Exceptionally good mods IMO (shield and weapon widgets, free rein) Ive added em all to the DREAM recommended mods They are also in DREAM - Mod Compatibility Patch so the assets are in HD DREAM 2025 presets for these mods are included
Is there any sort of trick for getting this mod to work on android? It doesn't matter if its the only mod enabled or what my load order is, nothing changes from vanilla :(
Just to make sure, you're using the 32-bit "Mods Supported" APK of the Android port, right?
It should just work when installed. The Swings and Bob modules are enabled by default. Do you have any footage of it not working while also being accessible through the in-game Mod Settings?
Certainly. The 64-bit version does not have full mod support. Replacers and stuff work, but mods that require new code (like Weapon Widget) will not function.
This mod is great, but unfortunately not compatible with retro-mode 4:3. Weapons (as well as shields when used in conjunction with its sister mode) go out of frame above the black bars. The sprites should be hidden behind those bars. But I really appreciated everything else this mod brings: better hit feedback, smooth swings, bob while moving, it really feels like it should have been in Classic, it doesn't feel out of place when looking for a vanilla-retro experience.
The sprites can't be rendered behind the black bars because that's actually where nothing is being rendered. The game view and everything else is rendered over it. Use Retro-Frame (4:3 only) or Basic Frame (4:3 and 16:10) to have something rendering over the black bars that the FPV sprites can hide behind in Retro Mode.
Thank you for your answer and the explanation about the technicalities. I've seen you recommend other mods to alleviate the problem, but wouldn't it be simpler to redraw simple black bars on top with a setting to toggle on/off if the user is using 4:3/16:10 retro mode? I have no interest in playing with another frame, I'm good with the pillar-box effect.
You can replace the frame texture from Basic Frame with solid black bars to get the pillarboxing effect. Use the templates in the optional files to make one then put it in your StreamingAssets/Textures folder. I think its better for one separate mod to handle that and have utility for multiple mods (like Shield Widget, Weapon Widget and Handheld Torches, etc) instead of multiple mods doing the same thing.
Thank you very much, I will try that! I understand your point. As an end user, I disagree and would prefer mods working flawlessly in a vacuum with DFU, thus avoiding the necessity to find other mods, but I understand. I see you're also the creator of Basic Frame, if I may add a bit more feedback, I'd reference it in the description of Shield and Weapon Widgets, as you do with Vanilla Combat Event Handler! That way, people looking for a solution are already aware of its existence if they want to play in retro-mode. Anyway, thanks for the tips and for your answer!
This is really great. I've noticed when swapping hands, the 'new' weapon appears before the 'old' one drops completely, resulting in a rather ugly transition which is a small stain on this otherwise gorgeous mod. Is that something that can be ironed out, do you think? I noticed this with swapping from bows to melee (using bows in left hand).
Mod seems to be incompatible with retro rendering mode, while swinging, widget moves "outside" of the game screen and is visible on the black side stripes.
Your Basic Frame mod resolved it nicely in 16:10 mode! I think I don't have any notes at this point. Now I can't imagine this game without your widgets, thank you for your work!
Currently Diverse Weapons (version 1.7) does not have any Double-Scale Textures. Enabling the DST toggle in the Mod Settings will cause weapons to appear vanilla so I recommend keeping that disabled. Without DSTs you'll see the texture edges with the Offset and Inertia modules, so you may want to disable them as well.
On the upside, Weapon Widget fixes a bug in DFU's modded weapon animations loading that prevents the correct DW sprite from being displayed when switch between weapons that share the same vanilla weapon animations and material (eg, Steel Katana and Steel Longsword)
Great mod, like almost all of your mods. I have question regarding mod compatibility: is it possible to make Mighty Foot to use your alternative weapon swing feature for faster and smoother animation? Looks like it's using standard forward kick animation.
Unfortunately, Mighty Foot creates a duplicate instance of the base DFU FPSWeapon component and it uses that to play the kick animation and check for the damage frame. Additionally, many of its variables and methods are privated. As it is, I can see no way for a different mod like Weapon Widget to figure out if Mighty Foot is animating, let alone disable the animation and triggering the MeleeDamage.
Another problem is the caching of the weapon texture. The FPSWeapon class can only have one set of weapon animations loaded into memory, which is why Mighty Foot needs its own instance of FPSWeapon, so it will always have the kick animation frames loaded and ready to play without unloading or hiding the player's equipped weapon. Weapon Widget's weapon sprite handler is derived from FPSWeapon and shares this limitation. On its own, Weapon Widget cannot play the kick animation while also rendering the player's equipped weapon.
The solution will have to be on Mighty Foot's end to implement its own custom weapon sprite handler class that plays animations like Weapon Widget does. To that end, the Weapon Widget source is available for study on my repo if anyone is up for that task
Does this account for weapon attack speeds changed by another mod, e.g. Refined Weapon Balance from Roleplay & Realism?
Yes. Weapon Widget calculates swing interval and swing duration from the base formulas. R&R (and R&R:I) overrides these formulas so WW will receive and use the new results.
Will Weapon Widget affect the two extra weapons from R&R, the light flail & archer’s axe?
Yes. Fortunately, the implementation of the new weapons isn't as drastic as the custom weapons like Crossbows or Future Shock Weapons, so they will work with Weapon Widget. The VIDEOS section includes a gameplay video using WW alongside R&R (specifically the Light Flail)
84 comments
Ive added em all to the DREAM recommended mods
They are also in DREAM - Mod Compatibility Patch so the assets are in HD
DREAM 2025 presets for these mods are included
Thank you RedRoryOTheGlen for your contributions for DFU!
It should just work when installed. The Swings and Bob modules are enabled by default. Do you have any footage of it not working while also being accessible through the in-game Mod Settings?
First time trying out Daggerfall Unity, so I have no idea what's the issue.
- What's your load order like?
- Does it work if Weapon Widget is the only mod enabled?
- Did you change any mod settings or applied any presets?
If you can upload or pastebin the contents of your player log (contained in DFU's AppData folder) and share it, that would be immensely helpful.Disabling the Vanilla Combat Event Handler still keeps the same issue.
I tried to copy the player log into pastebin, but it says I exceeded my limit of 512 KBs per paste
I'm sorry but I just really have nothing else to go one without a player log or footage or anything.
mode) go out of frame above the black bars. The sprites should be hidden behind those bars.
But I really appreciated everything else this mod brings: better hit feedback, smooth swings, bob while moving, it really
feels like it should have been in Classic, it doesn't feel out of place
when looking for a vanilla-retro experience.
I've seen you recommend other mods to alleviate the problem, but wouldn't it be simpler to redraw simple black bars on top with a setting to toggle on/off if the user is using 4:3/16:10 retro mode? I have no interest in playing with another frame, I'm good with the pillar-box effect.
I think its better for one separate mod to handle that and have utility for multiple mods (like Shield Widget, Weapon Widget and Handheld Torches, etc) instead of multiple mods doing the same thing.
I understand your point. As an end user, I disagree and would prefer mods working flawlessly in a vacuum with DFU, thus avoiding the necessity to find other mods, but I understand. I see you're also the creator of Basic Frame, if I may add a bit more feedback, I'd reference it in the description of Shield and Weapon Widgets, as you do with Vanilla Combat Event Handler! That way, people looking for a solution are already aware of its existence if they want to play in retro-mode.
Anyway, thanks for the tips and for your answer!
Currently Diverse Weapons (version 1.7) does not have any Double-Scale Textures. Enabling the DST toggle in the Mod Settings will cause weapons to appear vanilla so I recommend keeping that disabled. Without DSTs you'll see the texture edges with the Offset and Inertia modules, so you may want to disable them as well.
On the upside, Weapon Widget fixes a bug in DFU's modded weapon animations loading that prevents the correct DW sprite from being displayed when switch between weapons that share the same vanilla weapon animations and material (eg, Steel Katana and Steel Longsword)
I have question regarding mod compatibility: is it possible to make Mighty Foot to use your alternative weapon swing feature for faster and smoother animation? Looks like it's using standard forward kick animation.
Another problem is the caching of the weapon texture. The FPSWeapon class can only have one set of weapon animations loaded into memory, which is why Mighty Foot needs its own instance of FPSWeapon, so it will always have the kick animation frames loaded and ready to play without unloading or hiding the player's equipped weapon. Weapon Widget's weapon sprite handler is derived from FPSWeapon and shares this limitation. On its own, Weapon Widget cannot play the kick animation while also rendering the player's equipped weapon.
The solution will have to be on Mighty Foot's end to implement its own custom weapon sprite handler class that plays animations like Weapon Widget does. To that end, the Weapon Widget source is available for study on my repo if anyone is up for that task
Will Weapon Widget affect the two extra weapons from R&R, the light flail & archer’s axe?
Yes. Weapon Widget calculates swing interval and swing duration from the base formulas. R&R (and R&R:I) overrides these formulas so WW will receive and use the new results.
Yes. Fortunately, the implementation of the new weapons isn't as drastic as the custom weapons like Crossbows or Future Shock Weapons, so they will work with Weapon Widget. The VIDEOS section includes a gameplay video using WW alongside R&R (specifically the Light Flail)