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Cliffworms

[RELz] Tales of Cyrodiil

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Tales of Cyrodiil

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Name: Tales of Cyrodiil
Version: 1.03
Date: 2019-01-07
Category: Quests 
Author: Cliffworms

=================
Requirements:
=================

Oblivion 1.2.416
Oblivion Script Extender
Homepage: http://obse.silverlock.org
Elys Universal Silent Voice
DarNified UI (with the option for smaller fonts) or any similar mod that reduces the fonts' size

=================
Description:
=================

"Some of the greatest adventures have had their starts in smoky, noisy taverns." - The Daggerfall Manual, p.58

Tales of Cyrodiil adds 14 quests for you to embark on. These adventures are inspired by some of Daggerfall's side quests you can get from innkeepers and shopkeepers. Unlike Daggerfall, the Tales of Cyrodiil are unique and not randomly generated. Also, I've greatly expanded them by adding new outcomes, dialogues and ways to complete them. 


=================
Details:
=================

The quest givers can be found in most of Cyrodiil's cities. One can be found in a roadside tavern. Asking about rumors in town may lead you to adventures. Want to know where to find the quest givers? Check the bottom of the document. :)

Quests vary from the classic "fetch me this" to more complex adventures, though even the most basic have a lot of dialogue to make them interesting and have multiple ways to complete them. Impersonate a coward at a duel, lend a hand to a noble who mistakenly gifted fake gold ingots to his contacts, lift the curse from a wraith's skeletal hand, help a noblewoman in preventing her husband's ransom... or betray her and save him, and more. 

In addition to the quests, completing vanilla Oblivion's quests will increase or decrease your disposition towards NPCs and factions, depending on how you complete them. For example, taking care of our favorite paranoid Wood Elf in Skingrad will net you a better reputation with the town's citizens, in particular with the three people the Wood Elf targeted. On the opposite, botching a Thieves Guild job will lower your disposition with your guildmates and probably the factions linked to that quest, if any. Note that these changes are done in a separate script, meaning that no changes have been done to Oblivion's vanilla scripts, therefore making this compatible with mods that change Oblivion's quests.

=================
Quest mechanics
=================

- Time limit
    Most quests must be completed in a limited time. Some are days, others are weeks. Bandits won't hold someone hostage foverer. You'll always be informed of the time limit. Failing to complete the quest in time will result in failure.

- No essential NPCs. No essential items
    Indeed, most of the related quests' NPCs can die and most quest items can be dropped or sold. For most quests, the death of quest NPCs will result in failure. Don't worry though. The NPCs stay inside cities so the only way they could die is if you had a hand in it. For items, you'll always be able to tell the NPC you lost the quest item, resulting again in a failure...but that could be a lie and it'd allow you to keep the items for yourself. :)

- Skill checks in dialogue
    In most quests, you can bargain your reward using Mercantile. You may also be able to use Speechcraft. To identify skill checks, you will see [M] or [ S ] before your answer, for Mercantile and Speechcraft, respectively. Having Luck of 60 or more helps with skill checks.
 
- Voiceless, choice-based dialogue
    Most of the quest dialogue is choice-based, allowing you to ask questions about the task, accept or refuse it and bargain your reward. Some topics are also added when, for example, you ask around for directions to one of the NPCs or a location. Finally, all the new dialogue is not voice acted.

- Pre-quest, present-quest and post-quest rumors
    People will have rumors to say before the quest, during the quest and after the quest. They vary depending on the outcome, if you fail or succeed the quest.

- On the importance of faction relations
    Some of the quests have optional paths if you are a specific faction member or if you have good relations with them. For example, in A Noble's Debts, being a Thieves Guild member or having good relations with them will allow you to receive a letter from the Guild to give you hints on where the lost loan is located.

- No new dungeons or locations
    Quests NPCs are placed inside the game's cities and the quests take place inside vanilla locations only. The dungeons used for those quests are existing Oblivion dungeons that have no quest linked to them. This allows for greater compatibility, preventing conflicts with mods that add new locations or change the landscapes.

- Rewards
    Most quests reward the player with gold, others give not too powerful magical items. All quests give a faction relation bonus/malus with the city in which the quest takes place or the factions that were implicated in the quest. For example, helping a nobleman from Cheydinhal will give you better disposition with the nobility in general and the people of Cheydinhal. On the opposite, botching a quest or betraying your quest giver if the opportunity arises will drop your disposition with the related factions. After all, the quest giver will talk about how good or bad you did his job with his friends and neighbors.

- Difficulty
    Most quests use Oblivion's leveling system for difficulty as I believe it easier for balance. Some NPCs are fixed, though. Overhauls that changes Oblivion's default leveled lists for equipment will work with Tales of Cyrodiil. 

- Oblivion XP integration
    Users of Oblivion XP will be rewarded for completing quests, succeeding at skill checks in dialogue and will receive a small amount for failing quests.

- Optional quest markers
    By default, quest markers for Tales of Cyrodiil's quests are disabled. Sufficient descriptions and directions are given to find a location or an NPC. If you still want to use quest markers, you will have the option on the first quest you accept. 
    If you change your mind afterwards, open the console window and input the following command : 

        set TOCConfig.QuestMarkers to 1


========================
Incompatibility/Compatibility:

========================

Compatible : 
    Open Cities/Open Cities Reborn
    Better Dungeons
    Snu's Dungeons
    Unique Landscapes
    Productive Mines
    Oblivion Uncut (minor conflict with the quest To Assist the Fate. You must complete Oblivion Uncut's Broken Promises quest before doing Tales of Cyrodiil's To Assist the Fate or you won't get access to Broken Promises Cave)
    Wolfdol Castle Alessia (A trap door will appear north of the castle in the fort ruins to access Oblivion's Fort Alessia dungeon. This will allow you to complete To Assist the Fate)

Minor incompatibilities : 
    Legion-Occupied Forts (An enemy NPC and creature are added to Fort Alessia and Fort Chalman. The worst that'll happen is that these two enemies will attack the legionnaires and those two quests' storyline won't make much sense, but you'll be able to complete them. 


May be incompatible with other mods that changes the layout of the following dungeons : 

- Belda, Broken Promises Cave, Doomed Mine, Fort Alessia, Fort Chalman, Fort Homestead, Fort Wariel, Lipsand Tarn, Nornalhorst, Shattered Scales Cave, Talwinque. 
 

=================
Known Issues:
=================

None... at the moment!;)


=================
History:
=================

=================
History:
=================

2019-01-07 - 1.03

Fixes

- The Ransom : Fixed crash when ransoming Ula with the gem
- Daedric Lodestone : The stone will now properly vanish once the quest is complete
- A Mix-Up : Fixed some rumors that would be shared before the quest would be active
- Defamation : Iminda will no longer roam the streets, depending on the outcome
- To Assist the Fate : Morgorya will no longer try to greet you in an endless loop if you initiated dialogue and later failed the quest 

Additions

- The Ransom : Added a new way to complete the quest if you are the Gray Fox
- Defamation : A possible reward for the quest, the Pants of Venom Spitting, now have a unique mesh and texture (Thanks, Puddles!)
- The Ransom and Defamation : Ula and Talib, two NPCs you need to escort, will go in sneak mode if you do.
- The Switcheroo : Added drinks for sale to Emfrid at the Grey Mare
- The Switcheroo : You can now persuade Emfrid to unluck the courier's room
- Quest markers added for Open Cities/Open Cities Reborn
- Added a longer silent file (15 seconds) for the dialogue (replaces Ulys' Silent Voice's 8 seconds file)
- Once you turn in/fail a quest, a message at the top left will inform you of any reputation changes towards people or factions.

Changes

- A Mix-Up : Re-wrote some journal entries for less confusion
- Daedric Lodestone : The Dremora will no longer be summoned if conjurers are nearby. This is to prevent her from attacking them.


2018-09-15 - 1.02

- Fixed compatibility with Unique Landscapes - Silverfish Valley River

2018-09-14 - 1.01

- Removed unused references and topics that caused errors in TES4 Edit.

2018-09-08 - 1.0 
- First release
 

=================
Contact Details:
=================

You may contact me on the Nexus with my username, Cliffworms.
Note that I tend to leave for some time, so I may not reply immediately.


=================
Credits:
=================

Thanks to InsanitySorrow for his ReadMe Generator this file is based on.
Thanks to Bethesda for creating Oblivion.

- Trollf for his Divine Shields resource
- Bad Andy for his DIvine Armor ressource
- Khugan for his Gold Bars resource

- Puddles for the Pants of Venom Spitting mesh and texture
- AndalayBay for the his help on making Oblivion XP work with Tales of Cyrodiil
- Vortex DrAgOn and Daneel53 for the DFQRCEdt utility

- The Daggerfall Dev Team
- Dave Humphrey and the contributors for The Unofficial Elder Scrolls Pages. http://www.uesp.net/wiki/Main_Page
- The OBSE team for passing through every barriers they see.
- Elys for Elys Universal Silent Voice OBSE plugin. Because of you, we can now freely mod dialogue without worrying about creating hundreds of silent lip-synched voice files!
- ShadeMe andThe Construction Set Extender Team for bringing the CS updates we desperately needed.
- Bethesda for the Oblivion CS.


=================
Tools Used:
=================

Insanity's ReadMe Generator
Construction Set Extender
TES4Edit
Nifskope
DFQRCEdt utility - Nifty tool to open and extrapolate dialogue data of Daggerfall's quests, which I used for inspiration.

=================
Licensing/Legal:
=================

You can do whatever you want with this, all I ask is that you give full credit for any work used.

I would also appreciate you letting me know where the work was used.

========================
Quest list and locations
========================

=Anvil=

-Two Cowards-

Marcurio Orius and Gualtierus Turrianus are in conflict to gain the love of Elorya Hawkham. Gualtierus challenged Marcurio to a duel. The problem is, Marcurio is no fighter and he's seeking a sword for hire to impersonate him and win the heart of Elorya.


-Defamation-

Rumors are spreading about a Redguard named Iminda. Apparently, he has taken a goblin for a lover, he keeps slaves, is a pariah or even beats his spouse! Needless to say, Iminda wants to put a stop to those rumors and is looking for an investigator to find the source of those false spreadings.


=Bravil=

-A Mix Up- (Fame/Infamy >= 10 or Hero of Kvatch/Master of Fighters Guild/Arena Grand Champion/Mages Guild Arch-Mage required)

A Khajiit has had his emerald stolen by someone... who looks like you! Could it be really you?


=Cheydinhal=

-Counterfeit Gold-

A nobleman's friend had the brilliant idea of giving him false gold bricks as a gift. That nobleman had the even more brilliant idea of giving them away to his allies. The problem is, he has now realized they were fake and they've already been given away. Retrieve at least one of them and you will be rewarded. Retrieve them all and you'll be handsomely rewarded.


-The Daedric Stone-

An Altmer sorceress is searching for a daedric lodestone for her research. Her assistant, another Altmer, arrived in Cheydinhal to hire someone brave enough to recover it from Ayleid ruins filled with conjurers and daedra. The dremora guarding it may have another plan in mind...who will you trust?

=Chorrol=

-To Assist the Fate-

Noblewoman Morgorya Coppercroft received word that her good-for-nothing, cheating husband named Theodyn Coppercroft has been captured by bandits and held for ransom. Of course, Morgorya doesn't want to ransom Theodyn but his cousin wants to. You may complete this quest in multiple ways...


=Imperial City=

-The Telvanni Duel-

At the Foaming Flask in the Imperial City, a furious Dark Elf from Sadrith Mora is causing a bit of a ruckus. He keeps drinking and challenging the unfortunate patrons to a duel. Will you be the one to accept his challenge?


-A Noble's Debts-

A merchant loaned gold to a nobleman under the condition that the merchant keeps a deed to a valuable piece of property. Now, the nobleman vanished without a trace and the deed was stolen. This has hit the merchant's finances pretty hard and he seeks someone to find the deed, retrieve the loaned gold or, if all fails, find the nobleman.


-The Wraith's Hand-

A very anxious man is looking for a courier to deliver a skeletal relic to a priest. Rumors say this hand used to belong to a vengeful spirit who still wanders Tamriel looking for it...

=Leyawiin=


-The Ransom-

Argonian Kal-Ma of Leyawiin is beyond herself with grief. Her husband has been captured by the Thieves Guild and those good-for-nothing outlaws are asking a ransom or they will kill their hostage. Will you use fighting, diplomacy or wits to solve the case?


=Skingrad=

-A Rare Book-

An Argonian savant in Skingrad would like to hire an adventurer to recover the ancient tome "Vampires of the Illiac Bay" from Ayleid ruins nearby.


-The Switcheroo-

Browen, a down-on-her-luck traveling merchant staying at the Two Sisters Lodge in Skingrad, has been betrayed by her former business partner. Indeed, Browen was going to warn the authorities when she discovered that her partner was involved in smuggling. In fact, her partner hired a courier to deliver false accusations about Browen to Wayrest's Guild of Merchants. Browen is looking for someone to intercept the courier before he reaches Wayrest and sneak in a letter in his backpack denouncing her partner and remove the false accusations about her. Will you be quick enough?


=Wilderness=

-The Barbarian Duel-

At the Imperial Bridge Inn, an Orc Barbarian is seeking an opponent for a duel to the death. Needless to say, nobody, even the drunk Imperial Guard who visits the inn, has accepted. 

-An Unexpected Journey-

A Wood Elf staying at Bleaker's Way's inn is seeking an adventurer for an unknown but certainly dangerous task given by his master. The master promises 500 gold to the adventurer who will complete this mysterious task. Will you be the one?
 


 

Edited by Cliffworms

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Here's the menu fix I mentioned on Nexus:

begin MenuMode 1009
	; fix dialogue menu - need wider wrap width and possibly 2 lines
	mqSetMenuChildFloatValue "dialog_topics\dialog_topics_layout\dialog_topics_scroll_pane\##\topic_text\wrapwidth" 1009 0 1200
	mqSetMenuChildFloatValue "dialog_topics\dialog_topics_layout\dialog_topics_scroll_pane\##\topic_text\wraplines" 1009 0 2
end

Those are MenuQue functions. I think Kyoma changed them to use tile_XXX functions in the newer versions of MenuQue, but the old syntax still works.

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MenuQue also allows you to load additional fonts if you decide to create a custom font. That way you can use a custom font for your mod and not affect the user's Oblivion ini file.

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The dialogue is getting cut off when using Northern UI.

ScreenShot54.jpg

ScreenShot55.jpg

Also, would you consider a patch for Open Cities Reborn? I use quest markers and they are pointing to the closed version of the city, but the NPC isn't actually there since they are usually in an interior. If I know the interior, I can ignore the quest marker, but if I don't know it, it makes it harder to track the NPC down.

Edited by AndalayBay

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I'm also having a problem with the Switcheroo quest. Emfrid only has ingredients for sale! I can't buy booze from her for some reason.

After loading the plugin in the CS, I found the sack with the letter and was able to complete the quest. I think this quest needs work because what may seem obvious to you is not obvious to me! :)

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Hello!

Sorry for the late reply. 
 

On 09/11/2018 at 3:42 AM, AndalayBay said:

I'm also having a problem with the Switcheroo quest. Emfrid only has ingredients for sale! I can't buy booze from her for some reason.

After loading the plugin in the CS, I found the sack with the letter and was able to complete the quest. I think this quest needs work because what may seem obvious to you is not obvious to me! :)

A tavern that does not sell drinks? Shame I say! I was certain Emfrid did and I always tested with a character that already had drinks. I added a hidden chest filled with drinks. 
Regarding the courier's sack, he hints that it's in his room when you get him drunk. With the key in hand, the sack can be seen close to his bed. What would you propose? :)

 

On 09/11/2018 at 2:32 AM, AndalayBay said:

The dialogue is getting cut off when using Northern UI.

ScreenShot54.jpg

ScreenShot55.jpg

Also, would you consider a patch for Open Cities Reborn? I use quest markers and they are pointing to the closed version of the city, but the NPC isn't actually there since they are usually in an interior. If I know the interior, I can ignore the quest marker, but if I don't know it, it makes it harder to track the NPC down.

It's unfortunate that the choices are cut off with some UIs. But I prefer not to make them shorter as the default character length is too short to have interesting responses.
I'll add markers to the Tamriel worldspace  for the markers that point to the city streets to fit with Open Cities. Thank you for telling me. :) 
When markers point to the streets, it's only to hint that the next possible objective is inside that city, but does not point where exactly you need to go. At other times the quest markers should point to specific interiors or, in some cases, NPCs. I tried to make them not too handholding while being not too vague either.

I'm almost done on the patch. :) 

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Welcome back! Did you look into the MenuQue stuff to increase the dialogue lines to two? I don’t know if that would work with Northern UI anyway since it makes so many changes to the menus, but it should work with most other UI’s.

Since I couldn’t get the courier drunk, he didn’t give me the clue I needed. If I had that clue, I probably would have been able to finish it fine.

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Oh, yes I forgot to say that. I looked into MenuQue without any UI mods using the commands you quoted and it works but only for the first choice it seems. To take your example with Borwen above, the first line shows up fine, but the second is cut.

I do not know much about MenuQue. Do you know by any chance how it'd be possible to make it work with multiple choices?

Regarding the courier, I'll add in the option to get the key from Emfrid using speech, mercantile or a very high disposition. I'll also make it clearer that the player needs to find the courier's bag. :)

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Just now, Cliffworms said:

Oh, yes I forgot to say that. I looked into MenuQue without any UI mods using the commands you quoted and it works but only for the first choice it seems. To take your example with Borwen above, the first line shows up fine, but the second is cut.

I do not know much about MenuQue. Do you know by any chance how it'd be possible to make it work with multiple choices?

MenuQue just gives you access to the menu XML via script. In this case, it's the dialog_menu.xml file. If you open that file, you can drill down through the sections to find the lines we're changing with MenuQue. The section is called topic_text. That's part of a template, so you'd need to change the wrapwidth and wraplines values for each dialogue line. I'll have to check the MenuQue documentation again to see how to handle this. I'm pretty sure Kyoma set it up to access all the items in a list.

In DBC, we just had those two lines in a MenuMode block in a script that ran all the time. We have a generic dialogue quest like vanilla and those lines are in the script for that quest. I never noticed a problem, so perhaps it's a difference in our structure. Where are you adding the MenuQue commands?

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On 05/01/2019 at 4:17 PM, AndalayBay said:

MenuQue just gives you access to the menu XML via script. In this case, it's the dialog_menu.xml file. If you open that file, you can drill down through the sections to find the lines we're changing with MenuQue. The section is called topic_text. That's part of a template, so you'd need to change the wrapwidth and wraplines values for each dialogue line. I'll have to check the MenuQue documentation again to see how to handle this. I'm pretty sure Kyoma set it up to access all the items in a list.

In DBC, we just had those two lines in a MenuMode block in a script that ran all the time. We have a generic dialogue quest like vanilla and those lines are in the script for that quest. I never noticed a problem, so perhaps it's a difference in our structure. Where are you adding the MenuQue commands?

I see. I admit I'm very confused regarding xml files. :)

I looked at how you did it in DBC and basically copied the same lines as yours in the same MenuMode block and pasted it in a quest script that was running. The first choice shows up fine. It's split near the end and readable in Oblivion's default font size. But the other player choices are cut. 

What does 1200 mean in "1009 0 1200"? I understand in the second line that "2" means "two lines" or some such. But I believe that 1009 0 1200 is linked to where to cut the dialogue line. 

 

In the meantime, I've released 1.03 which introduces numerous fixes, some additions and two changes (shown in the changelog above). I'll look into integrating MenuQue in the next update. :)

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I was actually just going to post that I need to do more testing with the new MenuQue syntax. The MenuQue docs are in Data\Docs\MenuQue, but they are far from an easy read.

I'll repeat the old code here:

begin MenuMode 1009
	; fix dialogue menu - need wider wrap width and possibly 2 lines
	mqSetMenuChildFloatValue "dialog_topics\dialog_topics_layout\dialog_topics_scroll_pane\##\topic_text\wrapwidth" 1009 0 1200
	mqSetMenuChildFloatValue "dialog_topics\dialog_topics_layout\dialog_topics_scroll_pane\##\topic_text\wraplines" 1009 0 2
end

The ## is the placeholder for the number of the child element, which is 0 in the above lines. So that would only work for the first line. I didn't write this code originally; it was done by another scripter. I think the proper way to do this would be to use the new functions to find out how many child elements there are and then go through each one and set the width (which is the 1200) and the wrap lines (which is the 2). I'll see if I can do a quick mock-up of the new code later - dinner time!

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Got it! When you make these changes to the dialogue menu, you change the base dialogue menu, so the changes will apply to vanilla dialogue and dialogue from other mods. We felt that the changes were pretty innocuous, so we did it for DBC. Also these fixes assume that the dialogue is on the left side like vanilla and all the other UI's except Northern UI. Since I had the problem with dialogue being truncated even though I have DBC installed, then it's obvious DBC's code wasn't working. Here's the new script. I'll paste in the entire script so you can get the variable declarations too.

scriptname DBCAwakeningGenDialogueScript

short i
short adjusted
short topicAdded
short numTopics
float fQuestDelayTime

Begin GameMode
	
	if fQuestDelayTime != 2.0
		Let fQuestDelayTime := 2.0
	endif
	if (GetStage DBCAwakening >= 5) && (getStage DBCAwakening < 100) && (topicAdded == 0)
		addTopic DBCSanctuary
		let topicAdded := 1
	endif
	if (getStage DBCMQ03BlackHand == 100) && (getStage DBCAwakening < 100)
		if (getStage DBCSQ03BloodGold == 0)
			addTopic DBCAnvilContracts
		endif
		if (getStage DBCSQ08ThreeTimes == 0)
			AddTopic DBCBrumaContracts
		endif
		if (getStage DBCSQ07SilencePrice == 0)
			AddTopic DBCClaneeContracts
		endif
	endif
	if (getStage DBCSQ01Infiltrate == 0) && (getStage DBCAwakening < 100)
		AddTopic DBCArquenContracts
	endif
End

begin MenuMode 1009
	; fix dialogue menu - need wider wrap width and possibly 2 lines
	let numTopics := tile_getInfo "dialog_topics\dialog_topics_layout\dialog_topics_scroll_pane\", 1009, 0
	let i := 1
	let adjusted := 0

	if (adjusted == 0)
		while i < numTopics + 1
			tile_setFloat "dialog_topics\dialog_topics_layout\dialog_topics_scroll_pane\#%g\topic_text\wrapwidth", i, 1009, 1200
			tile_setFloat "dialog_topics\dialog_topics_layout\dialog_topics_scroll_pane\#%g\topic_text\wraplines", i, 1009, 2
			let i += 1
		loop
		let adjusted := 1
	endif
end

This sets the wrap width to 1200 (pixels) and the wrap lines to 2. I use a "do once" variable called adjusted to stop the script from continually adjusting the width and wrap while the dialogue menu is open. I have made these changes in DBC and the script seems to be working fine. I had debug printc statements in the script and confirmed the width and wrap were being changed for each dialogue topic. It took a bit of fiddling since Kyoma doesn't have an example of doing this in the MenuQue documentation.

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One more thing to note: if we want this to be compatible with Northern UI, we'll have to set the wrap width to something smaller. David has the dialogue on the right side of the screen, so the wrap width would have to be about 800 px. That's just a guess. It depends on the player's screen resolution too, of course. I guess if we wanted to get fancy, we could figure out what the wrap width needed to be based on other elements in the menu. You can get the menu dimensions and position of the text elements and then figure out how much space you've got to work with. It might be more work than what it's worth though. We've never had a complaint about DBC, although I'm not sure that old code was working...

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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.

Edited by DavidJCobb

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