Oblivion

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AtomNB

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14 comments

  1. WarXamster
    WarXamster
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    So to use this mod w/o subtitles covering where you look, it seems you have to tweak .ini in a certain way.
    You can't move subtitles independently. Same thing with main name (NPC name / item name / door type).
    So gotta set one _VerticalMultiplier that is alright for these two, and then move other elements based off from that (changing vertical and horizontal spacing). Limits customization options, unfortunately.

    For 1920x1080:
    copy the code below, and paste into hud_info_menu.xml (replacing the corresponding part in the beginning of the file).
    Spoiler:  
    Show

    <!-- hud_info_menu.xml -->
    <!-- Changes to this file will be applied when you exit to the main menu, then load a save. -->
    <menu name="HUDInfoMenu">
        <_VerticalMultiplier> 0.81 </_VerticalMultiplier> <!-- This is for changing where on the screen you want the text block to be vertically (up and down). It's percentage based so it expects a float value between 0 - 1. So 0.5 would be right in the middle of the screen, 0 would be at the very top, and .75 would be 3/4 of the way to the bottom.-->
        <_HorizontalMultiplier> 0.5 </_HorizontalMultiplier> <!-- Same as above, but for horizontal placement (side to side). 0 for the far left of the screen, .5 for middle, and 1 for the far right. -->

        <!-- Alignments:
            These settings are for aligning text horizontally. Refer to the included manual.
        -->
        <_NameAlignment> 2 </_NameAlignment>

        <_DestAlignment> 2 </_DestAlignment> <!-- 1 for left, 2 for center, and 3 for right. -->
        <_DestAlignToName> &false; </_DestAlignToName>

        <_LockAlignment> 2 </_LockAlignment> <!-- 1 for left, 2 for center, and 3 for right. -->
        <_LockAlignToName> &false; </_LockAlignToName>

        <_StatsAlignment> 3 </_StatsAlignment> <!-- 1 for left, 2 for center, and 3 for right. This applies to item stats, like weight, damage, value, etc. -->
        <_StatsAlignToName> &false; </_StatsAlignToName>

        <!-- Fonts:
            1 = Kingthings_Regular (Like default but no border. Used for menus.)
            2 = Kingthings_Shadowed (Default)
            3 = Tahoma_Bold_Small (The small, plain looking font.)
            4 = Daedric_Font (The tall, barely readable, mystic looking font.) It doesn't have any numbers so don't use it for stats.
            5 = Handwritten (Cursive)

            To use custom fonts, change the settings for the [ Fonts ] entry in your Oblivion.ini file.
        -->
        <_NameFont> 2 </_NameFont>
        <_DestFont> 3 </_DestFont>
        <_LockFont> 2 </_LockFont>
        <_StatsFont> 2 </_StatsFont> <!-- Don't use 4 here. The Daedric font doesn't have any characters for numbers. -->

        <!-- Spacing:
            Fonts are obnoxious. They all report incorrect heights and/or widths. Often have wonky spacing. Tall characters tend to overlap with lower hanging characters above them and vice versa. So you're going to need line spacings and offsets to make the GUI look right. That's what these settings are for.
        
            I tried to do as much of the heavy lifting as I can, within reason, but the burden of making fonts fit will have to be on you from here on out. Be aware the more fonts you mix and match, the more tinkering you'll have in front of you. The easiest approach is to set them all to one font type, then use the general purpose line spacing setting.
        
            But the good news is this system *should* allow for custom fonts. So if that's your thing, then this will accomadate you.
        
            You can simply use 0 spacing for fonts 1, 2, and 3. But fonts 4 and 5 are trouble makers, both vertically and horizontally.
        -->
        <!-- Vertical spacing: -->
        <!--    Positive numbers push the lines below it down. Negative numbers pull them up. -->
        <_LineSpacing> 10 </_LineSpacing> <!-- General purpose line spacing. Applies to all lines. -->
        <_NameLineSpacing> -16 </_NameLineSpacing> <!-- This includes an object/character's destination. Use <_DestLineSpacing> below for spacing specific to the destination line. -->
        <_DestLineSpacing> -8 </_DestLineSpacing> <!-- Line spacing specific to the object's destination. -->
        <!-- Except for these 2. Positive numbers decrease height. Negative increase. -->
        <_LockLineSpacing> 0 </_LockLineSpacing>
        <_StatsLineSpacing> -90 </_StatsLineSpacing>

        <!-- Horizontal spacing: -->
        <!--    This offsets fonts from side to side. Because again, fonts report wrong widths. Positive numbers move fonts to the right. Negative move them to the left. -->
        <_IconSpacing> 5 </_IconSpacing> <!-- The amount of space between the icon and the text to its right. -->
        <_NameOffset> 0 </_NameOffset>
        <_DestOffset> 0 </_DestOffset>
        <_LockOffset> 0 </_LockOffset>
        <_StatsOffset> 370 </_StatsOffset>



        <!--
            END
        
            OF
        
            CONFIG
        -->



    For 2560x1080:
    Spoiler:  
    Show

    <!-- hud_info_menu.xml -->
    <!-- Changes to this file will be applied when you exit to the main menu, then load a save. -->
    <menu name="HUDInfoMenu">
    <_VerticalMultiplier> 0.83 </_VerticalMultiplier> <!-- This is for changing where on the screen you want the text block to be vertically (up and down). It's percentage based so it expects a float value between 0 - 1. So 0.5 would be right in the middle of the screen, 0 would be at the very top, and .75 would be 3/4 of the way to the bottom.-->
    <_HorizontalMultiplier> 0.5 </_HorizontalMultiplier> <!-- Same as above, but for horizontal placement (side to side). 0 for the far left of the screen, .5 for middle, and 1 for the far right. -->

     <!-- Alignments:
     These settings are for aligning text horizontally. Refer to the included manual.
     -->
     <_NameAlignment> 2 </_NameAlignment>

     <_DestAlignment> 2 </_DestAlignment> <!-- 1 for left, 2 for center, and 3 for right. -->
     <_DestAlignToName> &false; </_DestAlignToName>

     <_LockAlignment> 2 </_LockAlignment> <!-- 1 for left, 2 for center, and 3 for right. -->
     <_LockAlignToName> &false; </_LockAlignToName>

     <_StatsAlignment> 3 </_StatsAlignment> <!-- 1 for left, 2 for center, and 3 for right. This applies to item stats, like weight, damage, value, etc. -->
     <_StatsAlignToName> &false; </_StatsAlignToName>

     <!-- Fonts:
     1 = Kingthings_Regular (Like default but no border. Used for menus.)
     2 = Kingthings_Shadowed (Default)
     3 = Tahoma_Bold_Small (The small, plain looking font.)
     4 = Daedric_Font (The tall, barely readable, mystic looking font.) It doesn't have any numbers so don't use it for stats.
     5 = Handwritten (Cursive)

     To use custom fonts, change the settings for the [ Fonts ] entry in your Oblivion.ini file.
     -->
     <_NameFont> 2 </_NameFont>
     <_DestFont> 3 </_DestFont>
     <_LockFont> 2 </_LockFont>
     <_StatsFont> 2 </_StatsFont> <!-- Don't use 4 here. The Daedric font doesn't have any characters for numbers. -->

     <!-- Spacing:
     Fonts are obnoxious. They all report incorrect heights and/or widths. Often have wonky spacing. Tall characters tend to overlap with lower hanging characters above them and vice versa. So you're going to need line spacings and offsets to make the GUI look right. That's what these settings are for.
     
     I tried to do as much of the heavy lifting as I can, within reason, but the burden of making fonts fit will have to be on you from here on out. Be aware the more fonts you mix and match, the more tinkering you'll have in front of you. The easiest approach is to set them all to one font type, then use the general purpose line spacing setting.
     
     But the good news is this system *should* allow for custom fonts. So if that's your thing, then this will accomadate you.
     
     You can simply use 0 spacing for fonts 1, 2, and 3. But fonts 4 and 5 are trouble makers, both vertically and horizontally.
     -->
     <!-- Vertical spacing: -->
     <!-- Positive numbers push the lines below it down. Negative numbers pull them up. -->
     <_LineSpacing> 10 </_LineSpacing> <!-- General purpose line spacing. Applies to all lines. -->
     <_NameLineSpacing> -16 </_NameLineSpacing> <!-- This includes an object/character's destination. Use <_DestLineSpacing> below for spacing specific to the destination line. -->
     <_DestLineSpacing> 0 </_DestLineSpacing> <!-- Line spacing specific to the object's destination. -->
     <!-- Except for these 2. Positive numbers decrease height. Negative increase. -->
     <_LockLineSpacing> 0 </_LockLineSpacing>
     <_StatsLineSpacing> -90 </_StatsLineSpacing>

     <!-- Horizontal spacing: -->
     <!-- This offsets fonts from side to side. Because again, fonts report wrong widths. Positive numbers move fonts to the right. Negative move them to the left. -->
     <_IconSpacing> 5 </_IconSpacing> <!-- The amount of space between the icon and the text to its right. -->
     <_NameOffset> 0 </_NameOffset>
     <_DestOffset> 0 </_DestOffset>
     <_LockOffset> 0 </_LockOffset>
     <_StatsOffset> 450 </_StatsOffset>



     <!--
     END
     
     OF
     
     CONFIG
     -->

    ---
    I disabled hud_main_menu.xml from the mod (which affects position of health bar, compass, active spell, etc.) keep in mind. You may need to move stuff a bit, if you use that file too, like _LockLineSpacing and _LockOffset, if you position health, weapon, spell at bottom center.
  2. DarthBlender
    DarthBlender
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    It seems that if you install both this mod and MenuQue you need to tweak the xml files or the UI elements will appear at the top left.

    I made these changes to the files and the UI elements appear where they should in the default configuration (or about the same place):

    hud_main_menu.xml:
    Spoiler:  
    Show

        <!-- Bar containing health, compass, active spell, etc. -->
        <_BarHorizontalMultiplier> .5 </_BarHorizontalMultiplier> <!-- Side to side placement. -->
        <_BarVerticalMultiplier> .95 </_BarVerticalMultiplier> <!-- Up and down placement. -->
        <_BarHorizontalOffset> 850 </_BarHorizontalOffset> <!-- Side to side offset. -->
        <_BarVerticalOffset> 910 </_BarVerticalOffset> <!-- Up and down offset. -->

        <!-- Same bar but when inventory is open -->
        <_BarOpenHorizontalMultiplier> .2325 </_BarOpenHorizontalMultiplier> <!-- Side to side placement. -->
        <_BarOpenVerticalMultiplier> .9225 </_BarOpenVerticalMultiplier> <!-- Up and down placement. -->
        <_BarOpenHorizontalOffset> 397 </_BarOpenHorizontalOffset> <!-- Side to side offset. -->
        <_BarOpenVerticalOffset> 885 </_BarOpenVerticalOffset> <!-- Up and down offset. -->

        <!-- Region text is the text that briefly comes up when you enter into a new region, then fades away. -->
        <_RegionTextFont> 2 </_RegionTextFont>
        <_RegionTextHorizontalMultiplier> .5 </_RegionTextHorizontalMultiplier> <!-- Side to side placement. -->
        <_RegionTextVerticalMultiplier> .9 </_RegionTextVerticalMultiplier> <!-- Up and down placement. -->
        <_RegionTextHorizontalOffset> 850 </_RegionTextHorizontalOffset> <!-- Side to side offset. -->
        <_RegionTextVerticalOffset> 850 </_RegionTextVerticalOffset> <!-- Up and down offset. -->


    hud_info_menu.xml
    Spoiler:  
    Show

        <_VerticalMultiplier> 0.56 </_VerticalMultiplier> <!-- This is for changing where on the screen you want the text block to be vertically (up and down). It's percentage based so it expects a float value between 0 - 1. So 0.5 would be right in the middle of the screen, 0 would be at the very top, and .75 would be 3/4 of the way to the bottom.-->
        <_HorizontalMultiplier> 0.5 </_HorizontalMultiplier> <!-- Same as above, but for horizontal placement (side to side). 0 for the far left of the screen, .5 for middle, and 1 for the far right. -->


    There might be a better way to do this, feel free to say.
    1. BioX853
      BioX853
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      Thanks, you are a lifesaver
    2. bustafooligan
      bustafooligan
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      Amazing, thank you.
    3. Huerta
      Huerta
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      • 65 kudos
      This worked, thanks.
    4. pytheian
      pytheian
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      • 27 kudos
      Was going crazy - thank you! Please sticky. 
    5. pytheian
      pytheian
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      Anyone know which lines govern sub-titles?
  3. Apollyna
    Apollyna
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    Cool mod! Would also love a way to adjust subtitle positioning. Currently, they're very large and smack dab in the middle of the screen, which is quite distracting.
  4. sagedew
    sagedew
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    Man, I love the simplicity of this UI mod: the config files are easy to read, the comments do very well to help out those unfamiliar with XML, and is overall good stuff. Does what it wants to do, and it isn't an overly-detailed pile of hard-to-parse-or-save options.

    However, the lack of general subtitle support - unless I'm mistaken and missed something, which I very well may have - coupled with an extremely jarring glitch that results in the text being imposed right in the middle of the screen, is a really, really, really big bummer. If any user of this mod found the one option to mess with general subtitle alignment, let me know!
  5. V3l0c1ty96
    V3l0c1ty96
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    Please add subtitle options! Thank you!
  6. tigao2021
    tigao2021
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    Hello, is there a way to adjust only the general subtitles,  to vanilla position? they're right in the middle of the screen :z
  7. Barachiel1976
    Barachiel1976
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    So I tried using this.  I'm running it at 1080p resolution, and when i start the game, the bottom menu is crammed up in the top left corner.  I tried editing the xml file but nothing's lining up the way it should in the guide pictures.  I'm not sure what's going on.  The only other UI mods I've got is "Simple Better Inventory and Map Screen" and some texturre replacers for the map and loading screen.  
  8. PushTheWinButton
    PushTheWinButton
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    This is a really cool refresh of the vanilla HUD without changing elements like Darn or Immersive UI does. Thanks! The XML customisation is also really easy to use.

    The change to positioning in the inventory takes a bit of getting used to, but I’m sure it won’t bother me much after a while. Is there any chance you could add an option to retain the original position in the inventory only, just in case it starts to grind?
    1. AtomNB
      AtomNB
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      Typical. As soon as I type out an explanation on how there's no reliable place to hook code into that entity, I figure out a reliable way to hook code into that entity.

      Anyways, I've updated the mod. Give it a go and let me know how it works. I tried to get the position of the bar as close as I could to the default location. I think it's still slightly off but that should be less work on your end if you want the default position.

      Anyhow. Thank you kindly for the feedback. I was worried the configuration portion of it would make the mod too unapproachable. So you have eased my mind a bit on that. :)