Can item descriptions support several variants assigned at random upon first picking an item up, so that more personalised flavour texts can give some greater sense of immersion?
Take three descriptions for an amulet item for example:
"Three red stones glitter deep and dark against the light. Somehow they make you think of the desert."
"The imprecise, flowing lines of a knife-carved amber lead the eye towards the centre. There's something inside. A seed, perhaps, or an insect."
"A silver flower. Simple and common, this one is likely a good luck charm worn by those praying for a rich harvest."
Hello, The mod should support any modded items. One of the intents for the mod was actually creating a way for mod developers to write custom descriptions for items. If you want to add custom descriptions for any item, follow the readme in the docs. There is a detailed explanation on how to write them.
I like this mod. It's a nice little extra. I have picked up a small issue (apart from the one I mention below): Letters from Brisienna (informing you of the emperor's mission) is not showing correctly. Some of the text is hidden beneath the letter image.
It's very unfortunate indeed ! Several useful UI mods, first including the one you mention ; Not having to choose because all of them could work together would be amazing. Let's hope a next update of the game aim at that. Or maybe could a merged version of multiple mods be done.
Unfortunately Oblib is right, for now there is no way to make UI mods that change some of the ways the inventory behaves work together. That's why DREAM's dynamic backgrounds and Uncanny Interface are incompable with my mod for now. The problem lies in the way the inventory class for DFU is organized for now. Essentially, you are not allowed to change any aspects of the inventory whatsoever without completely overriding the whole inventory. Which means that every mod, including Uncanny Interface and DREAM has to completely override the default inventory for their version. From a programming standpoint, it makes complete sense though. If everyone could change just one aspect of inventory, there would be lots of conflicts between mods. [coding details] I only need to change one function, ShowInfoPopup, but due to all-or-nothing way the classes in DFU work, I have to write my own class, and then override the vanilla inventory window behavior with my class whenever it needs to appear. Pretty much the same thing happens with other mods I mentioned above. I think I saw mods that do not override the inventory window, instead adding new buttons on top of it, but unfortunately this isn't something that could be done here for now [\coding details] There has been some talk since time immemorial about making a truly modular XML-based UI system, but only time will tell. Interkarma said his primary concern now isn't changing the way the internals of how DFU works, but pushing DFU out of beta and handing it over to other developers which can actually work on modding system to cater to modders' needs. As soon as that happens, I'll be more than glad to make my mod compatible with other UI mods.
Reading the above message it seems logical why Hot Key HUD can cause this mod not to work. To make sure this mod does work with Hot Key HUD, make sure that Override Menus is not selected in Hot Key HUD.
thank you so much. i love this, and it was something that I think was badly needed. it's one of those things where I was like "goodness, what a difference. why did nobody do this sooner?" thankfully, you did :3 i lol'd at something like "you wonder how the shopkeep fit the horse on the shelf" XD i'll be showcasing this on twitch and youtube
Nice idea, I was asking for this few years back on the forums :) Seems to work with DREAM so far, I just tested the inventory screen INFO and that works. Animations are playing, HD content is shown properly. IF it has some issues in the selling screen or where-ever in the game, I dont know so far (I will eventually report that)
DREAM compatibility was part of the goal. Since it uses nothing but the vanilla texture of the book, and images are pulled from the items, if any of those are replaced they would display properly in-game. I tested the buy, sell and repair screen, and those worked for me. I'll be testing it for the next few days to see if I find anything that doesn't work. Only the inventory and trade screens were changed, all other windows are untouched. Inventory and trade should work just as in vanilla, but I'll be around to fix anything if bugs come up.
14 comments
Take three descriptions for an amulet item for example:
"Three red stones glitter deep and dark against the light. Somehow they make you think of the desert."
"The imprecise, flowing lines of a knife-carved amber lead the eye towards the centre. There's something inside. A seed, perhaps, or an insect."
"A silver flower. Simple and common, this one is likely a good luck charm worn by those praying for a rich harvest."
It would be glad if it covered other mods' items because sometimes their purpose is unfigured :)
The mod should support any modded items.
One of the intents for the mod was actually creating a way for mod developers to write custom descriptions for items.
If you want to add custom descriptions for any item, follow the readme in the docs. There is a detailed explanation on how to write them.
It's not a big deal, but thought you should know.
Several useful UI mods, first including the one you mention ; Not having to choose because all of them could work together would be amazing. Let's hope a next update of the game aim at that. Or maybe could a merged version of multiple mods be done.
The problem lies in the way the inventory class for DFU is organized for now. Essentially, you are not allowed to change any aspects of the inventory whatsoever without completely overriding the whole inventory. Which means that every mod, including Uncanny Interface and DREAM has to completely override the default inventory for their version. From a programming standpoint, it makes complete sense though. If everyone could change just one aspect of inventory, there would be lots of conflicts between mods.
[coding details] I only need to change one function, ShowInfoPopup, but due to all-or-nothing way the classes in DFU work, I have to write my own class, and then override the vanilla inventory window behavior with my class whenever it needs to appear. Pretty much the same thing happens with other mods I mentioned above. I think I saw mods that do not override the inventory window, instead adding new buttons on top of it, but unfortunately this isn't something that could be done here for now [\coding details]
There has been some talk since time immemorial about making a truly modular XML-based UI system, but only time will tell. Interkarma said his primary concern now isn't changing the way the internals of how DFU works, but pushing DFU out of beta and handing it over to other developers which can actually work on modding system to cater to modders' needs. As soon as that happens, I'll be more than glad to make my mod compatible with other UI mods.
DREAM compatibility was part of the goal. Since it uses nothing but the vanilla texture of the book, and images are pulled from the items, if any of those are replaced they would display properly in-game. I tested the buy, sell and repair screen, and those worked for me. I'll be testing it for the next few days to see if I find anything that doesn't work.
Only the inventory and trade screens were changed, all other windows are untouched. Inventory and trade should work just as in vanilla, but I'll be around to fix anything if bugs come up.