[Mod] Uncanny UI

Show off your mod creations or just a work in progress.
Regnier
Posts: 374
Joined: Wed Oct 02, 2019 6:26 am

Re: [Mod] Uncanny UI

Post by Regnier »

The options DFU is gonna have will be awesome.

DFU will be the single most customizable game ever made lol

although skyrim has a lot of mods...w/e we will catch up.

fruitsnack
Posts: 3
Joined: Fri Oct 29, 2021 6:41 am

Re: [Mod] Uncanny UI

Post by fruitsnack »

Hello, thanks for the mod.

There's a typo, it says "cystals" at the bottom. Also I assume it should be "amulets", not "amulet" since there's two slots.

It would be greatly appreciated if this mod would be made compatible with hotkey bar, currently it's not possible to assign inventory items to keys.

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Uncanny_Valley
Posts: 221
Joined: Mon Mar 23, 2015 5:47 pm

Re: [Mod] Uncanny UI

Post by Uncanny_Valley »

carademono wrote: Thu Oct 28, 2021 5:17 pm How about leaving the portrait just above the dialogue box (as in the first screenshot) and let players decide in the mod settings whether they want it centered or on the right, large or small? The optimal layout will be different depending if you're playing DREAM, vanilla, or Villager Variety, and it may simply be a matter of personal choice, so best to give players the option if possible.

Again though, this is just the finishing touch. The mod is awesome and will never be removed from my modlist!
I like this option, isn't to much work to add and gives users some flexibility.
fruitsnack wrote: Fri Oct 29, 2021 7:07 am Hello, thanks for the mod.

There's a typo, it says "cystals" at the bottom. Also I assume it should be "amulets", not "amulet" since there's two slots.

It would be greatly appreciated if this mod would be made compatible with hotkey bar, currently it's not possible to assign inventory items to keys.
Thanks for informing me about the typos. I will see what I can do about the hotkey bar

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Uncanny_Valley
Posts: 221
Joined: Mon Mar 23, 2015 5:47 pm

Re: [Mod] Uncanny UI

Post by Uncanny_Valley »

Update to version 1.1
  • Made description text in inventory larger
  • Added options for portrait on dialogue window
  • Reversed conversation alignment for to make it fit better with the UI structure
  • Slightly reduced the height of the dialogue UI
  • Fixed some clipping issues with topic list on dialogue UI
  • Added color options for buttons and text labels
  • Fixed typos
Ui5.png
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carademono
Posts: 210
Joined: Sat Jul 11, 2020 3:20 pm

Re: [Mod] Uncanny UI

Post by carademono »

Yep, this is awesome! Perfect UI mod for me now :D

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King of Worms
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Re: [Mod] Uncanny UI

Post by King of Worms »

Lovely :)

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Shapur
Posts: 154
Joined: Wed Apr 21, 2021 5:11 pm
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Re: [Mod] Uncanny UI

Post by Shapur »

Great mod,
I do not have a one request though:

Would it be possible to hide the gold pieces item from the inventory? (As a settings option probably)
The current amount of gold is visible on the widget on the top of the screen, so the gold pieces item is kind of redundant imo.
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Link to my github here.
And here is my nexus profile.

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Nystul
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Joined: Mon Mar 23, 2015 8:31 am

Re: [Mod] Uncanny UI

Post by Nystul »

it is useful, you can drop the gold to ground if you carry too much weight

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Shapur
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Re: [Mod] Uncanny UI

Post by Shapur »

Nystul wrote: Fri Nov 05, 2021 9:33 am it is useful, you can drop the gold to ground if you carry too much weight
You can do that by clicking the gold button.
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Link to my github here.
And here is my nexus profile.

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Macadaynu
Posts: 261
Joined: Sun Mar 07, 2021 1:18 pm

Re: [Mod] Uncanny UI

Post by Macadaynu »

Hi Uncanny, love this mod.

I'm the Hotkey Bar author, and I had a look into why our mods are not compatible. It turned out to be the RaiseOnItemHoverEvent being overridden in the UncannyInventoryWindow. All I did was remove the below code, and it seemed to work:

Code: Select all

        new public event OnItemHoverHandler OnItemHover;

        protected override void RaiseOnItemHoverEvent(DaggerfallUnityItem item, ItemHoverLocation loc)
        {
            OnItemHover?.Invoke(item, loc);
        }
Is there a reason you need to override this method? Or is it OK to just let the base class fire the event? If so that would make our mods compatible I think.

Thanks

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