https://youtu.be/4vNkdaEJS2g?t=264
The only thing it does is adding that menu (press B to open it), so it isn't really useful for anything, but it's a thing. It is also my first mod for DFU so if you wish to try it out, proceed with caution.
Before releasing it, it would like add some things and I'm not sure how:
- What is the best way to implement hotkey assigning (allow the user to pick the key they want to use to open the menu) using mod settings? I was thinking about letting the user enter a character through the text box and than use a lot of ifs to convert that character into a KeyCode.
Something like:But that doesn't seem too elegant. Is there a better way?Code: Select all
if (enterredKey == "a" || enterredKey == "A") { openMenuKeyCode = KeyCode.A; } else if (enterredKey == "b" || enterredKey == "B") { openMenuKeyCode = KeyCode.B; } ...
- The other thing I don't know how to do is making pictures of monsters respect other mods replacing the vanilla textures and using the modded ones instead.
Example: When I load the mod along side D.R.E.A.M., I would like the pixelated original texture to be replaced with nice upscaled ones. And if it was loaded with a mod that replaces all spriggans with Todd Howard, I want the spriggan texture in the menu to be replaced with Todd Howard.
I currently load images kinda like this:Code: Select all
DaggerfallWorkshop.Utility.TextureReader textureReader = new DaggerfallWorkshop.Utility.TextureReader(DaggerfallUnity.Arena2Path); pictureTexture = textureReader.GetTexture2D(190, 0);
Download: https://github.com/JIRKA222/DFU-Bestiar ... od%20files
Source code: https://github.com/JIRKA222/DFU-Bestiary