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    • AndalayBay

      Orphan Attachments   07/31/2018

      I have been doing some housekeeping lately and I've noticed that I had a lot of orphaned attachments. Attachments get orphaned when the PM or post is deleted without removing the attachment first. Deleting a PM or post does not delete the attachment and the file or image remain on the server. I'd like to ask all members to go through their attachments and delete any attachments you don't need anymore or those that have been orphaned. Where can I get a list of my attachments? Click on your display name in the upper right corner of the forums and pick "My Attachments" from the drop-down list. How can I tell an attachment is orphaned? If the PM has been deleted, you'll see a message like this in your attachment list: Unfortunately there is no message if the post has been deleted, so please check your old posts. We do purge old birthday threads every once in a while. Also some hosted projects have been shut down, so you may have orphaned attachments on one of those locations. Thanks!

DavidJCobb

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  1. Northern UI Compatibility

    For cross-referencing's sake: a link to my post in that thread.
  2. [RELz] Tales of Cyrodiil

    The next NorthernUI patch will detect the width of all displayed dialogue topics, and push the menu far enough to the left to fit them all. (Word-wrapping isn't an option because the list needs to be able to scroll; it is impossible to implement scrolling for lists whose items vary in height unless you scroll by pixels instead of whole items, or unless you hardcode much more of the scrolling behavior than is usual (and than is reasonably practical for an existing menu class). Thus, increasing the menu width instead.) There is no upper bound for topic widths; an extremely long topic title can push the menu off-screen to the left, but given that NorthernUI uses smaller fonts than vanilla, you'd run into problems with the vanilla UI much sooner. Thanks for pointing this problem out to me when I popped back into the Compat thread, AndalayBay. EDIT: And it's published.
  3. Northern UI Compatibility

    Should be solvable with a DLL. The ugly way to do it would be to give DialogMenu some code that checks the width of the dialogue options on every frame; if they're above a certain threshold, I can swap everything to the other side and lengthen it. (The pretty way to do it would be to reverse-engineer the entire dialogue menu, figure out when it renders options, and run the check then. I'll give that a go, at least, but I'm more than willing to fall back to "ugly" if the need arises.) Do you know of an ESP I can download with a long enough topic to cause the problem, and some instructions for reaching that topic quickly?
  4. Northern UI Compatibility

    Sorry about disappearing for a while. Per your last issue report, updated the stats_menu.xml compatibility file to show your XP progress numerically in the card on the right, when hovering over the level meter: stats_menu.xml Also working on an update for NorthernUI that includes some Map Marker Overhaul fixes, if you're interested. I'll likely never reach 100% compatibility, but the mod should be usable once the next NUI patch is out.
  5. Northern UI Feedback

    I'm still juggling projects, and I'm keeping the e-mail notifications for your last few posts unread. Regarding the horse issue: I did not alter anything involving the enemy health bar, there only is an enemy health bar on the reticle, and the internal code for the reticle doesn't appear to ever check the status of your horse. If NorthernUI isn't showing horse health, then vanilla shouldn't either, though I can't rule out some mod adding the feature and encountering an incompatibility. It's not a bad idea, though. Perhaps I could look into adding a health bar for your horse, shown above your own health bar. No guarantees.
  6. Northern UI Feedback

    NorthernUI itself is compatible; just don't let Display Stats overwrite its files. Compatibility notes updated per your recommendations for the mods I've personally confirmed, including ObXP. Not a priority, but I can look into it at some point. I know. NorthernUI parses that INI file, reads its contents, and writes overlays to the world map. I tested it with Castle Dunkelore and that worked. You say Roads and Trails and Roads of Cyrodiil aren't working? Do you know if this problem is specific to them, or are there other mods not showing up properly? I need to make the spacing between bars flexible, and possibly even the bar widths themselves. Your aspect ratio is different from mine, which is why you're running into this problem when I didn't. I'll add that to my to-do list. Added to my to-do list. Ugh... I know exactly what's going on. I figured it might be an issue when I first saw it, but then I got tunnel-visioned on the map/compass support. While tNO MMO doesn't use UI functions to inject into the map, it does use them to tamper with the MessageMenu. There is no text entry box -- not a real one. They're trying to inject an element, manually check your keypresses, and update its text accordingly. (Why?! OBSE already offers access to the TextEditMenu!) I'll see what I can do, but I can't promise anything. More info below. When clicking on an existing map marker -- "the menu?" What menu? Please explain? I'm not familiar with these mods. I don't play this game casually anymore. I'm primarily a Skyrim guy, but these days, I barely even play that casually because I spend so much time making stuff for it. In most cases, the problems stem from the OBSE and MenuQue UI commands requiring full and exact tile paths and offering no "find by name" alternatives, and at this point I feel justified in calling that a horrible design decision. Most of these mods have closed permissions and their authors aren't listed as active on the Nexus, so I can't modify their scripts; literally no authors had the foresight to put tile paths in a separate file, so I can't address things by replacing minor files. The primary way for me to fix these compatibility issues is to modify the structure of my menus to match what the scripts are accessing, when it's even feasible to do that. It's pointless to make those modifications in an alternate version of the menu file provided as an installation option; it just gives me more files to maintain, keep track of, and keep synchronized. It's better for me to just: Modify the structure of my menus as invisibly as possible, such that specific mods can tamper with them but users otherwise notice no differences. Tell people not to override my XML files. If the mod offers separate scripts and XML files for different UIs via the BAIN system or whatever, tell people which options to pick, while reminding them not to override my menu files. When it's not feasible to modify my menu files to the degree needed to make a particular mod function, then my options are: Modify my DLL to carry out the mod's functions in its stead (i.e. Toggleable Quantity Prompts and the actually important features of Dynamic Map). Don't support the relevant mod, or the relevant features of the relevant mod. DLL modifications can be pretty simple or they can be fairly complex. TQP was extremely easy because it just auto-dismissed menus and such. Dynamic Map's overlays just write elements into the UI, which is absolutely something I can do from C++. TNO MMO is harder: IIRC custom map markers (and custom names for markers) are stored in script variables, so I'd need to be able to tamper with script variables and prevent the script engine from letting MMO scripts check keypresses lest they try (and visibly fail) to perform the very tasks I'm doing for them. Script data and execution isn't something I studied because, like, I just wanted to do the UI, and maybe some experimental stuff like gamepad support. I wasn't aware that there were so many mods that tampered with the UI, and I wasn't aware that the commands to do that kinda suck, so there wasn't a reason to develop nearly a year's worth of familiarity with the scripting internals, the way there was for UI engine internals.
  7. Northern UI Feedback

    Map Marker Overhaul should be compatible. NorthernUI parses Dynamic Map's INI file, so it'll recognize whatever's in there. Haven't started on Custom Spell Icon yet.
  8. Northern UI Feedback

    Newest patch is out.
  9. Northern UI Feedback

    Re: Spellmaking: Fix implemented and slated for release in the next version. NorthernUI tried to add "." to the end of the sentence, but the game parsed that as the number zero (i.e. a single decimal point with no non-numeric digits). I had "fixed" this bug before for strings with multiple decimal points or multiple dashes, but I overlooked the case of a single decimal point.
  10. Northern UI Feedback

    Re: Spellmaking: Confirmed: NorthernUI causes issues with the "required skill" message entirely on its own. Investigating now. Re: Alchemy: You've given contradictory explanations of the problem, but based on your newer posts, I think I may know what it is? My understanding of Oblivion alchemy has been that all ingredients need to have some overlap with each other. If you're making a potion with ingredients A, B, C, and D, then all pairs of effects must overlap (i.e. effects AB, BC, and CD). However, it sounds like you're trying to make a potion with two non-overlapping pairs of effects (i.e. AB and CD). In the latest recipe you gave me, Steel-Blue Entoloma Cap and Fire Salts overlap only with each other, and not with Harrada or Spiddal Stick. The UESP wiki isn't clear on this matter. If this is in fact the misunderstanding here, then the solution would be to allow non-matching ingredients to be selected (so you'd be able to select either the Cap or the Salts when they're non-matching, at which point the other item in the pair would become matching). If potions can have non-overlapping pairs of effects, please confirm that with me and I can make the relevant XML change. I also need to know what happens if you include a superfluous ingredient (i.e. Steel-Blue Entoloma Cap, Harrada, and Spiddal Stick, where the Cap adds nothing to the potion and would be wasted), i.e. whether items are wasted, whether vanilla Oblivion lets you cook the potion, whether wasted items affect the potion weight, et cetera.
  11. Northern UI Feedback

    Ah -- missed one: Fixed file: levelup_av_template.xml
  12. Northern UI Feedback

    That should be an issue with the vanilla code. Oblivion writes the string "Requires SKILLNAME skill of VALUE" to the root user3, and writes whether that should be visible to the root user6. I'm quite sure I didn't patch that. A Restoration skill of 250 doesn't make much sense, though... I could send you an edited menu file that shows the raw values, perhaps? For testing purposes? Dynamic Map's definitions file doesn't contain any checks for Roads of Cyrodiil.esp -- at least, not in Dynamic Map v2.1, the version that I have installed. I have a "view all" button; it's the "All Ingredients" category. The problem you're describing is different. It seems like you're trying to make a potion using undiscovered effects. That's possible in Skyrim (where making potions blindly is how you learn effects in the first place), but it was my understanding that Oblivion's Alchemy system straight-up doesn't let you make potions using undiscovered effects. Is that incorrect? Are you supposed to be able to cook potions blindly in Oblivion? If that's a requirement, then I can add a checkbox or similar feature to the menu (e.g. "Limit potions to discovered effects"), to let you toggle the item restriction.
  13. Northern UI Feedback

    I'd like to tackle things one at a time, so we'll focus on the icons for now. I saved the file with the wrong name -- hazard of coming back to the map icons so many months after originally making them. (That would be why all your icons are gone now.) I need you to rename the new file (that I uploaded to my last post) to map.dds, and then overwrite Menus\NorthernUI\icons\map.dds with it (or, uh, just put the new file where that file used to be, given that you deleted it). The goal is not to overwrite TNO's icon file at all; the goal isn't even to use TNO's icon file. The goal is to overwrite my file to add the new icons. I could try messaging TNO about compatibility, but per the Nexus they haven't been online since 2015. If the main problem is icons not displaying, and if the new file fixes that, then my plan is to just put the new file in NorthernUI. Someone installs any version of MMO alongside NorthernUI and they'll have working NorthernUI-themed icons.
  14. Northern UI Feedback

    I could get permissions to use TNO's icons, but I just finished drawing new icons by hand, lol. A reinstall of MMO shouldn't be needed if I'm right about your "disappearing" icons just being invisible. For now, please overwrite Menus\NorthernUI\icons\map.dds with this file: map_icons_all.dds
  15. Northern UI Feedback

    Wait, what? ...Oh. I get it. Map Marker Overhaul modifies the marker types. The marker types are numbers, and math is performed on these numbers in order to crop the map marker texture. If the numbers are "out of range," as it were, then the crop area would be outside of the image, and in theory this would yield a blank graphic... making the markers "disappear." This wouldn't even be a scripted issue; just a visual one. I could switch the texture path and overwrite the vanilla icon file, but that would mean that people would get vanilla map marker icons when using MMO. Given that MMO just enlarges the image size and adds new icons to that space, I could modify my icon file to just... have extended icons, which will go unused without MMO and should slot in cleanly with MMO. I can't modify MMO's icons (closed permissions), but I could draw by eye in some cases and use Skyrim icons as a reference in others. Mind if I send you the final file for testing purposes? You'd want to slot it into Menus\NorthernUI\icons\map.dds.
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