UI/controls - enhancements

Talk about the mods or features you'd like to see in Daggerfall Unity. Give mod creators some ideas!
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Alyndiar
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Re: UI/controls - enhancements

Post by Alyndiar » Sat Jan 12, 2019 8:45 pm

King of Worms wrote:
Sat Jan 12, 2019 10:27 am
PS: you dangerously remind me of Todd Howard on the picture :D
:lol: :lol: :lol: :lol: :lol: Oh! How come I didn't notice it before... Now, I can't unsee it... Good catch :D

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mikeprichard
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Re: UI/controls - enhancements

Post by mikeprichard » Sat Jan 12, 2019 8:47 pm

"Todd Howard"...? I have no idea who you're talking about.

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Alyndiar
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Re: UI/controls - enhancements

Post by Alyndiar » Sat Jan 12, 2019 8:48 pm

Just so you could add this to your list, since InterKarma said he thought about it and it might happen, an 8x8 popup scrolling window for spell icon selection :D You have no idea how happy that would make me :twisted:

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mikeprichard
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Re: UI/controls - enhancements

Post by mikeprichard » Sat Jan 12, 2019 9:00 pm

Alyndiar wrote:
Sat Jan 12, 2019 8:48 pm
Just so you could add this to your list, since InterKarma said he thought about it and it might happen, an 8x8 popup scrolling window for spell icon selection :D You have no idea how happy that would make me :twisted:
Just added this to the first post with a link to your discussion with Interkarma. VMblast's icons are looking really slick!

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King of Worms
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Re: UI/controls - enhancements

Post by King of Worms » Sat Jan 12, 2019 9:19 pm

Todd Howard is a director and executive producer at Bethesda Game Studios, hes responsible for things like Fallout 68 (or whats the number) and lots of ppl dont exactly like him :twisted:

You cant deny theres some similarity :D sorry for offtopic tho!
Spoiler!
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TheLacus
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Re: UI/controls - enhancements

Post by TheLacus » Sat Jan 12, 2019 9:31 pm

@mikeprichard, were you in the chess club?
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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mikeprichard
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Re: UI/controls - enhancements

Post by mikeprichard » Sat Jan 12, 2019 10:06 pm

TheLacus wrote:
Sat Jan 12, 2019 9:31 pm
@mikeprichard, were you in the chess club?
I was writing games when I was, you know, 12, whatever. And uh, the other kids on the block would say, you know, "I'm gonna play quarterback for the Cowboys." And I'd be, like, "I'm gonna make video games, and everyone's gonna play 'em." "You dork. Go back to the chess club." Who's laughin' now?


...yes, I was in the chess club

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pango
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Re: UI/controls - enhancements

Post by pango » Sun Jan 13, 2019 2:39 am

I have no idea what you're talking about :lol:
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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mikeprichard
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Re: UI/controls - enhancements

Post by mikeprichard » Mon May 13, 2019 11:22 pm

Just updated the OP to note that the requested optional run and sneak state toggles are going to be added to base DFU in alpha (viewtopic.php?f=4&p=24311#p24310) - thanks again, Interkarma.
Last edited by mikeprichard on Mon May 27, 2019 8:55 pm, edited 2 times in total.

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mikeprichard
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Re: UI/controls - enhancements

Post by mikeprichard » Mon May 27, 2019 8:53 pm

Another requested enhancement has just been added by Hazelnut for upcoming builds: "Add tooltip info displaying skill increases remaining until next level-up". Clicking the leveling bar will now display the percentage progress to the next level, similar to the mouseover tooltip available in Morrowind (viewtopic.php?f=12&t=1604&p=24812#p24809). Updated the list in the OP.

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