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DavaScript

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DavaScript

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79 comments

  1. Ayelius
    Ayelius
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    • 6 kudos
    Hi there, thank you for the great mod!

    Unfortunately for me, it seems that one specific flavor of NorthernUI isn't compatible. You specifically mention support for NorthernUI along with several skins. However, it seems that "NorthernUIAway", so vanilla UI with gamepad support only, is not directly supported. In my case specifically, the xml for NorthernUI support is crashing the game upon loading a save.

    Would it be possible for you to provide yet another option to also support NortherUIAway?
  2. NexusCrissaegrim
    NexusCrissaegrim
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    Hi. Unfortunately it doesn't work for me. I see the action button, but when I click it, nothing happens. I tried replacing the "hud_info_menu" file with the original, did the same with all the files from "main" interface folder. I thought it was because of incompatibility, but no. I am using "dark transparent ui" and "darnified". So, any suggestions? I would be grateful. 
    1. DavaScript
      DavaScript
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      Are you using xOBSE?
    2. NexusCrissaegrim
      NexusCrissaegrim
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      I reinstalled menuque, and it works now. But thank you anyway
  3. Mangaclub
    Mangaclub
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    Are There plans to make mortar and pestle or alembics work like this?
    1. DavaScript
      DavaScript
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      Yea, I'll add that to the list for the next update.
    2. DavaScript
      DavaScript
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      I just realized who you are. Such legendary weather/reshade mods from you, thank you for your work! On another note, I've updated this mod to include alchemy apparatuses to use on the spot.
  4. Nargo44
    Nargo44
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    How would I go about changing the default take key directly from the CS so I don't need to use the ini file? What script would I need to edit?
    1. DavaScript
      DavaScript
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      The script is setup to read from the INI first, and if the INI doesn't exist, it'll set the equip key to 45.
      So, all you have to do is go into the script "dsTakeEquipInterfaceDetect". Delete lines 27-32 and just replace it with: "set dsTakeEquipQ.iEquipKey to x". X meaning any scancode specified here.
    2. Nargo44
      Nargo44
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      Thanks, but the script  - dsTakeEquipInterfaceDetect does not exist in the current version, do you mean dsTakeEquipOnGameLoad ?
    3. DavaScript
      DavaScript
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      Oh yes, sorry lol. I was referring to the current version being developed. But yes, that's correct.
    4. Nargo44
      Nargo44
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      Would you be willing to make previous versions available? I prefered one of the older versions tbh.

      "Fixed an issue when pressing 'R' where sometimes it will perform its default key binded action when equipping an item." 
       
      This doesn't seem to apply in latest version, I push R to equip item and will do so, but also cast spell after.
    5. DavaScript
      DavaScript
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      • 112 kudos
      Older versions are no different than the current version.
    6. DavaScript
      DavaScript
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      Yes, keys are no longer disabled to serve the purpose of this mod. It caused too many problems. So, the key that you assign to equip items should be a key that isn't used.
    7. Nargo44
      Nargo44
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      That's what I meant when I say I preferred older versions as this didn't bother me that much.
    8. DavaScript
      DavaScript
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      I'd prefer not to, because that version had the potential to keep the equip key disabled until you hover over another item.
  5. i3ncore
    i3ncore
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    The DX Scan Code link in the associated file doesn't seem to take one to the intended page, but a brief search in the same site works: https://wiki.bethesda.net/wiki/constructionset/ConstructionSet/IsKeyPressed/

    I'm wondering, can it be made to work via default activate key + shift?
    1. DavaScript
      DavaScript
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      Yea, the CS Wiki recently started to deteriorate, I'll have to update the ini file. Use the list on the GECK wiki, it uses the same codes. As for using two keys, I only designed the mod to detect one key press.
    2. i3ncore
      i3ncore
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      Got it, thanks!
  6. KevinFoged
    KevinFoged
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    • 0 kudos
    Very neat! In Skyrim there is a similar mod that let's you purchase items on display in shops, be it swords, armor, food or drink - do you think something like that is doable in Oblivion as well, and if so, is it something you would be open to considering? Not sure if it would need to be its own "Steal or Buy" mod, or if it fits well enough with this one?
  7. kennn97
    kennn97
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    • 3 kudos
    Any way to use this with NorthernUI controller support?
    1. DavaScript
      DavaScript
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      No clue
  8. corpiss
    corpiss
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    Can you add functionality for welkynd and varla stones? It would be cool for firefights in alyeid ruins where i can recharge magic from stones lying around on the fly
    1. DavaScript
      DavaScript
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      That's already implemented. Read the description.
    2. corpiss
      corpiss
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      Maybe im just dumb but I dont see it mentioned in ini or description. Everything else works great but the stones dont give me the option.
    3. DavaScript
      DavaScript
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      • 112 kudos
      Make sure you're using the most recent version of this mod. If I remember correctly, stones weren't implemented in older versions.
  9. ARavenOfManyHats
    ARavenOfManyHats
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    • 42 kudos
    Is there a way to make the prompt that appears match the font style of the context info in the bottom right? The fancier font, the thick black outline. I changed the font to "1" in the xml, which successfully made it a fancier font, but I'm not an xml wizard and so can't make the outline a thing. Also, when changed to "1," it's a bit too large.
    1. DavaScript
      DavaScript
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      You would want to change the font to 2, as that's the shadowed version of 1. After you do that, you should remove the 'TE_Text_Shadow" tile under 'TE_Text', as that is used to create a shadow for other fonts that don't have an outline.

      As for making the font smaller through XML, that's not possible.
    2. ARavenOfManyHats
      ARavenOfManyHats
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      • 42 kudos
      Alright, thanks so much for the quick response!
  10. hoskope
    hoskope
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    Hmmm, DB Sanctuary Living Quarters, Boar Meat will give me ctd if i eat from plate. If i take it and eat from inventory it dosen't ctd. I have conscribe and message logger, but i don't know if there's anything useful, that said i also have quite a bit of mods, so might be something else.
    1. DavaScript
      DavaScript
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      Are you using the newest version of xOBSE? If you read the sticky post above, there is a bug with the newest version of xOBSE that will cause a CTD or visual glitch when equipping items that belong to another NPC or faction.