So sorry guys. I got diagnosed with a serious disease and it has taken up much of my time. I'm starting to get better and should start making progress towards an update soon! Thank you for all your support!
Future plans: Fonts, I wanted to release with the main mod but proved difficult as each font needs manual Adjustments UI functions, primarily using ALT/Custom Key to leave dialogue and Quest Menu Manager Functions HSBE, Fix all bars to render correctly and scale properly and expand on features/options that are not part of NorthernUI or may need an alternative Quest Menu form HSBE, so we have a Skyrim like quest objective tracker, will take time. It would also need patches for mods so we will see
There appears to be an issue with the enchanted item icons when looking in a container menu. The small icons that normally appear at the bottom left of enchanted items appear to be semi-blackened and off center whenever I view items in a container. When I go into the regular player inventory menu the enchanted icons appear just fine. EDIT: it seems to also be happening to the small weapon and armor icons in the weapon and armor tooltips. Basically all the icons in the directory "textures\menus\Icons" are the wrong size in the container menu and some of the inventory menus.
hola creador de este excelente mod. Solo que tengo un pequeño problema ya que en la fecha no aparece la 3E y quisiera saber cómo hacer para que aparezca y esté completa la fecha. Muchas gracias espero alguna solución
Sorry to bother you, but how's going the progress to the next update?
I've tried Coffee UI recently and can confirm that it works very well together with allexa's NorthernUI_Optional EnemyHealthBar module of their NorthernUI (Oblivion Style) mod (as well as with their Enemy Health Bar - Timer mod). There is no conflicting files interfering with Coffee UI if you install just the optional module and skip the core package in the main files of the NorthernUI (Oblivion Style) mod.
Besides it also fixes the missing ammo counter for arrows near the equipped weapon icon (for bow) in the HUD (the original Northern UI lacks it too, not just your mod). The culprit of the missing ammo counter is "hudmain_weapon_ammo" block in the menus/main/hud_main_menu.xml file, you can just copy that block from allexa's mod in order to fix the missing ammo counter in your own mod.
Unfortunately as for now Coffee UI is not compatible with Extended UI's item/spell description feature. Your compatibily patch for the Display Stats mod works nice though. Perhaps you can use jabubu's fixes linked in their post for Extended UI here and implement them in your mod. Jabubu's fixes work well with Coffee UI, but the borders of the magic popup boxes are in original Northern UI's silver-grey color, not in Coffee UI style, unfortunately. As for now I use them nevertheless in order to enjoy the ExUI's item/spell descriptions.
Good luck with an update, thank you in advance!
EDIT: 'set ExUI.bEnableQuantityShortcuts to 1' feature in the ExUI's *.ini file (as well as its LINK option) doesn't work in Northern UI indeed, but the 'bFastTransferHotkeys' option in the lStewieAl's Tweaks' *.ini file does, so we can use Shift+Click shortcut for transfering the whole stack of items in Northern UI's container and buy/sell menus nevertheless. The same thing is with menu navigation through WASD keys: 'bUseWASDAsArrowKeys' option in the lStewieAl's Tweaks' *.ini file does the trick.
I've discovered that jabubu's fixes don't fix the spell description boxes in the spell buy menu, they appear to left side of the spell buy menu and are obscured by it. That makes them almost unreadable, unfortunately. As for now I've ununstalled jabubu's fixes because of it (and because they are not in Coffee UI style) and sadly miss the ExUI's item/spell descriptions. Nevertheless I hope that they might be useful for you when you make and release your own ExUI-compatible version (or update) of your wonderful mod, good luck with it!
Sorry to sound dumb but... I'm playing with a controller. How do I use the quickslot wheel? All I can do is assign one thing to each D-pad button. Please and thank you.
Great composition, love the overall style and color palette. Got one small problem though, the status icons work fine in the inventory, but appear to be way off scale for containers and merchants. In those, for example on an enchanted item, I got a black rhomboid corner with a small dot of yellow at the bottom. I had to temporarily rename the replacement dds to troubleshoot it and I finally saw that in the containers and merchants menu the original icon appeared normal, but in the inventory it appeared as a very small dot. What I was seeing was the top left corner of the new enchanted status icon. I assume the new icons are significantly larger and thus have been scaled down for the inventory, but not for the containers and merchants?
Edit: Yes, found it, in container_menu.xml, line 1438, "<mult>0.25</mult>" is missing from inside the zoom element. Also at line 1452 "25" should be changed to "32" as was done in the inventory_menu.xml. Edit-b: Just noticed "The Buy/Sell/Container menu icons for item condition are wrongly sized" Edit-c: I was having the same, or similar, problem with the equipped weapon icon, fixed it now, though it wasn't as straightforward since NorthernUI adds another scaling parameter. Also, intentionally or not, NothernUI has a bug with the equipped arrow counter, juju81500 posted a solution a few years ago. (I can't seem to be able to edit in any quote block) "I confirm there is a bug in HUD_main_Menu.xml with ammo display . I have tracked down the problem and removing <alpha> line from "hudmain_weapon_ammo" and "hudmain_weapon_ammo_shadow" sections fixed up display of ammos (arrows). then i moved<alpha> setting under the <visible> line and changed it as this : <alpha><copy src="hudmain_gameplay_corestats" trait="_equipWidgetAlpha" /></alpha> problem sorted, it works with "NorthernUIFadeHUDEquipWidgetsWhenFull" condition now"
Edit2: I'm having the same problem with the object type icon in the menu appearing when hovering weapons or armor in the inventory. While the previous problem (specifically for containers or merchants) was not in any of the screens, the screens showing the different DisplayStats show it working so I'm not ure what the problem is. The dds files, small_icon_damage and small_icon_armor are not mentionedin any of the files, only in the main Oblivion - misc.bsa, where as far as I can tell it references the top window header icons. All other icons for DisplayStats work, just that object type inherited from the vanilla window is too large.
Edit3: found the list_item_hd file, I think I understood what you were trying to do but yeah, maybe not possible? The object type is always the first "effect" passed to the magic_popu_menu.xml and there is no way to compare the path string, so either all icons get scaled down, including magic effects on enchanted unarmored-non-weapon objects and magic spells, or none do. So I guess I'll just scale down the icon files in the first place, though from the example screenshot it seems you were using the full HD icon.
Any idea, why the inventory opens every 5 secs... and/or if you want to use a specific menu opening with tab (the last one either stats/magic/items or journali have used) especially map; it resets every session to a different one in the menu. I did not have this "problem" since the beginning of oblivion; and i dont really know since which time / event this occurs. Also i have looked out for some fixes, on google nothing helped there so far.
Sadly, this isn't working for me. After manually installing NorthernUIAway and SkyBSA so that I have proper gamepad support, I installed Coffee UI through MO2 and the game won't launch at all. I hear about a half-second of menu music and then it crashes. Could it be conflicting with another mod?
A fair attribute gain change - Easy Mode Balanced Unleveled Rewards Oblivion Character Overhaul version 2 Qarls Texture Pack III - QTP3 Real Retroactive Health Formula Unofficial Oblivion Patch
I also have a plugins for rumble support, a working fireplace in the Bruma house and Blockhead (required for the character overhaul)
Played perfectly for days, but the vanilla UI is awful.
37 comments
Fonts, I wanted to release with the main mod but proved difficult as each font needs manual Adjustments
UI functions, primarily using ALT/Custom Key to leave dialogue and Quest Menu Manager Functions
HSBE, Fix all bars to render correctly and scale properly and expand on features/options that are not part of NorthernUI or may need an alternative
Quest Menu form HSBE, so we have a Skyrim like quest objective tracker, will take time. It would also need patches for mods so we will see
Coffee UI is great and now an essential mod for me!
EDIT: it seems to also be happening to the small weapon and armor icons in the weapon and armor tooltips. Basically all the icons in the directory "textures\menus\Icons" are the wrong size in the container menu and some of the inventory menus.
Sorry to bother you, but how's going the progress to the next update?
I've tried Coffee UI recently and can confirm that it works very well together with allexa's NorthernUI_Optional EnemyHealthBar module of their NorthernUI (Oblivion Style) mod (as well as with their Enemy Health Bar - Timer mod). There is no conflicting files interfering with Coffee UI if you install just the optional module and skip the core package in the main files of the NorthernUI (Oblivion Style) mod.
Besides it also fixes the missing ammo counter for arrows near the equipped weapon icon (for bow) in the HUD (the original Northern UI lacks it too, not just your mod). The culprit of the missing ammo counter is "hudmain_weapon_ammo" block in the menus/main/hud_main_menu.xml file, you can just copy that block from allexa's mod in order to fix the missing ammo counter in your own mod.
Unfortunately as for now Coffee UI is not compatible with Extended UI's item/spell description feature. Your compatibily patch for the Display Stats mod works nice though. Perhaps you can use jabubu's fixes linked in their post for Extended UI here and implement them in your mod. Jabubu's fixes work well with Coffee UI, but the borders of the magic popup boxes are in original Northern UI's silver-grey color, not in Coffee UI style, unfortunately. As for now I use them nevertheless in order to enjoy the ExUI's item/spell descriptions.
Good luck with an update, thank you in advance!
EDIT: 'set ExUI.bEnableQuantityShortcuts to 1' feature in the ExUI's *.ini file (as well as its LINK option) doesn't work in Northern UI indeed, but the 'bFastTransferHotkeys' option in the lStewieAl's Tweaks' *.ini file does, so we can use Shift+Click shortcut for transfering the whole stack of items in Northern UI's container and buy/sell menus nevertheless. The same thing is with menu navigation through WASD keys: 'bUseWASDAsArrowKeys' option in the lStewieAl's Tweaks' *.ini file does the trick.
Got one small problem though, the status icons work fine in the inventory, but appear to be way off scale for containers and merchants. In those, for example on an enchanted item, I got a black rhomboid corner with a small dot of yellow at the bottom.
I had to temporarily rename the replacement dds to troubleshoot it and I finally saw that in the containers and merchants menu the original icon appeared normal, but in the inventory it appeared as a very small dot. What I was seeing was the top left corner of the new enchanted status icon. I assume the new icons are significantly larger and thus have been scaled down for the inventory, but not for the containers and merchants?
Edit: Yes, found it, in container_menu.xml, line 1438, "<mult>0.25</mult>" is missing from inside the zoom element. Also at line 1452 "25" should be changed to "32" as was done in the inventory_menu.xml.
Edit-b: Just noticed "The Buy/Sell/Container menu icons for item condition are wrongly sized"
Edit-c: I was having the same, or similar, problem with the equipped weapon icon, fixed it now, though it wasn't as straightforward since NorthernUI adds another scaling parameter. Also, intentionally or not, NothernUI has a bug with the equipped arrow counter, juju81500 posted a solution a few years ago.
(I can't seem to be able to edit in any quote block)
"I confirm there is a bug in HUD_main_Menu.xml with ammo display . I have tracked down the problem and removing <alpha> line from
"hudmain_weapon_ammo" and "hudmain_weapon_ammo_shadow" sections fixed up
display of ammos (arrows).
then i moved<alpha> setting under the <visible> line and changed
it as this : <alpha><copy src="hudmain_gameplay_corestats"
trait="_equipWidgetAlpha" /></alpha>
problem sorted, it works with "NorthernUIFadeHUDEquipWidgetsWhenFull" condition now"
Edit2: I'm having the same problem with the object type icon in the menu appearing when hovering weapons or armor in the inventory. While the previous problem (specifically for containers or merchants) was not in any of the screens, the screens showing the different DisplayStats show it working so I'm not ure what the problem is. The dds files, small_icon_damage and small_icon_armor are not mentionedin any of the files, only in the main Oblivion - misc.bsa, where as far as I can tell it references the top window header icons.
All other icons for DisplayStats work, just that object type inherited from the vanilla window is too large.
Edit3: found the list_item_hd file, I think I understood what you were trying to do but yeah, maybe not possible? The object type is always the first "effect" passed to the magic_popu_menu.xml and there is no way to compare the path string, so either all icons get scaled down, including magic effects on enchanted unarmored-non-weapon objects and magic spells, or none do. So I guess I'll just scale down the icon files in the first place, though from the example screenshot it seems you were using the full HD icon.
I did not have this "problem" since the beginning of oblivion; and i dont really know since which time / event this occurs.
Also i have looked out for some fixes, on google nothing helped there so far.
A fair attribute gain change - Easy Mode
Balanced Unleveled Rewards
Oblivion Character Overhaul version 2
Qarls Texture Pack III - QTP3
Real Retroactive Health Formula
Unofficial Oblivion Patch
I also have a plugins for rumble support, a working fireplace in the Bruma house and Blockhead (required for the character overhaul)
Played perfectly for days, but the vanilla UI is awful.