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Uncanny

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Jagget

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38 comments

  1. xuerebg
    xuerebg
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    For some reason the inventory doesn't update to your new one - but the dialogue screen works just fine. Any idea why this may be, or how I can solve it?

    EDIT: resolved! The inventory filter mod was causing the conflict. 
  2. twinIndifferent
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    Вопрос - вообще возможно-ли изменить размер интерфейса, дабы он не был полноэкранным? Поиски показали на форумах DFU что автор DREAM'а (тьфу-тьфу) или сделал уменьшение размера интерфейса, или просто отфотошопил его. Итоговый результат занимает 75% от экрана, а не все 100%.
  3. HighOnez
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    I'm dumb and somehow my Uncanny UI doesn't let me have unlimited loiter despite it being turned on. Where's the log file to see what error is happening?
    1. Jagget
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      Yes. It is called "Infinite", but really it's 24 hours, IIRC. 

      That was in original mod and I decided not to change that.
    2. HighOnez
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      Whoops sorry for not replying. What I mean is despite my "unlimited loiter" being turned on I'm still limited to 3 hours.
  4. menzagitat
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    Hi there,
    I just updated the mod from v1.8.0 to v1.9.0 and here is what happened:

    The rest interface is still low-res.


    The inventory interface is still low-res and freezes the game: once the inventory is open, it's impossible to close it nor is it possible to click categories or items.
    Moreover, the enchanted item animation is also frozen.

    I do not use the dialog interface to avoid compatibily issues with Hidden Map Locations mod.
    I do not use mod_uncannyui.txt either since I can't read russian language.
    I put the dialog images at the right place in StreamingAssets\Textures\UI

    If I rollback dfmod file to v1.8.0 while keeping the UI files from v1.9.0, everything works fine but is still low-res.
    1. Jagget
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      I didn't say that the textures are now HD. I said I made changes in the Rest dialog, and only in the Rest dialog, that allowed the Rest dialog texture to be replaced with an HD texture. I didn't change anything in the rest of the mod except the Rest dialog, so I'm not really sure what could cause such a difference in the inventory window, which I didn't change. 

      Enchantment animation should not be affected by this mod at all.

      P.S. Sorry for the confusion.
    2. menzagitat
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      Thank you for the explanation.
      However, opening the inventory freeze the the game with v1.9.0 but works as intended with v1.8.0.

      I'm using DFU 1.1.1 windows version.
    3. Jagget
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      Should be fixed in 1.9.1
    4. menzagitat
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      v1.9.1 works perfectly.
      Thank you sir!
  5. menzagitat
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    If it can help anyone: this mod must be loaded AFTER Hidden Map Locations or else it won't show the new UI.

    Could you (@Jagget) please add a warning if UncannyUI is loaded before HML?
    1. Jagget
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      Unfortunately, that means you partially broke "Hidden Map Locations" mod. Because both mods override inventory window. And in current modding system, only one mod can do that, you can't patch the inventory logic or partially override it. 
    2. Jagget
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      Partial compatibility with the "Hidden Map Locations" mod added in 1.8.0. The UncannyUI mod requires "Hidden Map Locations" to be loaded first. Note that this will still break the ability to reveal locations in dialog window, so I recommend disabling the dialog module in UncannyUI. At least for now.
    3. menzagitat
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      How could I have broke HML mod? Broken in which way?
      How to fix it?
      I didn't do anything fancy but use it.
    4. Jagget
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      What I meant is that both mods change the same interface windows. The HML mod and the UncannyUI mod both replace the dialog window and the inventory window. So if you load HML after UncannyUI, you'll lose the UncannyUI functionality, and if you load UncannyUI after HML, you'll lose the HML functionality.

      UncannyUI version 1.8.0 includes the same functionality as HML for the inventory window. So if you load UncannyUI after HML, you'll only lose the dialog window changes from HML. However, if you disable the dialog module in the UncannyUI mod, then both mods will work together fully functional.
    5. menzagitat
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      I don't fully understand why HML needs the inventory or the dialog window but anyway, thanks for the update :)
  6. ZhouTelin
    ZhouTelin
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    Great mod, we are blessed to have so many talented modders!
  7. menzagitat
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    I have spotted 2 other compatibility problems, sorry for the additional work :x

    • When using your mod with Climates and Calories, your HD texture is not applied to the rest box when I click on my tent to rest. It is applied correctly when using the rest key though but then the tent effect doesn't apply. Not a big deal but if you can do something.
    • Could you please include Hidden map locations in a compatibility patch? According to the author, there is a problem with the location revealing mechanics when a NPC gives directions and your mod is enabled.
    Also:

    • Any chance to have a HD version like in HD Uncanny Interface? ^^'
    • Can you please restore the following feature from vanilla inventory?:

    Thank you so much for your work, already endorsed I don't remember when :D
    1. Jagget
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      Any chance to have a HD version like in HD Uncanny Interface? ^^'

      This one is easy. It's supported. It's a simple png texture replacer. So it's compatible. Install it and replace all 4 png's in Daggerfall Unity\DaggerfallUnity_Data\StreamingAssets\Textures\UI\ directory. Just use this mod, it's OK

      About other 2 -- I'll think about it
    2. Jagget
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      Can you please restore the following feature from vanilla inventory?
      The picture is not loading. Can you please re-upload it, or give me the text description? 

      > P.S. `Imgur is temporarily over capacity. Please try again later` 
      Anyway....  
    3. menzagitat
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      in vanilla inventory, when you hover your inventory bag with the cursor, it gives you stats on what wheights in kg (weapons, armors, misc, gold, ...)
    4. Jagget
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      Alright, I see now. It's not vanilla feature. It's The Penwick Papers mod. I'll see if I can do compatibility 
    5. menzagitat
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      Oh sorry for the mix-up.
      Thank you for your work :)
  8. HoboGodAlpha
    HoboGodAlpha
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    This mod seems to be removing the cart item from the player inventory, which partially breaks functionality of the Realistic Wagon mod. Any way you could remove this feature or have an optional download to fix it or something? Really annoying because this mod is fantastic otherwise.
    1. Jagget
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      Actually, Realistic Wagon is removing the cart from the inventory. I didn't find any way how UncannyUI is changing Realistic Wagon functionality. 

      Yes, UncannyUI is also hiding the wagon icon (item) from the inventory. But it only hides it, not removes it.
    2. menzagitat
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      A workaround to show the wagon's health if using Realistic Wagon, is to access a shop inventory (either shelves or shopkeeper's one).
      Since it doesn't use Uncanny Interface, you'll be able to see your wagon status and decide if it needs repairs.
    3. Jagget
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      I added ability to show the wagon in the inventory window, see if it helps 
    4. menzagitat
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      Thank you, It works great, one can now see the cart in the inventory, making looking at the wagon status more immersive :)
  9. Hulgore
    Hulgore
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    Well thanks for keeping this mod updated
    1. Jagget
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      You're welcome!
    2. Hulgore
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      Just an idea I had, have you thought about adding the possibility to select in inventory Equip/Use/Info modes by pressing on keyboard 1/2/3 ? Just as you can go into magic panel by pressing F2 etc.
    3. Jagget
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      I checked and the mod already respects InventoryInfoInventoryEquip, and InventoryUse shortcuts.
      You can modify them in your \DaggerfallUnity_Data\StreamingAssets\Text\DialogShortcuts.txt file.
      For 1, 2, 3 keys you need to set "Alpha1", "Alpha2", "Alpha3" values.
    4. Hulgore
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      God damn there already were shortcuts and I didn't know...

      Many thanks for explaining how to modify them

  10. IvanKuzyk
    IvanKuzyk
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    Не планируешь переводить такие моды, как Loading Screen и Bestiary?
    1. Jagget
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      Пока не знаю, если будет время.
    2. Jagget
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      Loading Screen переведён: Loading Screen in Russian
      Bestiary в планах
    3. Jagget
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    4. IvanKuzyk
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      Спасибо!!!