Hi NitroInferno Thank you for this amazing mod! Knowing active effects at a glance is so cool. The settings screen says we can drag the position of the icon. I'm unable to do that. Can we move the icon to the top left? How do we initiate the drag process?
Would you be able to enable hiding the buff timers when the player presses f11 to hide UI elements? Currently the health, fatigue, and magicka bars all disappear, but the buff timers are left on screen.
I downloaded https://www.nexusmods.com/morrowind/mods/54708 I cannot replicate. Icons look fine, I also changed the icon size in mods settings and they did not appear low res. Also tried the different icon resolutions for the HD icons mod and they all displayed without low resolution. Do you have an example screenshot?
Hmm interesting. The icons match your effect icons in the bottom right, which have low res. So some other mod you've got is giving you low res icons. What mod do you have driving that change?
I don't think this would explain the low res text which is odd. I know the text that the OpenMW UI elements use is one of the standard global fonts that can also be modified from other mods. The type font here cannot be separated out from mods that edit global fonts.
First of all - love this! But I can't seem to get the box to stay where I want it, even after pressing = to save. I've tried pressing = in the right click menu, as well as the script config window. Do you know what I'm doing wrong? Latest 0.49 build.
Thanks! Hmm odd are you trying to save the position while the game is paused? If the game is paused it won't take the save. Also make sure its the key that's got +/= on it, should be right next to backspace on standard keyboards. Are you using a standard US keyboard layout?
Hmm strange it shouldn't make a difference I would think. You on 0.48 or 0.49 dev build? Also try hitting F10 see if it's yelling about any errors or bugs. Try hitting '-' that should reset them to a position you can see them in the top right corner.
Also what resolution do you use?
I suspect the script is stopped because of an error or bug since none of the UI settings changes do anything.
I think I found the issue. I suspected it would be backwards compatible with 0.48 however, the magic records table of all the magic spells and effects is not exposed to the Lua script in this version. So 0.49 dev build is required. Apologies for that.
I am running 0.49, though it's a version from around the beginning of September so it may be a few iterations behind.
I looked through the logs in the f10 menu and it looks like the error I'm getting is Can't start L@0x1[Scripts/BuffTimers/player.lua]; Lua error: [string "Scripts/BuffTimers/player.lua"]:283: attempt to index a nil value
I have found temporary solution: slap this uiPositions:set("BuffPositions",{buffPos = v2(0,0), debuffPos = v2(0,iconSize*2)})before string 275 in player.lua, launch the game once and delete this string afterwards. i described the issue in discord thread, hope the developer sees it.
Ah, nice, this did the trick for me. I guess that means the script was just missing something to initialize the position value, but once it's given one it works as expected.
Glad this work around worked! I updated the Script so it handles the nil on initialization. Still tweaking a few bits like tooltip running off the screen and what not. Github will always have the latest and greatest version.
27 comments
Thank you for this amazing mod! Knowing active effects at a glance is so cool.
The settings screen says we can drag the position of the icon. I'm unable to do that.
Can we move the icon to the top left? How do we initiate the drag process?
what do you mean "5. Copy and Paste the following line between the 2 lines of code:
<Property key="Size" value="0,0"/>
"?PS: k, figured it out.
<!-- Spell effects box -->
<Widget type="Widget" skin="HUD_Box_Transparent" position="199 168 20 20" align="Right Bottom" name="EffectBox">
</Widget>
<Property key="Size" value="0,0"/>
Edit: also gets rid of mini map and current weapon/magic indicators.
I don't think this would explain the low res text which is odd. I know the text that the OpenMW UI elements use is one of the standard global fonts that can also be modified from other mods. The type font here cannot be separated out from mods that edit global fonts.
Thank you!
I have been wanting this for literally years.
Thank you for taking the time to make this an share it.
I have multiple monitors, is it possible that the buff and debuff boxes are spawning offscreen somehow because of that?
Also what resolution do you use?
I suspect the script is stopped because of an error or bug since none of the UI settings changes do anything.
I think I found the issue. I suspected it would be backwards compatible with 0.48 however, the magic records table of all the magic spells and effects is not exposed to the Lua script in this version. So 0.49 dev build is required. Apologies for that.
I looked through the logs in the f10 menu and it looks like the error I'm getting is
Can't start L@0x1[Scripts/BuffTimers/player.lua]; Lua error: [string "Scripts/BuffTimers/player.lua"]:283: attempt to index a nil value
uiPositions:set("BuffPositions",{buffPos = v2(0,0), debuffPos = v2(0,iconSize*2)})
before string 275 in player.lua, launch the game once and delete this string afterwards. i described the issue in discord thread, hope the developer sees it.