Hey, it's me again. Back with two more things. The first, is that the displayed Player's gold components don't seem to give enough room of the Price now, with anything over 1000 bleeding on top. The second, isn't really a bug but this mod seems to have a visual conflict with Ashfall.
Ive fixed the Ashfall conflict, but i cant recreate any problem with players gold, do you have any other UI mods? Also do you play in english? And lastly what menus does the problem appear in?
Okay so looking at it more it seems the main spot I notice it is with the Enchant window. From experimenting a little, it looks like increasing the amount of the player's gold shifts the entire UI element to the left rather then just the value to the right. Example: With no gold / With significant gold
I'm not aware what's changing the color of the word Gold. But your image does show the same issue I'm talking about. It's very clearly shrunk the distance between Price and Gold so that there is less room for the price string to display, ensuring that it gets cut off if the amount is anything greater than 3 digits. And if the players gold somehow increased to 7 digits, price would most likely then be limited to 2 digits.
Increasing the size of the player's gold decreases the amount of space Price has to display it's own value because the Gold field is shifted left every time it has to display another digit.
Does the barter success chance view also work with other barter mods (does it show the correct chance with different formulas, to be more precise)? I'm using 'HardTrade' f.e.
the barter success uses the vanilla formulas, so if mods modify stuff like GMST's then theyll be fully compatible, but im not too sure about HardTrade. Its code is odd? like its formatted really weird and uses almost entirely shorthand, so i honestly cant make heads or tails of what it does. So unfortunately i cant give you a good answer. It might be fine, but also might just be better off disabling the barter chance option
Thanks for the mod! A quick question: Is it Possible to turn off unneeded parts of the mod? For example I just want the Fast Travel and presuasion options (Since they seem REALLY USEFUL) :) EDIT: nvm im stupid
The new Active Effects window doesn't seem to remove the actual menu border itself leaving the entire field visibly outlined when played with vanilla menu textures. I also noticed that enchanted item effects like Travel Stained Pants or Thief Ring don't appear on the new menu when used, is there any chance of an option for that? Otherwise great work. The sheer amount of customization this mod gives players over the UI in their own games is staggering.
P.S. I also noticed that disabling the Enchated Gear Menu doesn't remove its new toggle button in the Magic Menu
I dont tend to use vanilla ui so missed the border, itll be fixed in the next update. Ill work on making enchants work, I noticed that alchemy wasnt and fixed that but somehow missed enchants. Removing the enchanted gear button will also be trivial, i just forgot to do it. Thanks for the heads up Ill try to get a small patch for all of these soon
Very cool. Thank you for the fast replies and updates. I'm super impressed by how quickly you seem to push new updates for this mod.
On that topic, I was just testing the new update to confirm that all of the issues I mentioned were fixed and can confirm they are. However, while trying out your new embedded services I noticed that for Spell Services at least, the embedded menu is charging zero for every spell.
Another more minor suggestion I could think of is a slight overhaul of the Selected Spell Icon: where the success chance fillbar drains to zero if you don't have enough magicka to cast the selected spell, and a secondary blue fillbar appears under it for enchanted gear similar to the HUD Weapon Charge mod as a nice parallel.
Both. Spell prices are displayed as 0 and aren't charged. Notice in Arriel's Trade House and then checked with all of the suppliers in the mage guilds.
hmm... Arrille is who i was testing and he works fine for me. do you have any mods that modify trade in anyway? maybe spell values? also have you updated your mwse lately?
block:getPropertyInt(prop.spell_cost) = 0 these should never be zero unless thats the price the trader would sell it for so im not sure whats happening here.
i also just tested other mages in balmora and its all still working for me
MWSE is up to date. It could be a conflict with Magicka of the Third Era since I know that effects Spell Merchants, though I haven't checked yet, I do know that turning off embed and using the regular Spell menu does show and use the correct prices
did the training embedded menu work correctly for you? it uses the same function to calculate prices, so if its working that narrows it down a bit.
Its 4am where im at, so ill have to work on it again tomorrow, ill also download magicka of the third era and see if it recreates the problem for me
edit: Magicka of the Third Era has this in its description
"UI Expansionis compatible, and no longer requires disabling anything manually. Magicka of the Third Era automatically disables the spell services UI part."
so it seems a likely culprit. Ill look at its code and see what its doing tomorrow
Ive done some looking and honestly Magicka of the Third Era might just have to be incompatible with any spell changes i make. It looks like they fully disable vanilla spell price calculations and do their own version of it all. Ill keep looking for a solution, but i wouldnt get my hopes up.
Most likely the best i can do is detect if the mod is installed and force disable and lock out the spell menus from my mod
Sorry to hear that. But no worries. I most likely planned on playing with embedded services turned off any ways. But it's good to know about incompatibilities.
One last thing I'd want to ask, is if there is a way to have the new menus place themselves behind the main ones by default? As it is, once I've gotten the Active Spell effects menu set up the way I want, I want to turn it invisible and forget about it. But it seems like every time you reload a save the Active Spell effects menu is placed on top of the other menus, requiring me to click on them first or accidently highlight the invisible menu. Not a huge issue, but a small inconvenience
Hi there, I'm not sure if you still update this, but I'd like to throw out there that the effects in the bar above the spells don't have a duration like the ones on the bottom right do.
Would be perfect if it showed there too, since OpenMW shows durations there as well.
Some other things I noticed: There's no way to hide the number hotkeys in the Travel menu even if you've disabled all the other hotkeys the mod shows, maybe that could be part of the dialogue hotkeys option? Duration for Birthsign Effects shows, as I chose Steed my fortify speed effect from it is shown with an absurd negative value in its duration timer, could be afforded the same exclusion as constant effect powers? Also potions don't display the duration of their effects, so you are unable to keep track of effects from potions like how long your Rising Force will last. Lastly, when turning off the Coloured Haggle Percentages, the Creatures Don't Haggle box seen on Creeper & Mudcrab Merchant remain coloured Blue and Red, perhaps this could also be toggled by the coloured haggle options, so it appears in normal yellowish text with the colours off and coloured with them on.
Otherwise, really good addon for UI Expansion and I love the fast 24 hour timer, makes a lot of stuff a lot easier!
Sorry it took so long, but i have fixed all the problems you pointed out. Thanks for the feedback, i wouldnt have found most of these myself. I literally never even noticed there was an active effects bar above spells until you pointed it out lol.
I ended up redoing the effect duration from scratch and potions just worked without me doing anything special for it so i dont know why they didnt work in the first place, but they should be working now. Its worth updating your MWSE btw theres been some updates lately.
Hey sorry I’m a month late, thanks for fixing all these issues! That’s really awesome of you, appreciate the continued support! :) Also didn’t think to update MWSE, appreciate the advice!
You cant currently because it doesnt behave well with UI Expansions search bars. Setting it to any non modifier key starts filtering as youre trying to click and makes it basically unusable.
Ill take a look and see if there isnt some way i can work around it, but i wouldnt count on it. Though I might be able to limit keybinding it to only modifier keys
I just went ahead and added the option to bind it to anything. If you have the UI Expansion search bar disabled you can bind it to basically anything, with it though I would stick to modifier keys. Its up now, v1.3.6
Hello there, i just wanted to ask if its possible for someone to help me install this mod in openmw, i used to play with it in the original version of the game but now i that i downloaded openmw i really miss these tweaks
53 comments
The first, is that the displayed Player's gold components don't seem to give enough room of the Price now, with anything over 1000 bleeding on top.
The second, isn't really a bug but this mod seems to have a visual conflict with Ashfall.
Ill download ashfall and see about making a patch, shouldnt be too hard
Increasing the size of the player's gold decreases the amount of space Price has to display it's own value because the Gold field is shifted left every time it has to display another digit.
Im finishing up a 1.5.2 patch and both fixes will be in it
EDIT: nvm im stupid
Otherwise great work. The sheer amount of customization this mod gives players over the UI in their own games is staggering.
P.S. I also noticed that disabling the Enchated Gear Menu doesn't remove its new toggle button in the Magic Menu
On that topic, I was just testing the new update to confirm that all of the issues I mentioned were fixed and can confirm they are.
However, while trying out your new embedded services I noticed that for Spell Services at least, the embedded menu is charging zero for every spell.
Another more minor suggestion I could think of is a slight overhaul of the Selected Spell Icon: where the success chance fillbar drains to zero if you don't have enough magicka to cast the selected spell, and a secondary blue fillbar appears under it for enchanted gear similar to the HUD Weapon Charge mod as a nice parallel.
edit: also maybe the name/location of the npc youre buying from. could be a weird error for a specific npc
here go non-modifier effect ids only:
77
2
5.4676301040087
10.102323057883
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:87] block:getPropertyInt(prop.spell_cost) = 0
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:88] block:bs_getObj(prop.spell_obj) = a_ve_uniqsp_09_waterstrider
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:87] block:getPropertyInt(prop.spell_cost) = 0
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:88] block:bs_getObj(prop.spell_obj) = bound boots
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:87] block:getPropertyInt(prop.spell_cost) = 0
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:88] block:bs_getObj(prop.spell_obj) = cure poison
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:87] block:getPropertyInt(prop.spell_cost) = 0
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:88] block:bs_getObj(prop.spell_obj) = detect_creature
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:87] block:getPropertyInt(prop.spell_cost) = 0
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:88] block:bs_getObj(prop.spell_obj) = father's hand
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:87] block:getPropertyInt(prop.spell_cost) = 0
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:88] block:bs_getObj(prop.spell_obj) = feather
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:87] block:getPropertyInt(prop.spell_cost) = 0
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:88] block:bs_getObj(prop.spell_obj) = frostbite
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:87] block:getPropertyInt(prop.spell_cost) = 0
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:88] block:bs_getObj(prop.spell_obj) = hearth heal
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:87] block:getPropertyInt(prop.spell_cost) = 0
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:88] block:bs_getObj(prop.spell_obj) = jack of trades
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:87] block:getPropertyInt(prop.spell_cost) = 0
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:88] block:bs_getObj(prop.spell_obj) = jump
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:87] block:getPropertyInt(prop.spell_cost) = 0
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:88] block:bs_getObj(prop.spell_obj) = night-eye
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:87] block:getPropertyInt(prop.spell_cost) = 0
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:88] block:bs_getObj(prop.spell_obj) = open
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:87] block:getPropertyInt(prop.spell_cost) = 0
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:88] block:bs_getObj(prop.spell_obj) = rally beast
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:87] block:getPropertyInt(prop.spell_cost) = 0
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:88] block:bs_getObj(prop.spell_obj) = resist magicka
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:87] block:getPropertyInt(prop.spell_cost) = 0
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:88] block:bs_getObj(prop.spell_obj) = soul trap
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:87] block:getPropertyInt(prop.spell_cost) = 0
[.\mods\beefstranger\ui tweaks\menu\embed\spells.lua:88] block:bs_getObj(prop.spell_obj) = spark
block:getPropertyInt(prop.spell_cost) = 0
these should never be zero unless thats the price the trader would sell it for so im not sure whats happening here.i also just tested other mages in balmora and its all still working for me
It could be a conflict with Magicka of the Third Era since I know that effects Spell Merchants, though I haven't checked yet, I do know that turning off embed and using the regular Spell menu does show and use the correct prices
Its 4am where im at, so ill have to work on it again tomorrow, ill also download magicka of the third era and see if it recreates the problem for me
edit: Magicka of the Third Era has this in its description
"UI Expansion is compatible, and no longer requires disabling anything manually. Magicka of the Third Era automatically disables the spell services UI part."
so it seems a likely culprit. Ill look at its code and see what its doing tomorrow
Most likely the best i can do is detect if the mod is installed and force disable and lock out the spell menus from my mod
One last thing I'd want to ask, is if there is a way to have the new menus place themselves behind the main ones by default? As it is, once I've gotten the Active Spell effects menu set up the way I want, I want to turn it invisible and forget about it. But it seems like every time you reload a save the Active Spell effects menu is placed on top of the other menus, requiring me to click on them first or accidently highlight the invisible menu. Not a huge issue, but a small inconvenience
Would be perfect if it showed there too, since OpenMW shows durations there as well.
There's no way to hide the number hotkeys in the Travel menu even if you've disabled all the other hotkeys the mod shows, maybe that could be part of the dialogue hotkeys option?
Duration for Birthsign Effects shows, as I chose Steed my fortify speed effect from it is shown with an absurd negative value in its duration timer, could be afforded the same exclusion as constant effect powers?
Also potions don't display the duration of their effects, so you are unable to keep track of effects from potions like how long your Rising Force will last.
Lastly, when turning off the Coloured Haggle Percentages, the Creatures Don't Haggle box seen on Creeper & Mudcrab Merchant remain coloured Blue and Red, perhaps this could also be toggled by the coloured haggle options, so it appears in normal yellowish text with the colours off and coloured with them on.
Otherwise, really good addon for UI Expansion and I love the fast 24 hour timer, makes a lot of stuff a lot easier!
I ended up redoing the effect duration from scratch and potions just worked without me doing anything special for it so i dont know why they didnt work in the first place, but they should be working now. Its worth updating your MWSE btw theres been some updates lately.
Also didn’t think to update MWSE, appreciate the advice!
Ill take a look and see if there isnt some way i can work around it, but i wouldnt count on it. Though I might be able to limit keybinding it to only modifier keys