[Mod] Uncanny UI
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- Posts: 374
- Joined: Wed Oct 02, 2019 6:26 am
Re: [Mod] Uncanny UI
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.
DFU will be the single most customizable game ever made lol
although skyrim has a lot of mods...w/e we will catch up.
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- Posts: 3
- Joined: Fri Oct 29, 2021 6:41 am
Re: [Mod] Uncanny UI
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.
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.
- Uncanny_Valley
- Posts: 221
- Joined: Mon Mar 23, 2015 5:47 pm
Re: [Mod] Uncanny UI
I like this option, isn't to much work to add and gives users some flexibility.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!
Thanks for informing me about the typos. I will see what I can do about the hotkey barfruitsnack 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.
- Uncanny_Valley
- Posts: 221
- Joined: Mon Mar 23, 2015 5:47 pm
Re: [Mod] Uncanny UI
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
- carademono
- Posts: 210
- Joined: Sat Jul 11, 2020 3:20 pm
Re: [Mod] Uncanny UI
Yep, this is awesome! Perfect UI mod for me now
Vanilla Enhanced: https://www.nexusmods.com/daggerfallunity/mods/273
World of Daggerfall Project: https://www.nexusmods.com/daggerfallunity/mods/249
GIS Construction Set: https://github.com/drcarademono/GIS-construction-set
World of Daggerfall Project: https://www.nexusmods.com/daggerfallunity/mods/249
GIS Construction Set: https://github.com/drcarademono/GIS-construction-set
- King of Worms
- Posts: 4752
- Joined: Mon Oct 17, 2016 11:18 pm
- Location: Scourg Barrow (CZ)
- Contact:
Re: [Mod] Uncanny UI
Lovely
DREAM Nexus https://www.nexusmods.com/users/73250038?tab=user+files
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
- Shapur
- Posts: 154
- Joined: Wed Apr 21, 2021 5:11 pm
- Location: Czech Republic
- Contact:
Re: [Mod] Uncanny UI
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.
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.
- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: [Mod] Uncanny UI
it is useful, you can drop the gold to ground if you carry too much weight
- Shapur
- Posts: 154
- Joined: Wed Apr 21, 2021 5:11 pm
- Location: Czech Republic
- Contact:
Re: [Mod] Uncanny UI
You can do that by clicking the gold button.
- Attachments
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- Macadaynu
- Posts: 261
- Joined: Sun Mar 07, 2021 1:18 pm
Re: [Mod] Uncanny UI
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:
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
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);
}
Thanks