[MOD] Buff/Debuff Icons

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VMblast
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Re: [MOD] Buff/Debuff Icons

Post by VMblast » Sat Jan 12, 2019 2:00 pm

Abstract 33: Image Image Image

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King of Worms
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Re: [MOD] Buff/Debuff Icons

Post by King of Worms » Sat Jan 12, 2019 2:06 pm

Very nice! I spoke with Alyndiar and we will try to incorporate this into the DREAM - with his help. Thanks a lot for this offer and as Ive said to him, it will be a honor to have these beautiful icons as a default DREAM icons. Ofcourse both of you guys will be in the credits (You already are VMBlast).. Im so much looking forward this cooperation. Lets see where and how far we can take it.

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VMblast
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Re: [MOD] Buff/Debuff Icons

Post by VMblast » Sat Jan 12, 2019 2:24 pm

@King of Worms
Cheers mate! ;) 🍺

PS -Just make sure you make it -tick- optional in the settings menu ;)

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King of Worms
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Re: [MOD] Buff/Debuff Icons

Post by King of Worms » Sat Jan 12, 2019 5:05 pm

Ok :) We will try (I cant do that on my own)... if it will be a problem, I can make it a separate DFMOD package, so ppl can choose to use it or not.

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TheLacus
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Re: [MOD] Buff/Debuff Icons

Post by TheLacus » Sat Jan 12, 2019 5:36 pm

King of Worms wrote:
Sat Jan 12, 2019 5:05 pm
Ok :) We will try (I cant do that on my own)... if it will be a problem, I can make it a separate DFMOD package, so ppl can choose to use it or not.
I don't see any way to do this without increasing loading time with additional overhead.
It's a bit against modularity to merge mods in a single package and then allow to disable portions of it. The way to go is to build one package for each feature, so the final user can install only what they want ;)
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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pango
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Re: [MOD] Buff/Debuff Icons

Post by pango » Sat Jan 12, 2019 5:56 pm

Not to mention DREAM is currently only available for Windows ;)
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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King of Worms
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Re: [MOD] Buff/Debuff Icons

Post by King of Worms » Sat Jan 12, 2019 6:16 pm

Separate DFMOD package it is than... thats not a problem I think.

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Jukic
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Re: [MOD] Buff/Debuff Icons

Post by Jukic » Sat Jan 12, 2019 7:18 pm

@VM:Wow, just checking your less-abstract work : boots, feather, wings, wizards-hat, corked test-tube - WOW WOW these are indeed something else. (suggestion:book, some bottles, retort, a sword icon (offense symbol), ...) - wow!

@all: I also think more specific mod is better than one huge package ... They can be later made into modpacks no prob, but individual transparent smaller mods are easier to modify, adapt, maintain, troubleshoot, customize, etc etc....

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Alyndiar
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Re: [MOD] Buff/Debuff Icons

Post by Alyndiar » Sat Jan 12, 2019 8:04 pm

OK, I wanted for it to be packed as a separate dfmod, but use the same naming structure as other DREAM packages. Maybe called "dream - spell icons(69).dfmod" so it can be included in DREAM but can also be used as a standalone. Now, I just need some help learning how to create .dfmod files.

At this point, I'm only dropping the ICON00I0.IMG.PNG file in StreamingAssets/Textures/IMG/ and it works.

You do need to wait for the 0.7.3+ release or be able to create you own build from the GitHub Repository to use these with a 69 icons version. The support for more than 69 icons with recolors should come but there is no timeline for that.

If you are familiar with the DFU build environment, you just need to change this line to make it work : However, as it can get bothersome clicking through hundreds of icons, I'm hoping for a better icon selection interface at some point in the future.

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VMblast
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Re: [MOD] Buff/Debuff Icons

Post by VMblast » Sat Jan 12, 2019 8:37 pm

@Jukic
As per request. :P

34: Image Image Image


35: Image Image Image

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