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Re: [MOD-WIP] Bestiary

Posted: Wed Jul 21, 2021 6:48 pm
by King of Worms
Dividing the mobs by the category makes more sense indeed.

I also think that using the empty space at top left corner would be better than the idea we had before.
Spoiler!
Category & page.jpg
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That would allow to keep all the 9 slots for the mobs. Thus you would only need to split the "monster" category - because of 1 mob :X Maybe that part could be ideally solved by creating "monster 1" (5 mobs) and "monster 2" (5 mobs) category. That would allow you to get rid of the damned "page 1/2" button implementation just for Monster category. Just throwing in some ideas...

Re: [MOD-WIP] Bestiary

Posted: Thu Jul 22, 2021 12:44 pm
by Kab the Bird Ranger
For the mob descriptions, you might want to consider whether you want to keep the demo's descriptions, or take the ones from the game's manual instead.

The Spriggran description stands out as outdated compared to what was shipped (though I appreciate having some more references to the contents of the book The Faerie). Another example would be the locations, which seem to hint at where you will find those monsters, except you clearly won't be going to Oblivion to find daedra (not before a few more years of modding at least :P).

Re: [MOD-WIP] Bestiary

Posted: Thu Jul 22, 2021 2:36 pm
by Shapur
2021_07_22_16_18_28.jpg
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Progress report:
  • I have remade like half of the mod and added support for multiple pages in the bestiary. Currently, animals, atronachs and daedra have a page, but most entries are pretty much empty. Filling them out and adding the rest of categories is just a matter of creating a properly formatted text files for them, and writing the text, and making fancy button textures...
  • For the texts, the manual isn't a bad source. I intend to worry about that after the code is more or less done, but if anyone feels like making writing some entries, I can provide a template for the files.
  • The original demo layout has been kept as a setting "ClassicMode "under mod options.
  • Note 1: The button textures for some reason refuse to acknowledge, that their filterMode is set to Point, so they are blurry, but that should be fixed sooner than later.
  • Note 2: The UI and button textures (the new ones) aren't finalized.

Re: [MOD-WIP] Bestiary

Posted: Thu Jul 22, 2021 8:33 pm
by Ninelan
This is actually a very nice TLC addition! Looking forward to it.

And getting the texts off the manual shouldn't be that big of a deal!
https://archive.org/details/Elder_Scrol ... 3/mode/2up The bestiary starts on page 84! So you could just copy-paste the texts from there :) well for those that are present.

Re: [MOD-WIP] Bestiary

Posted: Fri Jul 23, 2021 2:47 pm
by Shapur
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Progress report:
  • Minor UI improvements.
  • Fixed blurred button textures.

Re: [MOD-WIP] Bestiary

Posted: Sat Jul 24, 2021 4:12 pm
by Shapur
2021_07_24_17_58_58.jpg
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Untitled.png
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Progress report:
  • Added an option to select a custom hotkey in the mod options.
  • Added scrolling for the entries (like the questlog). Old font user should no longer have problems with fitting entries in.
  • The programming side of the mod is done [Except for pictures not behaving as I want them (see 1. post) and bugs to be found]. The only thing to do is to write missing (most) entries and make a lot of button textures.

Re: [MOD-WIP] Bestiary

Posted: Sat Jul 24, 2021 9:06 pm
by King of Worms
If the font Ive used is readable at 320x200 I can make the buttons. But Im not at home so during the next week. Great job.

One more idea: add the left/right arrows to the mob image and allow player to rotate the mob 😊 and maybe a attack button..

Re: [MOD-WIP] Bestiary

Posted: Sat Jul 24, 2021 10:11 pm
by Shapur


Think the font you used is too small. I will probably create a new font (try) based of the text on the on the buttons from the demo.

Re: [MOD-WIP] Bestiary

Posted: Sun Jul 25, 2021 8:04 am
by Shapur
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Re: [MOD-WIP] Bestiary

Posted: Mon Jul 26, 2021 6:39 pm
by Shapur