Thanks, I did! A bit too retro for my taste. Thank you for supporting Dream 90s natively, that’s just awesome. Btw, apart from the hotkey bar and the HUD light, do you know if any of the mods recommended on Dream 90s modpage are incompatible with this mod?
Oh, I see. Thanks. IMO some elements such as the arrows and health bar look far too sharp, but that's fine. Also, how do I get the hotkeys to work? Do I need another mod? When pressing the [-] and [=] sign to change the menus I simply get the tone but no change.
I would love to see the golden outlines to the status bar make a return to standard unity HUD, if you know how to do it. Even better, I'd flip them to horizontal position and bring them tighter together, to mirror the golden horizontal compass on the other side. They do stick out line a sore thumb in vanilla hud as is.
The standard full-screen HUD could definitely use some improving. If no one else has attempted anything after a while, I might try something in the future. I usually focus on gameplay stuff, I'm not really a UI guy.
I, on the other hand, have art direction background but I don't know how to code or mod games if my life depended on it.
Let me tell you what I would do as a minimum effort but aesthetically adequate baseline hud, if you ever feel like getting around to it for the benefit of all dungeon spelunkers. At this point, it's been years and no one's seems too bothered with the present hud.
BASE This part should be very easy to implement for someone with your experience
1. COMPASS: default golden bar compass already looks good and is a good reference point for others, with gold as material theme.
3. STATUS BARS: duplicate the compass' frame to the left side, squash the bars together, flip them horizontally and fit into the frame. == - 'magica' at the top, change the blue to the same cyan shade as the notches on the compass, with maybe slightly brighter luminosity. - 'stamina' in the middle, change color to orange, matching with the other two tones but standing out from the gold of the frame - 'health' at the bottom, change color to red, match with compass' cardinal lettering tone, with maybe slightly brighter luminosity
ADVANCED Here, we're talking a few advanced features for a complete, expanded HUD package.
5. ENEMY HEALTH BAR: https://www.nexusmods.com/daggerfallunity/mods/373 this minus the stylisation – a simple, thin red bar using the same red tone as status bar 'health', placed at the very centre top of the screen, few pixels away from the edge and outlined with a golden frame, again just like the one on the compass. Only appears when fighting.
6. STEALTH MODE VIGNETTE: as stealth plays key part in fundamental gameplay but isn't marked in any way, I'd link the in-game's vignette effect as something that comes on automatically to indicate you're in stealth mode. Simple, effective and no extra icon clutter.
7. QUICK INVENTORY: https://www.nexusmods.com/daggerfallunity/mods/357 This should be optional, but if incorporated, we would want golden squares ala compass frame at roughly 75% the compass frame height; bottom middle of the screen; each square separated by few pixels from others; dark or paper-scroll type fills; tiny golden numbers inside-bottom-centre. As an extra, it could use a timed auto fade-out and disappear after set amount of seconds. In that case, scrolling up or down (so changing interaction modes between GRAB/STEAL, see below) would bring it back up, resetting the fade-out timer.
8. ALTERNATIVE INTERACTION MODE: something that isn't part of the hud itself but an optional suggestion on cleaning up and normalizing the interaction modes system, which partly ties to UI. I have personally turned the icon off completely and found that a combination of your 'The Penwick Papers' and 'Scrollable Interaction Modes' yields the best result and should be universally compatible in day and age where almost everyone owns a mouse with a scroll-wheel and few extra buttons. The setup prevents cycle-looping and sets GRAB and STEAL to be ignored in SIM options, then shortcuts these two from your own TPP' options, resulting in a system below. The only thing that remains would be to do away with the forced and pointless info pop ups about interaction modes being changed. == - scroll up to set to GRAB (aka play in legal, direct mode) - scroll down to set to STEAL (aka play in illegal, sneaky mode) - mouse 3 to initiate LOOK - mouse 4 to initiate TALK
I am SO tempted to get this! The only thing really holding me back is that i use the Convenient Clock mod. Would it be possible to get an optional clock of some sorts on this?
Even if I'm not an user of your HUD, I must recognize it looks very nice and I like the rounded corners a lot. I'd be curious to see it with a decent scanlines reshade fx but it should be applied only on the screen zone and not on the borders ^^ Nice work :)
Nice UI. I wish there were more custom UI's on the site. If I wanted to play in a classic resolution I would defiantly use this. This might inspire me to make a classic mechanics only character just so I can use it.
The upcoming DFU 1.1 will likely have support for actual high resolution 4:3 mode, as opposed to the pseudo-hi-res anti-aliased version I put in the mod.
I just wanted to share my appreciation and gratitude of this mod, which has become my preferred way to play Daggerfall Unity on my Steam Deck. Using Steam Deck which has a 16:10 resolution and switching to 4:3 retro mode at 800x600 makes for the perfect middle-ground for me between the astonishing improvements of the Unity version and the classic charm of the original graphics. Being able to setup a custom control layout on the Steam Deck which accounts for a button enabling easy transition in and out of "cursor mode" has rendered the necessity of memorizing so many of the controls, which for a game like this on a gamepad becomes difficult to memorize between playing other games. When used with the awesome Context-Sensitive Interaction mod and this one; no longer do I need to have a million variants of each button, pad, stick and trigger setup with full pull, soft pull, double tap, long press, etc in order to have every single possible action accounted for, and it plays as close to a modern controller layout as I've ever gotten it to, while looking absolutely beautiful. Thank you, so very much!
One request would be to make it fully DREAM-compatible. Currently, the main background on the left and right, as well as the hotkey background is low res, while the buttons on top are already DREAM-style.
Yes, the side panels are the same as 640x400 mode, so I could improve those some in the next update. The hotkey buttons are effectively hi-res, though I guess they could be higher.
Man I love this, such a cool idea to utilize the dead space in widescreen monitors to fit the classic hud elements. I kept fiddling with settings before finding this mod, trying to make the classic hud work but it just felt off on widescreen. I suspect it'll be playing with this one enabled for quite some time :D
I was coming by to say it'd be cool if this could work in non- retro mode with 4:3 resolutions if possible, but someone else beat me to the punch- somewhat literally (very, very impolitely :< ) so I'll just say- this mod is awesome! thank you for making it ^^
bruh how was I impolite I didn't call the author s#*! I said the resolution took a shit. cause that's what it literally looked like from my screenshots.
You people have to stop trying to put a spin on every fucking thing you see. All I did was offer my criticism of the mod. and compared to others I've seen (even on the steam review page for this game) it is goddamn tranquil. not everyone talks like a politically correct npc some of us season our sentences.
probably cuz of all the aggressive context surrounding your words. i'm like you too bro but people will take s#*! the wrong way when you type s#*! while heated
I've shoe-horned some higher resolution modes into the mod, see the updated mod settings page. I can only test at 1920x1080 so someone else will have to verify success.
56 comments
Add some hotkey items. When you '-' and '=' you should see the icons change.
Love the retro-frame either way. Good old days ;)
Let me tell you what I would do as a minimum effort but aesthetically adequate baseline hud, if you ever feel like getting around to it for the benefit of all dungeon spelunkers. At this point, it's been years and no one's seems too bothered with the present hud.
BASE
This part should be very easy to implement for someone with your experience
1. COMPASS: default golden bar compass already looks good and is a good reference point for others, with gold as material theme.
2. CROSSHAIR: a perfect crosshair already exists too and just needs permission: https://www.nexusmods.com/daggerfallunity/mods/87
3. STATUS BARS: duplicate the compass' frame to the left side, squash the bars together, flip them horizontally and fit into the frame.
==
- 'magica' at the top, change the blue to the same cyan shade as the notches on the compass, with maybe slightly brighter luminosity.
- 'stamina' in the middle, change color to orange, matching with the other two tones but standing out from the gold of the frame
- 'health' at the bottom, change color to red, match with compass' cardinal lettering tone, with maybe slightly brighter luminosity
4. INTERACTION MODE ICON: directly above status bars frame, anchored to left edge, mirroring the Torch Indicator icon on the right as per:
https://www.nexusmods.com/daggerfallunity/mods/391
ADVANCED
Here, we're talking a few advanced features for a complete, expanded HUD package.
5. ENEMY HEALTH BAR: https://www.nexusmods.com/daggerfallunity/mods/373 this minus the stylisation – a simple, thin red bar using the same red tone as status bar 'health', placed at the very centre top of the screen, few pixels away from the edge and outlined with a golden frame, again just like the one on the compass. Only appears when fighting.
6. STEALTH MODE VIGNETTE: as stealth plays key part in fundamental gameplay but isn't marked in any way, I'd link the in-game's vignette effect as something that comes on automatically to indicate you're in stealth mode. Simple, effective and no extra icon clutter.
7. QUICK INVENTORY: https://www.nexusmods.com/daggerfallunity/mods/357
This should be optional, but if incorporated, we would want golden squares ala compass frame at roughly 75% the compass frame height; bottom middle of the screen; each square separated by few pixels from others; dark or paper-scroll type fills; tiny golden numbers inside-bottom-centre. As an extra, it could use a timed auto fade-out and disappear after set amount of seconds. In that case, scrolling up or down (so changing interaction modes between GRAB/STEAL, see below) would bring it back up, resetting the fade-out timer.
8. ALTERNATIVE INTERACTION MODE: something that isn't part of the hud itself but an optional suggestion on cleaning up and normalizing the interaction modes system, which partly ties to UI. I have personally turned the icon off completely and found that a combination of your 'The Penwick Papers' and 'Scrollable Interaction Modes' yields the best result and should be universally compatible in day and age where almost everyone owns a mouse with a scroll-wheel and few extra buttons. The setup prevents cycle-looping and sets GRAB and STEAL to be ignored in SIM options, then shortcuts these two from your own TPP' options, resulting in a system below.
The only thing that remains would be to do away with the forced and pointless info pop ups about interaction modes being changed.
==
- scroll up to set to GRAB (aka play in legal, direct mode)
- scroll down to set to STEAL (aka play in illegal, sneaky mode)
- mouse 3 to initiate LOOK
- mouse 4 to initiate TALK
Would it be possible to get an optional clock of some sorts on this?
Someone could replace the default buttons with other items, such as a clock.
I'd be curious to see it with a decent scanlines reshade fx but it should be applied only on the screen zone and not on the borders ^^
Nice work :)
One request would be to make it fully DREAM-compatible. Currently, the main background on the left and right, as well as the hotkey background is low res, while the buttons on top are already DREAM-style.
Thanks!
The hotkey buttons are effectively hi-res, though I guess they could be higher.
I was coming by to say it'd be cool if this could work in non- retro mode with 4:3 resolutions if possible, but someone else beat me to the punch- somewhat literally (very, very impolitely :< ) so I'll just say- this mod is awesome! thank you for making it ^^
You people have to stop trying to put a spin on every fucking thing you see. All I did was offer my criticism of the mod. and compared to others I've seen (even on the steam review page for this game) it is goddamn tranquil. not everyone talks like a politically correct npc some of us season our sentences.
I can only test at 1920x1080 so someone else will have to verify success.