Must have Mods

Helpful Hints for Both the Technical and Roleplaying Aspects of the Game

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Echo-01
Posts: 26
Joined: Fri Jan 21, 2011 11:22 am

Must have Mods

Unread post by Echo-01 »

Hey folks, we all know how unresponsive and difficult the nwn2 UI can be.

So I was wondering if you guys use UI mods or any other nwn2 mods to improve your gaming experience. I'm sure there are a ton out there but I wanted feedback from people who use some. Please share some!
illithid
Posts: 562
Joined: Sun Jan 01, 2012 3:21 am
Location: New Zealand

Re: Must have Mods

Unread post by illithid »

Charlies UI as a base, but I also modify a bit of that to make extra big examine boxes etc
I never make mistakes…I thought I did once; but I was wrong.
Echo-01
Posts: 26
Joined: Fri Jan 21, 2011 11:22 am

Re: Must have Mods

Unread post by Echo-01 »

I googled it and found this link.

http://neverwintervault.org/project/nwn ... harlies-ui

This looks amazing! Can't wait to try it out!
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Thorsson
Posts: 1293
Joined: Thu Jul 02, 2009 4:17 pm

Re: Must have Mods

Unread post by Thorsson »

I use Charlie's - again with some customisation.
Life is far too important a thing ever to talk seriously about it
7threalm
Retired Staff
Posts: 1952
Joined: Fri Jan 04, 2013 2:44 am

Re: Must have Mods

Unread post by 7threalm »

can any post the ui, with the expanded stack blocks 4x4 rows or whatever it is
Duragin Balderden(Battle Rager of Kraak Helzak)

Rlyd (Drow Wizard)- Fearn School of Enchantment and Charm
Tsidkenu

Re: Must have Mods

Unread post by Tsidkenu »

Echo-01 wrote:I googled it and found this link.

http://neverwintervault.org/project/nwn ... harlies-ui

This looks amazing! Can't wait to try it out!
Omg this is what I've been looking for! I might be able to quickslot all my spells now!
7threalm
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Posts: 1952
Joined: Fri Jan 04, 2013 2:44 am

Re: Must have Mods

Unread post by 7threalm »

there is a better version, but lazy and dont wanna go through all the .xml files and change values :(

some player keep it secret for some reason....
Duragin Balderden(Battle Rager of Kraak Helzak)

Rlyd (Drow Wizard)- Fearn School of Enchantment and Charm
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Thorsson
Posts: 1293
Joined: Thu Jul 02, 2009 4:17 pm

Re: Must have Mods

Unread post by Thorsson »

I just checked. I modified mine on 17 December 2008. Have no idea what I did or how I did it any more! I remember I overwrote some of the files with stuff from other UIs as well, mostly to make a number of items take up less screen space (I like to see as much of the environment and as little of the UI as possible while exploring).

I have no idea why anyone is secretive about it.
Life is far too important a thing ever to talk seriously about it
Tsidkenu

Re: Must have Mods

Unread post by Tsidkenu »

Ok so I just installed Charlie's UI. Is there any way to make the hotbar buttons just a touch larger? My spellbook icons and quickcast menu are even smaller than these too, but i reverted them back to their normal state by removing those from my override folder.

Clicky for screenie.
Hidden: show
Image
EDIT#1: I also discovered I cannot actually PUT anything in those hotbar slots anyway. :( The screenie shows after I logged in but I later turned off a couple of the bars, and then decided to turn them on again. What was in them was cleared, and I then could not add anything more to them.
EDIT#2: Relogging solved edit #1 above!
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Nomster
Posts: 1941
Joined: Tue Jun 05, 2012 12:41 pm

Re: Must have Mods

Unread post by Nomster »

You would need to increase the size yourself really. An example of how to


There is one to download with 2x20 rows which is normal sized:
Super 2-Row Hotbar For SOZ


This is what I use, slightly extended the above and messed around with a vertical bar. It is not perfect and needs some further tweaking which I can not be bothered to do :P

Most of the UI which I tried to download are too small for my poor eyes.
Hidden: show
Image

BTW,
There is another nice UI override which changes the party icons and adds character names next to them,
Bagel's Partybars and Targeting Frames

And no UI rings! Can pick and choose what you want. I like to still see the marker around foes and when I select another character. So I only added the files to remove the permanent character ring which you get from Expl Mode and the point-click thingy.
GPS No-Ring UI Mod
"I don't want to pretend at magic anymore. I want to be magic."

Telia Santraeger - Emotional sorceress & priestess of Mystra. [Retired]
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gedweyignasia
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Re: Must have Mods

Unread post by gedweyignasia »

Action queue that fits as many actions as you can queue. I couldn't be bothered to fix the image for the frame, so I just hid it. If anyone adds pretty pictures to this, please share with me!

actionqueue.xml
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<?xml version="1.0" encoding="utf-8"?>
<!-- Neverwinter Nights 2 -->
<!-- Copyright ɠObsidian Entertainment, Inc. -->

<UIScene name="SCREEN_ACTIONQUEUE" idleexpiretime="0.5" x="ALIGN_CENTER" y="ALIGN_TOP" width="696" height="60" capturemouseclicks="true" draggable="true" scriptloadable="true"
priority="SCENE_INGAME" />

	<UIGrid name="ACTIONQUEUE_GRID" rows=1 columns=12 x=66 y=15 xPadding=2 yPadding=0
		update=true OnUpdate=UIGrid_OnUpdate_ActionQueue(1) >
		<UIButton name="PrototypeButton" width=32 height=32 prototype=true 
			OnToolTip=UIObject_Tooltip_DisplayActionQueueData(-1) 
			OnLeftClick=UIButton_Input_RemoveActionFromQueue(-1,1)  >
			<UIText name="ACTION_TEXT" align=center valign=middle fontfamily="Special_Font" style="3" />
			<UIFrame state=base		fill="b_empty.tga" />
			<UIFrame state=up		fill="b_empty.tga" />
			<UIFrame state=down		fill="b_overlay.tga" />
			<UIFrame state=focused	fill="b_empty.tga" />
			<UIFrame state=hilited	fill="b_overlay.tga" />
			<UIFrame state=hifocus	fill="b_overlay.tga" />
			<UIFrame state=disabled fill="b_empty.tga" />
		</UIButton>
	</UIGrid>

	<!-- Make this the same size as the CURRENT_ACTION button -->
	<UIProgressBar name="AQ_ROUNDTIMER" x=23 y=11 width=40 height=40
		vertical=true lerpdecrease=false lerpincrease=false
		capturemouseclicks=false capturemouseevents=false hidden=true
		OnToolTip=UIObject_Tooltip_DisplayActionQueueData(0)
		update=true OnUpdate=UIProgressBar_OnUpdate_DisplayRoundCompletion()
		img="aq_progress_overlay.tga" />

<!--		
		img="fx_white.tga"
		fullcolor="2F000000"
		emptycolor="2F000000"
		alpha="0.1843"
-->

	<UIButton name="CURRENT_ACTION" x=23 y=11 width=40 height=40 
		update=true OnUpdate=UIObject_OnUpdate_ActionQueuePosition(0) 
		OnToolTip=UIObject_Tooltip_DisplayActionQueueData(0) 
		OnLeftClick=UIButton_Input_RemoveActionFromQueue(0) >
		<UIText name="CURRENT_TEXT" align=center valign=middle fontfamily="Special_Font" style="3" />
		<UIFrame state=base		fill="b_empty.tga" />
		<UIFrame state=up		fill="b_empty.tga" />
		<UIFrame state=down		fill="b_overlay.tga" />
		<UIFrame state=focused	fill="b_empty.tga" />
		<UIFrame state=hilited	fill="b_overlay.tga" />
		<UIFrame state=hifocus	fill="b_overlay.tga" />
		<UIFrame state=disabled fill="b_empty.tga" />
	</UIButton>


	<!-- Make this the same size as the DESIRED_MODE button -->
	<UIProgressBar name="DM_ROUNDTIMER" x=0 y=27 width=24 height=24
		vertical=true lerpdecrease=false lerpincrease=false
		capturemouseclicks=false capturemouseevents=false hidden=true
		OnToolTip=UIObject_Tooltip_DisplayDesiredModeTooltip()
		update=true OnUpdate=UIProgressBar_OnUpdate_DisplayRoundCompletion()
		img="aq_progress_overlay.tga" />

	<UIButton name="DESIRED_MODE" x=0 y=27 width=24 height=24 
		update=true OnUpdate=UIObject_OnUpdate_ShowDesiredCombatMode("DM_ROUNDTIMER") 
		OnToolTip=UIObject_Tooltip_DisplayDesiredModeTooltip()
		OnLeftClick=UIButton_Input_ClearDesiredCombatMode()>
		<UIText name="CURRENT_TEXT" align=center valign=middle fontfamily="Special_Font" style="3" />
		<UIFrame state=base		fill="b_empty.tga" />
		<UIFrame state=up		fill="b_empty.tga" />
		<UIFrame state=down		fill="b_overlay.tga" />
		<UIFrame state=focused	fill="b_empty.tga" />
		<UIFrame state=hilited	fill="b_overlay.tga" />
		<UIFrame state=hifocus	fill="b_overlay.tga" />
		<UIFrame state=disabled fill="b_empty.tga" />
	</UIButton>



	<!-- UIIcon name="AQ_BG" img="action_queue.tga" x=0 y=0 width=PARENT_WIDTH height=PARENT_HEIGHT /-->
Tsidkenu

Re: Must have Mods

Unread post by Tsidkenu »

Thanks Nomster, but the advice in that link wasn't as helpful as it could have been.

I'm liking my 2x33 horizontal rows (with additional 1x12 horizontal row) and 2x12 vertical rows because I can actually put 99% of my spells in them (thats right I have over 102 memorized spells :mrgreen: )

I just want them a little bit bigger to fit my screen resolution and make it easier to clicky.

I found the hotbar XML files in my override and I'll post their settings below. Is there someone who can quote & highlight the numbers in the XML files for me to change to make the hotbar buttons a bit bigger than those tiny things?

I'm using Charlie's Hotbars & UI and my screen resolution is 1366x768 if that helps. The hotbar override files are below:

Hotbar XML
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<?xml version="1.0" encoding="utf-8"?>

<UIScene name="SCREEN_HOTBAR" OnAdd='UIScene_OnAdd_SetupHotbar("HOTBAR_GRID")' idleexpiretime="0.5" x="8" y="470" width="492"
         height="38" draggable="true" priority="SCENE_INGAME" />

	<UIText name="CurrentHotBar" align="center" valign="middle" x="3" y="10" width="20" height="20" fontfamily="Default"
	        update="true" OnUpdate='UIText_OnUpdate_UpdateHotbarPage("HOTBAR_GRID")' scalewithscene="true"/>

	<!-- Grid Scroll Up -->
	<UIButton name="GridUp1" x="15" y="4" width="12" height="15" OnLeftClick='UIButton_Input_HotbarIncrement("HOTBAR_GRID")' >
		<UIFrame state="up"		fill="b_scrlu_normal.tga" />
		<UIFrame state="down"		fill="b_scrlu_pressed.tga" />
		<UIFrame state="focused"	fill="b_scrlu_hover.tga" />
		<UIFrame state="hilited"	fill="b_scrlu_hover.tga" />
		<UIFrame state="hifocus"	fill="b_scrlu_hover_pressed.tga" />
		<UIFrame state="disabled"	fill="b_scrlu_normal.tga" />
	</UIButton>

	<UIButton name="GridDown1" x="15" y="19" width="12" height="15" OnLeftClick='UIButton_Input_HotbarDecrement("HOTBAR_GRID")' >
		<UIFrame state="up"		fill="b_scrld_normal.tga" />
		<UIFrame state="down"		fill="b_scrld_pressed.tga" />
		<UIFrame state="focused"	fill="b_scrld_hover.tga" />
		<UIFrame state="hilited"	fill="b_scrld_hover.tga" />
		<UIFrame state="hifocus"	fill="b_scrld_hover_pressed.tga" />
		<UIFrame state="disabled"	fill="b_scrld_normal.tga" />
	</UIButton>
	
	<!-- Hotbar Grid -->
	<UIGrid name="HOTBAR_GRID" rows="1" columns="12" x="29" y="5" xPadding="2" yPadding="0" update="true"
                OnUpdate='UIGrid_OnUpdate_UpdateHotbarGrid()' >
		<UIHotbarButton name="HOTBAR_BUTTON" height="28" width="28" draggable="true" prototype="true"
			hotbartype="HOTBAR_BUTTON" MouseDragSFX="gui_drag" MouseDropSFX="gui_drop"
			OnRadialRequest='UIObject_OnRadial_DisplayInventoryRadial()'
			OnLeftClick='UIButton_Input_HotbarLeftClick()' 
			OnRightClick='UIButton_Input_HotbarRightClick()' 
			OnMouseDropReceived='UIButton_OnDropReceived_SetHotbarButton()' 
			OnMouseDropFailed='UIButton_OnDropFailed_ClearHotbarButton()'
			update="true" OnUpdate='UIButton_OnUpdate_UpdateHotbarButton()'
			OnToolTip='UIObject_Tooltip_DisplayHotbar(OBJECT_X,OBJECT_Y,SCREEN_TOOLTIP_2,ALIGN_NONE,ALIGN_NONE,0,0,ALIGN_LEFT)' >
			<UIText name="HOTBAR_TEXT" width="PARENT_WIDTH" color="HotbarText"
                                height="PARENT_HEIGHT" align="center" valign="middle" fontfamily="Body_Font" style="1"/>
			<UIFrame state="base"		fill="b_hb_normal.tga" />
			<UIFrame state="up"		fill="b_empty.tga" />
			<UIFrame state="down"		fill="b_overlay.tga" />
			<UIFrame state="focused"	fill="b_empty.tga" />
			<UIFrame state="hilited"	fill="b_overlay.tga" />
			<UIFrame state="hifocus"	fill="b_overlay.tga" />
			<UIFrame state="disabled"       fill="b_empty.tga" />
		</UIHotbarButton>
	</UIGrid>

    <UIButton name="EXPLORATION" x="392" y="5" width="28" height="28" buttontype="radio" MouseUpSFX="gui_button" groupid="1" groupmemberid="3"
                OnSelected='UIButton_Input_ChangePlayMode(3)'
		OnLeftClick='UIObject_Misc_ExecuteServerScript("gui_exp_tutorial")'
		OnToolTip='UIObject_Tooltip_DisplayTooltipStringRef(233960,"OBJECT_X","OBJECT_Y","SCREEN_TOOLTIP_2")' >
		<UIFrame state="up"		fill="exploration.tga" />
		<UIFrame state="down"		fill="exploration_down.tga" />
		<UIFrame state="focused"	fill="exploration_hover.tga" />
		<UIFrame state="hilited"	fill="exploration_hover.tga" />
		<UIFrame state="hifocus"	fill="exploration_down.tga" />
		<UIFrame state="disabled"	fill="exploration.tga" />
    </UIButton>

	<UIButton name="STRATEGY" x="422" y="5" width="28" height="28" buttontype="radio" MouseUpSFX="gui_button" groupid="1" groupmemberid="2"
                OnSelected='UIButton_Input_ChangePlayMode(2)'
		OnLeftClick='UIObject_Misc_ExecuteServerScript("gui_strat_tutorial")'
		OnToolTip='UIObject_Tooltip_DisplayTooltipStringRef(183583,"OBJECT_X","OBJECT_Y","SCREEN_TOOLTIP_2")' >
		<UIFrame state="up"		fill="strategy.tga" />
		<UIFrame state="down"		fill="strategy_down.tga" />
		<UIFrame state="focused"	fill="strategy_hover.tga" />
		<UIFrame state="hilited"	fill="strategy_hover.tga" />
		<UIFrame state="hifocus"	fill="strategy_down.tga" />
		<UIFrame state="disabled"	fill="strategy.tga" />
    </UIButton>

	<UIButton name="CHARACTER" x="452" y="5" width="28" height="28" buttontype="radio" MouseUpSFX="gui_button" groupid="1" groupmemberid="1"
                OnSelected='UIButton_Input_ChangePlayMode(1)'
		OnLeftClick='UIObject_Misc_ExecuteServerScript("gui_char_tutorial")'
		OnToolTip='UIObject_Tooltip_DisplayTooltipStringRef(183586,"OBJECT_X","OBJECT_Y","SCREEN_TOOLTIP_2")' >
		<UIFrame state="up"		fill="character.tga" />
		<UIFrame state="down"		fill="character_down.tga" />
		<UIFrame state="focused"	fill="character_hover.tga" />
		<UIFrame state="hilited"	fill="character_hover.tga" />
		<UIFrame state="hifocus"	fill="character_down.tga" />
		<UIFrame state="disabled"	fill="character.tga" />
    </UIButton>
	<!-- Background Image -->
	<UIIcon img="hotbar_bg_md.tga" width="PARENT_WIDTH" height="PARENT_HEIGHT" />
Hotbar_2 XML
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<?xml version="1.0" encoding="utf-8"?>

<UIScene name="SCREEN_HOTBAR_2" OnAdd='UIScene_OnAdd_SetupSpecificHotbar("HOTBAR_GRID_2",12)' idleexpiretime="0.5" x="5" y="ALIGN_BOTTOM"
         width="1016" height="72" draggable="true" priority="SCENE_INGAME"/>

	<!-- Hotbar Grid -->
	<UIGrid name="HOTBAR_GRID_2" rows="2" columns="33" x="28" y="9" xPadding="1" yPadding="0" update="true"
                OnUpdate='UIGrid_OnUpdate_UpdateHotbarGrid(12)' >
		<UIHotbarButton name="HOTBAR_BUTTON" height="28" width="28" draggable="true" prototype="true"
			hotbartype="HOTBAR_BUTTON" MouseDragSFX="gui_drag" MouseDropSFX="gui_drop"
			OnRadialRequest='UIObject_OnRadial_DisplayInventoryRadial()'
			OnLeftClick='UIButton_Input_HotbarLeftClick()' 
			OnRightClick='UIButton_Input_HotbarRightClick()' 
			OnMouseDropReceived='UIButton_OnDropReceived_SetHotbarButton()' 
			OnMouseDropFailed='UIButton_OnDropFailed_ClearHotbarButton()'
			update="true" OnUpdate='UIButton_OnUpdate_UpdateHotbarButton()'
			OnToolTip='UIObject_Tooltip_DisplayHotbar(OBJECT_X,OBJECT_Y,SCREEN_TOOLTIP_2,ALIGN_NONE,ALIGN_NONE,0,0,ALIGN_LEFT)' >
			<UIText name="HOTBAR_TEXT" width="PARENT_WIDTH" color="HotbarText" height="PARENT_HEIGHT" align="center" valign="middle"
                                fontfamily="Body_Font" style="1"/>
			<UIFrame state="base"		fill="b_hb_normal.tga" />
			<UIFrame state="up"		fill="b_empty.tga" />
			<UIFrame state="down"		fill="b_overlay.tga" />
			<UIFrame state="focused"	fill="b_empty.tga" />
			<UIFrame state="hilited"	fill="b_overlay.tga" />
			<UIFrame state="hifocus"	fill="b_overlay.tga" />
			<UIFrame state="disabled"       fill="b_empty.tga" />
		</UIHotbarButton>
	</UIGrid>
  
        <!-- Background Image -->
	<UIIcon img="hotbar_bg_md.tga" width="PARENT_WIDTH" height="PARENT_HEIGHT" />
Hotbar_v1 XML
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<?xml version="1.0" encoding="utf-8"?>

<UIScene name="SCREEN_HOTBAR_V1" OnAdd='UIScene_OnAdd_SetupSpecificHotbar("HOTBAR_GRID_V1",96)' idleexpiretime="0.5"
         x="8" y="209" width="34" height="320" draggable="true" priority="SCENE_INGAME"/>

	<!-- Hotbar Grid -->
	<UIGrid name="HOTBAR_GRID_V1" rows="12" columns="1" x="5" y="10" xPadding="0" yPadding="1" update="true"
                OnUpdate='UIGrid_OnUpdate_UpdateHotbarGrid(96)' >
		<UIHotbarButton name="HOTBAR_BUTTON" height="24" width="24" draggable="true" prototype="true"
			hotbartype="HOTBAR_BUTTON"
			MouseDragSFX="gui_drag" MouseDropSFX="gui_drop"
			OnRadialRequest='UIObject_OnRadial_DisplayInventoryRadial()'
			OnLeftClick='UIButton_Input_HotbarLeftClick()' 
			OnRightClick='UIButton_Input_HotbarRightClick()' 
			OnMouseDropReceived='UIButton_OnDropReceived_SetHotbarButton()' 
			OnMouseDropFailed='UIButton_OnDropFailed_ClearHotbarButton()'
			update="true" OnUpdate='UIButton_OnUpdate_UpdateHotbarButton()'
			OnToolTip='UIObject_Tooltip_DisplayHotbar(OBJECT_X,OBJECT_Y,SCREEN_TOOLTIP_2,ALIGN_NONE,ALIGN_NONE,0,0,ALIGN_LEFT)' >
			<UIText name="HOTBAR_TEXT" width="PARENT_WIDTH" color="HotbarText" height="PARENT_HEIGHT" align="center" valign="middle"
                                fontfamily="Body_Font" style="1"/>
			<UIFrame state="base"		fill="b_hb_normal.tga" />
			<UIFrame state="up"		fill="b_empty.tga" />
			<UIFrame state="down"		fill="b_overlay.tga" />
			<UIFrame state="focused"	fill="b_empty.tga" />
			<UIFrame state="hilited"	fill="b_overlay.tga" />
			<UIFrame state="hifocus"	fill="b_overlay.tga" />
			<UIFrame state="disabled"       fill="b_empty.tga" />
		</UIHotbarButton>
	</UIGrid>

	<!-- Background Image -->
	<UIIcon img="hotbar_bg_md_2.tga" width="PARENT_WIDTH" height="PARENT_HEIGHT" />
Hotbar_v2 XML
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<?xml version="1.0" encoding="utf-8"?>

<UIScene name="SCREEN_HOTBAR_V2" OnAdd='UIScene_OnAdd_SetupSpecificHotbar("HOTBAR_GRID_V2",108)' idleexpiretime="0.5"
         x="44" y="209" width="34" height="320" draggable="true" priority="SCENE_INGAME"/>

	<!-- Hotbar Grid -->
	<UIGrid name="HOTBAR_GRID_V2" rows="12" columns="1" x="5" y="10" xPadding="0" yPadding="1" update="true"
                OnUpdate='UIGrid_OnUpdate_UpdateHotbarGrid(108)' >
		<UIHotbarButton name="HOTBAR_BUTTON" height="24" width="24" draggable="true" prototype="true"
			hotbartype="HOTBAR_BUTTON"
			MouseDragSFX="gui_drag" MouseDropSFX="gui_drop"
			OnRadialRequest='UIObject_OnRadial_DisplayInventoryRadial()'
			OnLeftClick='UIButton_Input_HotbarLeftClick()' 
			OnRightClick='UIButton_Input_HotbarRightClick()' 
			OnMouseDropReceived='UIButton_OnDropReceived_SetHotbarButton()' 
			OnMouseDropFailed='UIButton_OnDropFailed_ClearHotbarButton()'
			update="true" OnUpdate='UIButton_OnUpdate_UpdateHotbarButton()'
			OnToolTip='UIObject_Tooltip_DisplayHotbar(OBJECT_X,OBJECT_Y,SCREEN_TOOLTIP_2,ALIGN_NONE,ALIGN_NONE,0,0,ALIGN_LEFT)' >
			<UIText name="HOTBAR_TEXT" width="PARENT_WIDTH" color="HotbarText" height="PARENT_HEIGHT" align="center"
                                valign="middle" fontfamily="Body_Font" style="1"/>
			<UIFrame state="base"		fill="b_hb_normal.tga" />
			<UIFrame state="up"		fill="b_empty.tga" />
			<UIFrame state="down"		fill="b_overlay.tga" />
			<UIFrame state="focused"	fill="b_empty.tga" />
			<UIFrame state="hilited"	fill="b_overlay.tga" />
			<UIFrame state="hifocus"	fill="b_overlay.tga" />
			<UIFrame state="disabled"       fill="b_empty.tga" />
		</UIHotbarButton>
	</UIGrid>

	<!-- Background Image -->
	<UIIcon img="hotbar_bg_md_2.tga" width="PARENT_WIDTH" height="PARENT_HEIGHT" />
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