Modding => HUD & UI => Topic started by: Urakka Amyx on August 25, 2018, 03:56:33 pm
Title: Big UI Project ive been working on.
Post by: Urakka Amyx on August 25, 2018, 03:56:33 pm
So, This is my first post, ive been doing most of my stuff on steam, While Workshop is nice, its definitely a plus to get more viewrs out there to lend a hand. :)
Im just going to pretty much copy paste my Workshop description.
Please note. If you subscribe PLEASE DISABLE from mods list.. its broken af :P this is only to post what ive done so far.
I call it YAM_UI (Yet Another Mod _ User Interface) ========================================== https://steamcommunity.com/sharedfiles/filedetails/?id=1490272149 (https://steamcommunity.com/sharedfiles/filedetails/?id=1490272149) ==========================================
This is not a Item As of Yet. A.K.A Subscribe, but disable from the modslist.
I'm using this page to show my Ideas and progress on a complete UI Overhaul. When I say overhaul I don't mean just adding stats to your screen.
Image Description
::Some Images may not be reflected on Workshop item.::
1.) The Initial Layout (Subject to change)
2.) Initial Layout For inventory. Unstyled.
3.) New Sytled Inventory Screen. (based on image 2.)
4.) Inventory Bag Tabs
5.) Working Inventory for new Style
6.) Added Weaver Belt Merchant* UI (Unstyled)
[new]7.) Added Concept of Character Equipment screen(toggleable)(Unstyled, placement will change as well)
Currently working on: Inventory Management ☼ Removed all Character data from inventory. ☼ Revamped to be a simple, scrollable inventory ☼ Ability to purchase a inventory tab(Max 3) each contains 64 slots game limitations, i may revist this for stash tabs though ☼ Drag items between tabs. removed tabs ☼ Open all pages at one time for better sorting.(Concept) removed tabs, no need ☼ Added Basic Character screen to see equipment. (toggleable)
HUD ☼ Completely removed vanilla HUD. Actionbars/Minimap/Pethud/Taget hud/Globes/ect. ☼ Custom Brand new Design to come. Unsure my direction and style, but the basic layout is above.
NPC Weaver belt Merchant: Purchase additional inventory tabs No tabs, no NPC, may revist if i do stash tabs
More to come...
Additional Note
--Im new to GUTS, so things are moving slow due to the learning of the software, and the undocumented bits(Why isnt the Wiki public by now >_>)
Please please please; Leave a comment and let me know what you think, even if you dont like it. Criticize me. Seriously. If you don't tell me you don't like something, I can't fix it.
Keep in mind that this is only just a concept phase. Nothing is set. Throw your ideas at me and ill give credit where credit is due. Thank you :)
No comments like "This F**n sucks" or whatever. Give me something to go off of to improve. Same goes for ratings. Wether its good or bad, tell me what you like and dislike. so i can move the project in a particular direction. Ideas are what makes the world go round. :P minus gravity and the magical cosmic force :D
===========================================
Everything is subject to change, so sometimes descriptions may be a little off.
Please let me know what you think about it so far. Hate it Love it. I wanna know ^_^ and if you got some pointers on how to use guts.. id love some :P haha
EDITS:
08/26/18 Added NPC Area Added Weaver belt to NPC Area Added Img 6 : Weaver Belt Merchant
Title: Re: Big UI Project ive been working on.
Post by: steffire3 on August 25, 2018, 06:40:20 pm
@Urakka Amyx welcome to the Torch Modders Forums! I feel just as encouraged about your UI mod as I am over on Steam and currently hold the same feelings as I do over there.
We will wait to see where it goes next! :)
Title: Re: Big UI Project ive been working on.
Post by: doudley on August 25, 2018, 07:38:10 pm
Welcome!
Title: Re: Big UI Project ive been working on.
Post by: Urakka Amyx on August 26, 2018, 03:23:49 am
Thank you both .. is the modding community just not very alive? i dont see many new things happening
Title: Re: Big UI Project ive been working on.
Post by: Urakka Amyx on August 26, 2018, 06:59:19 am
So, I ran into a issue i hadnt even thought about the funtion, just assumed it worked.
The tab system while switching tabs works great, unfortunately i cant seem to find a way to disable the "Auto placing items on pickup"
I tried to "Disable" the listbox in the UI, the using >>item elixir_focus but it still added it to that slot. just makes it unclickable
Im afraid i may have to scrap the buyable tabs via internal limitations.
Is there any Logistics help anyone can provide that may remedy the issue?
Title: Re: Big UI Project ive been working on.
Post by: doudley on August 26, 2018, 08:19:48 am
Thank you both .. is the modding community just not very alive? i dont see many new things happening
This is pretty much it. A few people work on their mods still whenever possible. On Steam, it seems many gamer just mod on their own for personal usage and not many are able to come up of new things to share, so seeing a bunch of new mods published just recently is really surprising for me.
The tab system while switching tabs works great, unfortunately i cant seem to find a way to disable the "Auto placing items on pickup"
I tried to "Disable" the listbox in the UI, the using >>item elixir_focus but it still added it to that slot. just makes it unclickable
I don't think we can prevent the game from auto-placing items in your inventory container, the game will continue to do so until it reached the total capacity of that container. You can try disabling the auto-place functionality but I'm not sure how would that fair in the fluidity of the game.
Title: Re: Big UI Project ive been working on.
Post by: Urakka Amyx on August 26, 2018, 08:43:29 am
Yeah i thought about this, maybe instead of extra "Inventory" make portable stashes. (popout boxes that let users drag and drop to them) it seems as though im limited by the games internal functions. >__> its okay though.
Can you tell me the limitations on shared stash?
Title: Re: Big UI Project ive been working on.
Post by: doudley on August 26, 2018, 08:48:45 am
The most infamous issue with shared stash is that it cannot be organized/sort.
Title: Re: Big UI Project ive been working on.
Post by: Urakka Amyx on August 26, 2018, 08:54:28 am
What do you mean. Like how the inventory has a sort button?
Title: Re: Big UI Project ive been working on.
Post by: doudley on August 26, 2018, 10:10:00 am
I like everything from the new window positions to the new art.
I'm trying to understand the new features which sound impressive.
Does the Weaver Merchant mean we can buy Items anywhere at anytime? (If so that would be the closest thing we have to an internet store for the character which is something I've always wanted).
I've always wanted to toggle the visual mesh 3D character equip screen and even make it larger.
Title: Re: Big UI Project ive been working on.
Post by: Urakka Amyx on August 29, 2018, 10:06:12 pm
Wel, As far as the weaverBelt merchant, While initially it was so you can buy tabs for your inventory, due to game mechanics it would add items to the inventory even if i locked them. leaving players unable to retrieve the items that got shoved in there.
So, I put that on the back burner. but ill probably come back to it for Stash tabs.
As Far as anywhere at anytime, No what the plan is, but definitely a interesting Idea.
What id really like to do is make a mod that a player can be a merchant. Much like FFXI bazaar system. the player would be a walking Money taker event. with a custom UI if the player is clicked on, but of course ive not researched the limitations that would be. :P just an idea i thought would be cool if people still played together.
Title: Re: Big UI Project ive been working on.
Post by: steffire3 on August 30, 2018, 08:55:40 pm
@Urakka Amyx Can we sell Items to foes? I've always wanted to throw all my Low Loot at the face of my enemies... good for recycling and we help the flow of weapon economy for our foes then profit by destroying them and making double profits! :D
We would need to set up a committee of Npc Townsfolk who will change their prices based on our riches so we have to sell at different towns...
It may be too much... I'm not sure on the game's limitations. I know Synergies tried to make Selrock Town a Bank for gold and had a fish economy. Running Wild mod also had rings to buy and sell as a bank. Simple stuff for economy mods so far in TL2 history.
Title: Re: Big UI Project ive been working on.
Post by: Urakka Amyx on August 31, 2018, 05:03:36 pm
I think it would be possible, but ALOT of STAT variables would be needed.buut idk if you can "change" the price on items. is there a effect that may cause that? ... if so i suppose you could setup a thing so when the character enters a town, it "Casts that effect" on player based on the "Handmade stat economy" :P
but ive not dived into player stat modifications or anything.. strictly UI
Title: Re: Big UI Project ive been working on.
Post by: steffire3 on September 01, 2018, 01:23:15 am
@Urakka Amyx : There is a Scroll / Tome in game that enables Vendor prices to drop by a %... I assume that a negative percentage is possible in theory. :)
Imagine how hilarious it would be if our Fame rank made a certain Town so jealous that they actually charge premiums to spite us... :D
Then in a different Town they would grow so in love with our Fame Level that they will sell their riches for rags... ;D
Title: Re: Big UI Project ive been working on.
Post by: Urakka Amyx on September 01, 2018, 09:57:28 am
While thatd be a cool. because players can instantly teleport to different places. itd be too easy for players to "break" the economic state
buy low sell high
Title: Re: Big UI Project ive been working on.
Post by: steffire3 on September 02, 2018, 03:44:14 am
It would have to be a Global penalty (walk so many steps that it raises the price)... one that requires players to fulfill a quest that cheapens the prices by providing a list of items to please the town vendors guild. :D