to be related to where my problem is. TL:DR; the question: From the tutorial I know it's possible to edit the visual elements of a menu but is there a way to modify the actual underlying scripts that run during menus?
  21. I'm working on a mod that changes the way the player's inventory weight is calculated. My problem is actually getting the new weight to display in the pipboy. Whenever the script runs like when opening the pipboy or when the player makes a change to their inventory the displayed weight in the inventory tab becomes 0, and the player must switch tabs in order to get the actual new weight to appear. I figure that I could force the inventory weight UI element to update while it's on screen using something like Set/GetUIFloat, but I'm really clueless on how to actually use those functions and when I open the games xml files to look for the value I want to edit I have no idea what I'm looking at. I want to make it clear that I'm talking about inventory weight here and NOT carry weight like most mods that edit weight values, and also that this is about the UI display of inventory weight as I already figured how to change the actual inventoryweight value and the mod works just fine. Any help I can get on this would be appreciated. I have one other question. It's about getting my script to run in both game and menu mode without having to use separate blocks if possible. It's not a huge deal, but it does cause the script to run unnecessarily whenever the player switches between modes since I basically have 2 identical blocks. Plus it also leaves me with double the script to navigate and edit which is not fun.
  22. i've seen a request for KBAM interface and if possible i'd also like to request for a dualshock mod like this on DS3: (DualShock 3 Interface Icons FOR DS2 by michelangelocz ). I'm only familiar with dualshock since i grew up with PS console prior getting a PC. was not able to get familiar with XBox. Thanks in advance.
  23. http://imgur.com/U5LztP5 - there no .exe file in the data/Interface folder, only a .swf file
  24. I am looking for an immersive but full utility HUD. Basically one can RP the HUD elements as part of their headgear but with all non immersive "pop-ups" removed. No XP gain, discovery, perk firing, items added to inventory, settlement attacks, etc. If this mod exists please point the way.
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