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Schtearn

BTMod Customization

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Posted (edited)

Trying out the venerable BTmod's Status Display of Faction with Next Rank:

Here how it looks for shortname Factions as per mod package:

Factions-with-next-rank.jpg.94001d6c5b101a6ff3f0735566594f0f.jpg

But in reality, it doesn't look like Beider ever tested it for, e.g. The Order of the Virtuous Blood. Oops! 

BTmod.jpg.b875b5c152447c3839c6c1ad9b6bb172.jpg

It may be fixable by changing "Next Rank:" to just "Next:" and moving it to the line below.

It involves modifying something in the following (scratches head):

Spoiler
Quote

    <!-- Faction Name -->
    
    <!-- Font -->
    <_s4faf> 3 </_s4faf>        <!-- DEFAULT : 3 -->
    
    <!-- Red / Green / Blue / Alpha -->
    <_s4far> 51  </_s4far>        <!-- DEFAULT : 51  -->
    <_s4fag> 79  </_s4fag>        <!-- DEFAULT : 79  -->
    <_s4fab> 142 </_s4fab>        <!-- DEFAULT : 142 -->
    <_s4faa> 255 </_s4faa>        <!-- DEFAULT : 255 -->
    
    <!-- X / Y -->
    <_s4fax> 155 </_s4fax>        <!-- DEFAULT : 155 -->
    <_s4fay> 7 </_s4fay>        <!-- DEFAULT : 7   -->
    
    
    <!-- Faction Rank -->
    
    <!-- Font -->
    <_s4frf> 3 </_s4frf>        <!-- DEFAULT : 3 -->
    
    <!-- Red / Green / Blue / Alpha -->
    <_s4frr> 117  </_s4frr>        <!-- DEFAULT : 117  -->
    <_s4frg> 59   </_s4frg>        <!-- DEFAULT : 59  -->
    <_s4frb> 33   </_s4frb>        <!-- DEFAULT : 33 -->
    <_s4fra> 255  </_s4fra>        <!-- DEFAULT : 255 -->
    
    <!-- X / Y -->
    <_s4frx> 155 </_s4frx>        <!-- DEFAULT : 155 -->
    <_s4fry> 39 </_s4fry>        <!-- DEFAULT : 39  -->
    
    
    <!-- Next Faction Rank -->
    
    <!-- Next Rank Visible -->
    <_s4fnrv> &true; </_s4fnrv>    <!-- DEFAULT : &false; -->
    
    <!-- Font -->
    <_s4fnrf> 3 </_s4fnrf>            <!-- DEFAULT : 3 -->
    
    <!-- Text -->
    <_s4fnrt> <copy src="strings()" trait="_nextrank"/> </_s4fnrt>
    <!-- DEFAULT : <copy src="strings()" trait="_nextrank"/> -->
    
    <!-- Red / Green / Blue / Alpha -->
    <_s4fnrr> 117  </_s4fnrr>        <!-- DEFAULT : 117  -->
    <_s4fnrg> 59   </_s4fnrg>        <!-- DEFAULT : 59  -->
    <_s4fnrb> 33   </_s4fnrb>        <!-- DEFAULT : 33 -->
    <_s4fnra> 255  </_s4fnra>        <!-- DEFAULT : 255 -->
    
    <!-- X / Y Offset -->
    <_s4fnrx> 350 </_s4fnrx>        <!-- DEFAULT : 155 -->
    <_s4fnry> 7  </_s4fnry>        <!-- DEFAULT : 39 -->
    
    <!-- Spacing between text and rank -->
    <_s4fnrs> 10  </_s4fnrs>        <!-- DEFAULT : 10 -->
 

 

 

Edited by Schtearn

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Well, @Schtearn, having looked at that XML, I don't think that is the one you need to edit.  I've never used BTMod, but that looks like a configuration XML, not the main code.  You'll need the "stats_menu.xml" (I'm pretty sure that's the one).

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I can definitely help with this, but I'm going to be busy for a while today. As @Malonnsaid, that's the configuration file. If you want to change the font, you'd do it in that file, or the colours. There is a spacing parameter at the bottom, but I don't think that would help. Also as Malonn said, you'll need to modify the stats_menu.xml. I'll try to look at this later if you need help. One last thing, here's the guide to Oblivion's bizarre XML.

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Posted (edited)

Thanks. Here's the file preview:

BTmodCustPack.JPG.18a69a28a91fdd9f464d14050c42269b.JPG

Tried it out- and works -even in the BAIN. So that file is just what makes the text defined in stats-menu.xml visible. Here's the faction template from there:

Spoiler
Quote

    <template name="stat_faction_template">
        <rect name="stat_faction_item">
            <id> 44 </id>
            <target> &true; </target>
            <repeatvertical> &true; </repeatvertical>
            <alpha> 0 </alpha>
            <depth> 3 </depth>
            <width> 600 </width>
            <height> 75 </height>
            <clips> &true; </clips>
            <locus> &true; </locus>
            <x> 0 </x>
            <y>
                <copy src="me()" trait="height" />
                <mul src="me()" trait="listindex" />
            </y>
            <listindex> 1 </listindex> <!-- position in list -->
            <user1> Mages Guild </user1> <!-- faction name -->
            <user2> Apprentice </user2> <!-- faction rank -->
            <user3> Wizard </user3> <!-- faction next rank -->
            <user4> faction icon </user4> <!-- faction icon -->
            <user5> &false; </user5> <!-- is faction active/visible -->
            
            <!-- This element is a list item. If it gets an input command it doesn't know how to handle
                 it will defer the command to its parent. The xlist trait set to true triggers this. -->
            <xdefault> &false; </xdefault>
            <xlist> &xitem; </xlist>
            <xup> &prev; </xup>
            <xdown> &next; </xdown>
            <xscroll>
                <copy src="me()" trait="listindex" />
                <sub>
                    <copy src="stat_p4_scroll_bar" trait="user8"/>
                    <div> 2 </div>
                    <ceil> 0 </ceil>
                </sub>
                <add> 1 </add>
            </xscroll>
            
            <image name="stat_faction_item_icon">
                <filename> <copy src="parent()" trait="user4"/> </filename>
                <width> 64 </width>
                <height> 64 </height>
                <zoom>50</zoom>
                <x> 15 </x>
                <y> 5 </y>
                <depth> 1 </depth>
                <clips> &true; </clips>
            </image>
            <text name="stat_faction_item_name">
                <string> <copy src="parent()" trait="user1" /> </string>
                <red> <copy src="Imp_UI_Settings" trait="_s4far" /> </red>
                <green> <copy src="Imp_UI_Settings" trait="_s4fag" /> </green>
                <blue> <copy src="Imp_UI_Settings" trait="_s4fab" /> </blue>
                <alpha> <copy src="Imp_UI_Settings" trait="_s4faa" /> </alpha>
                <font> <copy src="Imp_UI_Settings" trait="_s4faf" /> </font>
                <wrapwidth> 430 </wrapwidth>
                <clips> &true; </clips>
                <x>    <copy src="Imp_UI_Settings" trait="_s4fax" /> </x>
                <y> <copy src="Imp_UI_Settings" trait="_s4fay" /> </y>
                <depth> 1 </depth>
            </text>
            <text name="stat_faction_item_rank">
                <string> <copy src="parent()" trait="user2" /> </string>
                <red> <copy src="Imp_UI_Settings" trait="_s4frr" /> </red>
                <green> <copy src="Imp_UI_Settings" trait="_s4frg" /> </green>
                <blue> <copy src="Imp_UI_Settings" trait="_s4frb" /> </blue>
                <alpha> <copy src="Imp_UI_Settings" trait="_s4fra" /> </alpha>
                <font> <copy src="Imp_UI_Settings" trait="_s4frf" /> </font>
                <wrapwidth> 600 </wrapwidth>
                <clips> &true; </clips>
                <x>    <copy src="Imp_UI_Settings" trait="_s4frx" /> </x>
                <y> <copy src="Imp_UI_Settings" trait="_s4fry" /> </y>
                <depth> 1 </depth>
            </text>
            <text name="stat_faction_item_next_label">
                <depth> 1 </depth>
                <visible> <copy src="Imp_UI_Settings" trait="_s4fnrv" /> </visible>
                <string> <copy src="Imp_UI_Settings" trait="_s4fnrt"/> </string>
                <justify> &left; </justify>
                <red> <copy src="Imp_UI_Settings" trait="_s4fnrr" /> </red>
                <green> <copy src="Imp_UI_Settings" trait="_s4fnrg" /> </green>
                <blue> <copy src="Imp_UI_Settings" trait="_s4fnrb" /> </blue>
                <alpha> <copy src="Imp_UI_Settings" trait="_s4fnra" /> </alpha>
                <font> <copy src="Imp_UI_Settings" trait="_s4fnrf" /> </font>
                <wrapwidth> 300 </wrapwidth>
                <clips> &true; </clips>
                <x> <copy src="Imp_UI_Settings" trait="_s4fnrx" /> </x>
                <y> <copy src="Imp_UI_Settings" trait="_s4fnry" /> </y>
            </text>
            <text name="stat_faction_item_next">
                <depth> 1 </depth>
                <visible> <copy src="Imp_UI_Settings" trait="_s4fnrv" /> </visible>
                <string> <copy src="parent()" trait="user3"/> </string>
                <justify> &left; </justify>
                <red> <copy src="Imp_UI_Settings" trait="_s4fnrr" /> </red>
                <green> <copy src="Imp_UI_Settings" trait="_s4fnrg" /> </green>
                <blue> <copy src="Imp_UI_Settings" trait="_s4fnrb" /> </blue>
                <alpha> <copy src="Imp_UI_Settings" trait="_s4fnra" /> </alpha>
                <font> <copy src="Imp_UI_Settings" trait="_s4fnrf" /> </font>
                <wrapwidth> 300 </wrapwidth>
                <clips> &true; </clips>
                <x>
                    <copy src="stat_faction_item_next_label" trait="x"/>
                    <add src="stat_faction_item_next_label" trait="width"/>
                    <add src="Imp_UI_Settings" trait="_s4fnrs" />
                </x>
                <y> <copy src="Imp_UI_Settings" trait="_s4fnry" /> </y>
            </text>
            <image name="stat_faction_line">
                <filename>
                    <copy src="parent()" trait="listindex" />
                    <mod> 3 </mod>
                    <add> 1 </add>
                    <copy src="me()" trait="_file_" />
                </filename>
                <depth> -2 </depth>
                <width> 636 </width>
                <height> 3 </height>
                <clips> &true; </clips>
                <x> -30 </x>
                <y> 73 </y>
                <_file_1> <copy src="Imp_UI_Settings" trait="_sbh3" /> </_file_1>
                <_file_2> <copy src="Imp_UI_Settings" trait="_sbh2" /> </_file_2>
                <_file_3> <copy src="Imp_UI_Settings" trait="_sbh1" /> </_file_3>
            </image>
        </rect>
    </template>
 

 

Quote

It may be fixable by changing "Next Rank:" to just "Next:" and moving it to the line below.

Dunno about that. Is that done in the template? Doesn't look like any linefeeds in there as such. Or stick in another line. What a mess! Else we retain "Next Rank", reducing its font, which might make it a bit yucky. :thumbdown: 

Edited by Schtearn

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Changing the text labels is done in the menu itself. The configuration xml just sets spacing, font selection, font size and stuff like that. Content is done in the stats_menu.xml. The layout is done in the menu itself as well. I think your best option would be to create a new font that’s a bit smaller and change it in the config file. Changing the menu so that the rank is on a separate line would be a major change and you’d probably need to make the entire window bigger. I uploaded the font generator tool here on TAL. You can use my menu tester, also uploaded here, to see the results of the font generator. I have instructions on how to do that in the menu tester.

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Posted (edited)

Ok, thanks- just want to know if there is any other way than a different font- like a different size of the current. I'm thinking of putting something like "Next: Rankname" on the second line- but in a much smaller size. Because it's Beider's mod, I didn't really wish to add in extra fonts to the package because of the extra leg work with inis & files etc. Still, if it's possible to have two fonts on the same line then your method is preferable.

Might also sample DJ Cobb's Font Editor as well. The Menu Tester looks cool. :)

Edit: For reference Beider has nicely commented in the prefab:

	BEIDER COMMENT
		This is for changing fonts and colors on the Faction page.
		
		You have three fonts/colors you can	adjust here.
		
		To figure out fast and easy what a value is for just look at the tag, below is a
		list of what the start of the tags mean. The last letter is what it affects.
		
		r = Red, g = Green, b = Blue, f = font, a = Alpha, v = Visible, y = Y-axis, x = X-axis, etc..
		
		
		WHAT					START TAG
		---------------------------------
		Header 					_s4h
		Faction Name 			_s4fa
		Faction Rank 			_s4fr
		Faction Next Rank 		_s4fnr
		
	-->
	
	<!-- Header settings -->
	
	<!-- Font / Red / Green / Blue / Alpha -->
	<_s4hf> 3   </_s4hf>		<!-- DEFAULT : 3 -->
	<_s4hr> 51  </_s4hr>		<!-- DEFAULT : 51 -->
	<_s4hg> 79  </_s4hg>		<!-- DEFAULT : 79 -->
	<_s4hb> 142 </_s4hb>		<!-- DEFAULT : 142 -->
	<_s4ha> 255 </_s4ha>		<!-- DEFAULT : 255 -->
	
	<!-- Header Text Y Offset -->
	<_s4htoy> 0 </_s4htoy>		<!-- DEFAULT : 0 -->
	
	<!-- Header Border Y Offset -->
	<_s4hboy> 0 </_s4hboy>		<!-- DEFAULT : 0 -->
	
	
	<!-- Faction Name -->
	
	<!-- Font -->
	<_s4faf> 3 </_s4faf>		<!-- DEFAULT : 3 -->
	
	<!-- Red / Green / Blue / Alpha -->
	<_s4far> 51  </_s4far>		<!-- DEFAULT : 51  -->
	<_s4fag> 79  </_s4fag>		<!-- DEFAULT : 79  -->
	<_s4fab> 142 </_s4fab>		<!-- DEFAULT : 142 -->
	<_s4faa> 255 </_s4faa>		<!-- DEFAULT : 255 -->
	
	<!-- X / Y -->
	<_s4fax> 155 </_s4fax>		<!-- DEFAULT : 155 -->
	<_s4fay> 7 </_s4fay>		<!-- DEFAULT : 7   -->
	
	
	<!-- Faction Rank -->
	
	<!-- Font -->
	<_s4frf> 3 </_s4frf>		<!-- DEFAULT : 3 -->
	
	<!-- Red / Green / Blue / Alpha -->
	<_s4frr> 117  </_s4frr>		<!-- DEFAULT : 117  -->
	<_s4frg> 59   </_s4frg>		<!-- DEFAULT : 59  -->
	<_s4frb> 33   </_s4frb>		<!-- DEFAULT : 33 -->
	<_s4fra> 255  </_s4fra>		<!-- DEFAULT : 255 -->
	
	<!-- X / Y -->
	<_s4frx> 155 </_s4frx>		<!-- DEFAULT : 155 -->
	<_s4fry> 39 </_s4fry>		<!-- DEFAULT : 39  -->
	
	
	<!-- Next Faction Rank -->
	
	<!-- Next Rank Visible -->
	<_s4fnrv> &false; </_s4fnrv>	<!-- DEFAULT : &false; -->
	
	<!-- Font -->
	<_s4fnrf> 3 </_s4fnrf>			<!-- DEFAULT : 3 -->
	
	<!-- Text -->
	<_s4fnrt> <copy src="strings()" trait="_nextrank"/> </_s4fnrt>
	<!-- DEFAULT : <copy src="strings()" trait="_nextrank"/> -->
	
	<!-- Red / Green / Blue / Alpha -->
	<_s4fnrr> 117  </_s4fnrr>		<!-- DEFAULT : 117  -->
	<_s4fnrg> 59   </_s4fnrg>		<!-- DEFAULT : 59  -->
	<_s4fnrb> 33   </_s4fnrb>		<!-- DEFAULT : 33 -->
	<_s4fnra> 255  </_s4fnra>		<!-- DEFAULT : 255 -->
	
	<!-- X / Y Offset -->
	<_s4fnrx> 350 </_s4fnrx>		<!-- DEFAULT : 155 -->
	<_s4fnry> 39  </_s4fnry>		<!-- DEFAULT : 39 -->
	
	<!-- Spacing between text and rank -->
	<_s4fnrs> 10  </_s4fnrs>		<!-- DEFAULT : 10 -->
	

Here's also a prefab diff on the Next rank visible thing. The only differences are listed as follows:

FactvsnoFact.thumb.JPG.c2218974b1631ea7994fd0089e1d5c91.JPG

Given _s4fnrv is the reference, we take it _s4fnrx is its x offset. So the text begins at x= 350 and just spills over onto the next line? Ugh.

Edited by Schtearn

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First, I moved this discussion to a new thread. The screenshot thread is for in-game screenshots, not mod customization or BAIN. Second, Schtearn, could you please state what you're trying to accomplish at the start? I thought you were just checking out BTMod. I find your posts hard to follow because I can't figure out what you're trying to do. :) Third, no, you can't change the text size. Game fonts are bitmaps, not actual text fonts, so the only way to have different sizes is to create them that way in the first place. Bitmap fonts are pictures of fonts, which is why you need to use a font generator. That's also why you're limited to the fonts available in the game:

[Fonts]
SFontFile_1=Data\Fonts\DarN_Kingthings_Exeter_28.fnt
SFontFile_2=Data\Fonts\DarN_Kingthings_Petrock_14.fnt
SFontFile_3=Data\Fonts\DarN_Kingthings_Petrock_16.fnt
SFontFile_4=Data\Fonts\DarN_Oblivion_28.fnt
SFontFile_5=Data\Fonts\Handwritten.fnt

As you can see, I'm running Dark DarN UI and he created custom fonts to use with his UI.

So, if you're just doing this for a BAIN, there's nothing you can do. You'd have to replace one of those font files and that would change a lot more than just the next rank text. I had to create new fonts for Oblivion XP and I had to use OBSE to add them to the game so that I didn't alter the player's font list.

Another option would be to fix the menu layout itself. The Next Rank text is already wrapping, so you might be able to put Next Rank on a new line all by itself. However if you did that, your changes would be overwritten by mods like Oblivion XP that supply their own versions of various menus. To do that, you'd have to find the section in the menu where the text is actually placed. I don't have a copy of the original BTmod anymore, just the Oblivion XP version. If you'd like to know what to change, I could grab BTmod and take a look.

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Posted (edited)

Thanks: Attempting to port it over to a BAIN as with the others. :)

Yeah grab it! I'm working with the "fixed" version- first link on the first post on this thread. The stats-menu files are identical,  the stats config prefabs (for default- no percentage next faction) only show one difference:

stats_config.xml.thumb.jpg.cfdc29e1796b2b41b5f17f422b515324.jpg

The big worry is that most of those texture files referenced are not in the package. There are no subfolders in Shared, and no "Magic" subfolders. :(

Here's the section in the menu file with the Next label:

Spoiler
Quote

            <text name="stat_faction_item_next_label">
                <depth> 1 </depth>
                <visible> <copy src="Imp_UI_Settings" trait="_s4fnrv" /> </visible>
                <string> <copy src="Imp_UI_Settings" trait="_s4fnrt"/> </string>
                <justify> &left; </justify>
                <red> <copy src="Imp_UI_Settings" trait="_s4fnrr" /> </red>
                <green> <copy src="Imp_UI_Settings" trait="_s4fnrg" /> </green>
                <blue> <copy src="Imp_UI_Settings" trait="_s4fnrb" /> </blue>
                <alpha> <copy src="Imp_UI_Settings" trait="_s4fnra" /> </alpha>
                <font> <copy src="Imp_UI_Settings" trait="_s4fnrf" /> </font>
                <wrapwidth> 300 </wrapwidth>
                <clips> &true; </clips>
                <x> <copy src="Imp_UI_Settings" trait="_s4fnrx" /> </x>
                <y> <copy src="Imp_UI_Settings" trait="_s4fnry" /> </y>
            </text>
            <text name="stat_faction_item_next">
                <depth> 1 </depth>
                <visible> <copy src="Imp_UI_Settings" trait="_s4fnrv" /> </visible>
                <string> <copy src="parent()" trait="user3"/> </string>
                <justify> &left; </justify>
                <red> <copy src="Imp_UI_Settings" trait="_s4fnrr" /> </red>
                <green> <copy src="Imp_UI_Settings" trait="_s4fnrg" /> </green>
                <blue> <copy src="Imp_UI_Settings" trait="_s4fnrb" /> </blue>
                <alpha> <copy src="Imp_UI_Settings" trait="_s4fnra" /> </alpha>
                <font> <copy src="Imp_UI_Settings" trait="_s4fnrf" /> </font>
                <wrapwidth> 300 </wrapwidth>
                <clips> &true; </clips>
                <x>
                    <copy src="stat_faction_item_next_label" trait="x"/>
                    <add src="stat_faction_item_next_label" trait="width"/>
                    <add src="Imp_UI_Settings" trait="_s4fnrs" />
                </x>
                <y> <copy src="Imp_UI_Settings" trait="_s4fnry" /> </y>
            </text>

 

Figuring out where that links _s4fnrx in with the Next Rank at 350 as noted in the prefab above.

Avoiding different fonts is preferable. So In a nutshell, bring the Next Rank (_s4fnrx) down to the next line, and changing it to just Next... with a colour change perhaps?

Edit: Alternatively- omit the text "Next:" altogether, and just place brackets around the next rank field (on the second line) in a different colour. That should avoid most cases of truncation.

Edited by Schtearn

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Ok, I'll take a look. The key thing to remember with BTmod is that it's just the vanilla menus with a couple of tweaks, so Beider didn't need to include everything. The rest of the stuff is pulled from the Oblivion BSA's.

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Ok, this is pretty easy due to the way Beider set things up. All you need to do is to search for _s4fnrt in stats_menu.xml. That will take you to the section where he adds Next Rank to the menu. Items in Oblivion menus simply follow one after the other. The position of the items is defined by the x and y values, so you need to play with those values until Next Rank is where you want it. The "Imp_UI_Settings" is basically the stats_config.xml. It's just a rectangle so Beider can reference the elements inside. For example, here's a breakdown of how the x value for the next rank is calculated:

				<x>
					<copy src="stat_faction_item_next_label" trait="x"/>
					<add src="stat_faction_item_next_label" trait="width"/>
					<add src="Imp_UI_Settings" trait="_s4fnrs" />
				</x>

Take the x position of the "stat_faction_item_next_label" element, which is right above (in the xml), add the width of the next_label element and then add the value of _s4fnrs from the stats_config.xml file, which is 10. So, this means that all you need to do is to figure out where the "stat_faction_item_next_label" element needs to go and the rank itself will be tacked on after it. You could start with just playing with the values of _s4fnrx and _s4fnry in the stats_config.xml.

The text that says "Next Rank" is set here:

	<_s4fnrt> <copy src="strings()" trait="_nextrank"/> </_s4fnrt>

strings() refers to the strings.xml file which is in the Oblivion BSA. The value is set in the _nextrank trait. The strings file will be customized according to the language of the game, so if you're playing the French version of Oblivion, the traits will be in French. MenuQue allows you to create your own strings file for use with your mod, then when people want to translate your mod, all you have to do is give them the strings file. That's what I did with Oblivion XP.

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Posted (edited)
On 6/5/2018 at 4:18 PM, Schtearn said:

Edit: Alternatively- omit the text "Next:" altogether, and just place brackets around the next rank field (on the second line) in a different colour. That should avoid most cases of truncation.

Thanks. Going to try this option then- but even brackets might be too much, so the <text name="stat_faction_item_next_label"> block will be nuked (copied here in case we want it back:

			<text name="stat_faction_item_next_label">
				<depth> 1 </depth>
				<visible> <copy src="Imp_UI_Settings" trait="_s4fnrv" /> </visible>
				<string> <copy src="Imp_UI_Settings" trait="_s4fnrt"/> </string>
				<justify> &left; </justify>
				<red> <copy src="Imp_UI_Settings" trait="_s4fnrr" /> </red>
				<green> <copy src="Imp_UI_Settings" trait="_s4fnrg" /> </green>
				<blue> <copy src="Imp_UI_Settings" trait="_s4fnrb" /> </blue>
				<alpha> <copy src="Imp_UI_Settings" trait="_s4fnra" /> </alpha>
				<font> <copy src="Imp_UI_Settings" trait="_s4fnrf" /> </font>
				<wrapwidth> 300 </wrapwidth>
				<clips> &true; </clips>
				<x> <copy src="Imp_UI_Settings" trait="_s4fnrx" /> </x>
				<y> <copy src="Imp_UI_Settings" trait="_s4fnry" /> </y>
			</text>

The stat_faction_item_next will now have a different colour. Note its new x & y position.

	<!-- Red / Green / Blue / Alpha -->
	<_s4fnrr> 200  </_s4fnrr>		<!-- DEFAULT : 117  red for receding into the future -->
	<_s4fnrg> 30   </_s4fnrg>		<!-- DEFAULT : 59  -->
	<_s4fnrb> 20   </_s4fnrb>		<!-- DEFAULT : 33 -->
	<_s4fnra> 255  </_s4fnra>		<!-- DEFAULT : 255 -->
	
	<!-- X / Y Offset -->
	<_s4fnrx> 335 </_s4fnrx>		<!-- DEFAULT : 155 Bring it back a bit from 350-->
	<_s4fnry> 39  </_s4fnry>		<!-- DEFAULT : 39 -->

This is probably the best shot as anything else without the new custom fonts is going to clutter it too much.

Edit:

BTmod.jpg.624cd596bfdc35e8c734555c4744356d.jpg

Not too bad- but going back to X= 350 is better. And yes, there's room for brackets. Just include a text string block before and after. And the colour has to change- what do you think might be a better fit?

Or even bring Next: back in. "Divine Crusader" is the rank with the most literals here, and will just fit- will have to check to see if there is any faction rank name with 16 or more characters in it. :)

Edit2:

Attempted to use the constant literal "Next:" in this line in the prefab:

Quote

    <!-- Text -->
    <_s4fnrt> Next: </_s4fnrt>
    <!-- DEFAULT : <copy src="strings()" trait="_nextrank"/> -->

That's clearly not working, and having no effect in any case. _s4fnrt does not assume a string in that way.

Looking at the Master Thie line in the following graphic, removing the Rank: portion from label will just work for 16 characters.

BTmod.jpg.8bcc9091ae6ceaaded74da9b7aea08ed.jpg

Back to stats.menu: So how do we assign some string constant to _s4fnrt?

Quote

            <text name="stat_faction_item_next_label">
                <depth> 1 </depth>
                <visible> <copy src="Imp_UI_Settings" trait="_s4fnrv" /> </visible>
                <string> <copy src="Imp_UI_Settings" trait="_s4fnrt"/> </string>

From the wiki something like this is supposed to work:

Quote

               <string> StringText </string>

or

 <string> StringText <copy src="Imp_UI_Settings" trait="_s4fnrt"/> </string>

Doing it like that completely barfs the display altogether. \:

Edit3:

Well, scrap that. It worked. Testing here is flawed somehow. :P

BTmod.jpg.ade3d3facdbcf3d15265552d05d7a072.jpg

The colours reverted- tomorrow I'll get the colours more like the picture above this one. :)

Edited by Schtearn

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I really wouldn't go with hard-coding the label to say "Next". You're going to piss off people running non-English versions of the game. Instead, I recommend combining the label and value into one field and right-justifying it. I'm not going to have time to code something up for you until next week. I have a cat show this weekend and I'm going to be very busy getting ready. I have to bathe four cats, for one thing. :D

For a start, you would create a new text block. I would take the existing label block. Then you would add a second <string> element with the value of the next rank. Have a look at the cs wiki to see if there's a way to concatenate strings. I think there is, but I'd have to check Oblivion XP's menus. I might have done the string concatenation in scripts and then set the menu elements, which won't help you at all.

If you can't concatenate strings, then you could try right-justifying both elements separately and play with the spacing between them.

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Posted (edited)

In hindsight, the BAIN wizards are in English as well. Which will pee them off even more. :P

Another option is to use brackets "()" or better, this: "=>", ">>" or "==>".  "==>" "operator" would be understood in most character sets?

Edited by Schtearn

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Yes, I think ==> or --> would be understood. It would also be much shorter than "Next". I still think right justified would look better, so I'd see if you could append whatever symbol you pick to the next rank.

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Almost got there, but for Murphy & Co. Oblivion's XML parser being a hybrid one, won't escape special characters as such. and just including  a ">" as text bombs out the menu. So we are back to "Next:" for the time being. The right justification worked out, however.

BTmod.jpg.d5af3b9407348b6589ddd9b1630efba6.jpg

In any case it's no big deal, as these edits are overwritten by OXP and others- but the interesting task of writing an XML parser for Oblivion remains. :)

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Well another possibility is to just use an image. You could create an arrow in something like gimp, save it as a DDS and use that.

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