You can use the icon sheets on android fine, though you'll have to asign the default spells to them yourself in your spell book until the dfmod portion of the mod can be made android compatible ... I have no immediate plans for this, but once I get my modding setup installed on my new PC I may look into android compatibility.
Hey - Love how the mod looks! Had it just before my pc died, re-installed everything and it seems now for some reason the spell icons don't seem to be applying to existing items (even after unequipping and re-equipping). I have double checked I've installed everything properly (I hope) and I am able to see and set the new icons to all of my spells and those show up fine.
Edit: Disregard, figured out what the issue was. I had misplaced a file, fixed that and it's working great now :)
Nice mod although there are couple small issues: most of starting spells at least for mage have inappropriate icons (here is example), in SpellIconOverhaul.txt/DrugSpellIcons.txt it's better to set Point filter mode instead of Billinear for LowRes/VeryLowRes variants - so icons will look pixelated, not blurry.
Those starting spells are added by the "Roleplay & Realism: Items" mod and the icons are set according to the default spell icons so the index used does not match my mod. As stated in the compatibility section of the description, you have to change them yourself in your spell book. If I can find a way of overriding that mod's code and change them, I will, but atm I don't know how to do that.
I'll change the filter mode from bilinear to point for the lower res sets with the next update. In the mean time it's easy enough to edit it yourself in the text files for SpellIconOverhaul.txt and DrugSpellIcons.txt in the SpellIcons folder. Not sure I can change the filter for the default replacement set though, that's part of DFU's coding ... but I'll see if I can override that somehow for the next update also.
I see, I didn't even know that these spells are from R&R. About filter mode in txt - I already changed it when I noticed difference between default set (that used point filter from DFU settings) and expanded set (that used billinear filter from config). I think most easy way - set Billinear for HiRes and Point for LowRes variants. These who want to play with HiRes textures will most likely set trillinear filter anyway, those who want retro graphics will set it to Point and will use corresponding version of your mod.
Also Fenrick's Door Jam should probably have red icon (it's green now).
Damn ... just updated the two lower res ones to Point filter mode - and then I saw your note about Fenrick's Door Jam! Okay, I'll do another update of them all with that corrected shortly.
Downloading the Spell Icon Overhaul. Side question to @borok: How can I get this pixelated, yet not completely pixelated vanilla font you have for the game? EDIT: found the mod, awesome. For anyone searching it's here (zip in post from Fri Jul 08, 2022 12:28 am)
@PrisonerOfInformation: It's Alkhemikal.ttf font. You can use it without mod btw. Just rename Alkhemikal.ttf into FONT0003-SDF.ttf and put it into StreamingAssets/Fonts/
Did you used to have a mod that did something similar when it comes to changing the spell icons when under the effect of a spell? I have mod that did that, included a Spells.STD file and I can not find that mod anymore for the life of me.
I think that was a Daggerfall mod, not DFU. Spells.STD is a file from the original game. I assume it was "Enemy Spellbook (total icon reassociation)" ... it's still available in the Daggerfall section of NEXUS. It just uses the default icons ... but more of them rather than just a few like the original game had it.
This mod overrides any changes that mod would make so it's pointless having both. Spell Icon Overhaul essentially does the same thing as Enemy Spellbook, just in a different way, plus it changes/improves the icons and adds in way more of them.
I figured as such but thank you. One more question if you are willing. Would changing that STD.file mid-game hurt anything? I still have the original file and would rather use this.
It should be fine to change mid game ... only problem may be that some spells already in your spell book could end up having the wrong icon assigned, but you can change them in your spell book pretty easily by clicking the icon and selecting a new one.
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Edit: Disregard, figured out what the issue was. I had misplaced a file, fixed that and it's working great now :)
I'll change the filter mode from bilinear to point for the lower res sets with the next update. In the mean time it's easy enough to edit it yourself in the text files for SpellIconOverhaul.txt and DrugSpellIcons.txt in the SpellIcons folder. Not sure I can change the filter for the default replacement set though, that's part of DFU's coding ... but I'll see if I can override that somehow for the next update also.
Also Fenrick's Door Jam should probably have red icon (it's green now).
Side question to @borok: How can I get this pixelated, yet not completely pixelated vanilla font you have for the game?
EDIT: found the mod, awesome. For anyone searching it's here (zip in post from Fri Jul 08, 2022 12:28 am)
I have mod that did that, included a Spells.STD file and I can not find that mod anymore for the life of me.
I have no memory of how I ended up there to download it but it works for me in DFU.
Would this mod work with that?
One more question if you are willing.
Would changing that STD.file mid-game hurt anything?
I still have the original file and would rather use this.
Have a great day.