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About this mod
This mod does not have any known dependencies other than the base game.
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Details
———-
This plugin for the Oblivion Script Extender is the result of me looking into how both OBSE works and how the game works. It began as a small plugin with only a handful of UI and quest functions. But it quickly grew far larger than I could have ever imagined. For a full list of functions and descriptions check out the documentation in the archive. But it is safe to say that the bulk of these functions allow for greater and/or easier manipulation of the UI (through script) aswell as help create new UI elements or whole new menus. The possibilities are nearly endless.
Other features:
* The ability to load an additional 25 extra fonts, giving a larger variaty to choose from.
* The ability to load additional strings.xml files, which the game uses as a source for string localization (e.g. language and translation).
* Easy to use replication of the few hardcoded behaviours of the UI, like scrolling, dragging or small typing boxes.
* The ability to create and manage additional skills using the amazing AddActorValues plugin.
* A handful of fixes, enhancements and additions to the UI.
For a complete description on these features check out the cs wiki page for MenuQue here: http://cs.elderscrolls.com/constwiki/index.php/Category:MenuQue.
To install
————
* Copy the Data folder and its content to your «Oblivion» folder.
— This plugin requires OBSE v20 or higher! You can find the latest version at «http://obse.silverlock.org/»
— To view the command documentation you can open the «menuque_command_doc.html» file in the archive or visit the TESNexus page for the latest version.
— The ini file will be (re)created when needed.
— (for modders) The name of the plugin (to be used with IsPluginInstalled) is «OBSE_Kyoma_MenuQue» and the current version number is 16.
To uninstall
————-
* Delete or change the extension of the «MenuQue.dll» found in your «Oblivion\Data\obse\plugins» folder. Optionally delete the «MenuQue» folder and «MenuQue.ini»
Compatibility
—————
The only known incompatibility is with any of the «asian language» OBSE plugin. When used with any of those be sure to change «bAllowExtraFonts» to 0 in the ini. Otherwise it WILL crash your game.
v16a
* Fixed GetMousePos returning incorrect values.
v16
* Made it possible to use an extra font directly in the xml by using its name as a token, e.g. &MyFont;
* Fixed bug with scroll systems in menus that already have a vanilla scroll bar.
* Fixed bug with undocumented xml string operators.
v15
* Minor changes to layout of source files and docs.
* Now includes a dummy dll with the old filename (OBSE_Kyoma_MenuQue) to ensure the old dll doesn’t accidentally get loaded.
v14a
* Really fixed memory leak this time.
* Added option to ShowMagicPopupMenu to force close it.
v14
* Added GetAVSkillMasteryLevelC, GetAVSkillMasteryLevelF and tile_GetVar.
* Fixed alignment issues with custom drag elements introduced by version 13.
* Fixed bug in CS where books without a ‘teaching’ skill were being saved as if teaching conjuration (21).
* Fixed bug where GetBookSkillTaught command returned conjuration (21) instead of invalid (-1) for ‘non-teaching’ books.
* Fixed bug where GetTrainerSkill & GetBookSkillTaught return value was off by 21 for default skills.
* Other fixes for skill-using forms (books, npcs, etc).
* Fixed memory leak with tile traits
v13d
* Fix xml parse issues when a child element is defined before any traits.
* Fix possible crash in the CS when a non-default skill has a default actor value.
* Actor value box in the CS skill dialog no longer contains default actor values.
v13c
* Fixed bug where the menu would no longer be valid inside the «OnClose» menu event.
v13b
* Fixed rare bug where an xml trait with an initial value of 0 wasn’t displayed properly.
v13a
* Fixed skill experience not always initializing properly when starting a new game.
* Fixed bug with hash notation in the «tile_XXX» commands when also specifying a name.
* Added version check for AddActorValues to prevent problems with older versions.
v13
* Fixed possible crash on exit.
* Fixed possible bug with overwritten commands that could make them behave slightly different.
* Fixed fail-safe for using extra skills with other form (books & npcs) not working properly. Now it really is safe to use in mods without MenuQue.
* Added GetSkillForm command.
v12a
* An intermediary version to confirm several bugfixes.
v12
* Fixed crash when closing the levelup menu.
* Fixed crash when attempting to open a non-existing file with ShowGenericMenu.
* Fixed required skill experience not always updating for extra skills, leading to the wrong values in the stats menu.
* Added ShowLevelupMenu, GetAllSkills, GetTrainingMenuSkill, GetTrainingMenuLevel & GetTrainingMenuCost commands.
* Changed GetSkillCode so the return value can safely be stored in script variables and can now be used with actor value code commands (GetAVC, ModAVC, SetAVC, etc).
* Extra skills now work with OBSE’s OnSkillUp event, using the same value as what GetSkillCode returns.
* Extra skills can now be used by books as teaching skill and by npcs as training skill, both in the CS and with the relative OBSE commands.
v11b
* Several fixes for X-Skills, it should now be in a more usable state.
* Added GetSkillCode and ‘F’ versions for most skill commands.
* Added more options for X-Skills.
* Added the option to fix case sensitivity for texture paths.
* Added the option to configure the quickkeys in the controls menu.
* Fixed a bug with OnClick and OnMouseover and corrected the docs on their parameters.
* Fixed a bug with GetWorldMapDoor not working on new games until the map menu is opened.
v11a
* Hotfix for bug with mqGetMenuGlobalFloat and mqSetMenuGlobalFloat.
v11
* Changed internal structure and filenames.
* Rewrote most internal code, providing many bugfixes in one big swoop.
* Added missing GetTextEditBox and ShowTextEditMenu commands.
* Fixed GetTextEditString not returning text from most recent box like it should.
* Simplified tile_XXX commands.
* Upped requirement to OBSE v20.
* Added the «X-Skills» feature.
* INI now contains small description for each setting.
v10 beta5
* Fixed menu events not working.
v10 beta4
* Fixed bug with InsertXML leading to faulty element names.
v10 beta3
* Fixed another crash with some of the UI commands.
v10 beta2
* Fixed ambiguity with numeric and string values in the UI, which led to the display of just a ‘0’.
* Fixed crash with using text edit.
* Other enhancements and tweaks.
v10 beta1
* Alot of internal changes, mostly passive and for future features.
* A new (and hopefully final) set of UI commands: tile_GetFloat, tile_GetString and tile_SetValue. With much greater and more flexible usage.
* A function to retrieve all loaded fonts (default and/or extra).
* Commands for manipulating the text in small TextEdit boxes.
* Added fix for message duration always being 3 seconds (default duration is configurable).
* Added fix for the DUMMY text when there are no more ranks (text is now configurable).
* Fixed a few possible problems with «menu events» and added a few new ones.
v9a
* Now really works with OBSE v19.
v9
* Lowered requirement to OBSE v19.
* Fixed two crashes with background processes of the menu enhancements.
* Fixed bug with GetWorldMapData not working properly for parented worldspaces.
* Fixed bug with GetGenericButtonPressed not working properly
Credits
————
* The OBSE team for making OBSE and scruggsy in particular for decoding basic font-related stuff.
* shadeMe, TheNiceOne, andalaybay, Claviticus for help debugging, suggestions and general support and motivation.
* JRoush for his excellent work on COEF.
* JRoush for his excellent work on AddActorValues.
* All the others I may have forgotten, please don’t be mad. 😛
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Container and Magic Menu Overhaul
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About this mod
This mod overhauls the container/barter menu and the magic menu. Among other features, it introduces grid view to the menus, displaying items in a grid. Supports DarkUI color scheme out of the box.
Nexus requirements
Off-site requirements
Author’s instructions
You may not modify or redistribute this mod or any of its parts, unless you obtain permission from the author of this mod. In order to obtain permission, you must first contact the author on any of the sites specified in the «Contacts» section in the readme, preferably via personal messages (PMs).
If the author does not respond within six weeks since you contacted the author, you are free to use this mod in any way you like.
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Version 2.0a
Version 2.0
Changes specific to the magic menu:
* Grid view: Created a new option to display spell cost in the upper right corner for each item, instead of displaying it in the item popup. This feature is toggled off by default. To toggle it on, set trait » » in the magic_config.xml file to «&true;» (without the quotes). You may need to decrease the icon size (trait » «) so that the text does not overlap with the icons. This option is not suitable for alternate configurations because of bigger fonts.
* Made lots of internal changes to make the menu more flexible and configurable.
* DarNified configuration: Changed default font color for the spell cost text from black to brown.
* Made a lot of changes in the magic_config.xml configuration file. Many traits were renamed and several new traits created. If you used the 1.0 version of this mod and made changes to the magic_config.xml file, see the «Upgrading from 1.0 to 2.0.txt» file for more information.
* Replaced performance patch with a new one, which removes the functionality to collapse items altogether. The previous patch didn’t make much sense because the it was practically half-broken.
* DarkUI: Replaced default grid texture with a new, custom texture based on the grid texture used in DarkUI wz_Inventory (mod by Fihnakis).
* Focus box (hover box) for items now occupies slightly more space. This is much more noticeable in list view.
* Container theme, grid view: When item popup is displayed to the left of the item, the item name is now positioned near the left edge of the popup and the cost icon and text to the right of the item name.
* When «_bFloatMagic» trait in magic_config.xml file is set to «&false;», the item popup is now aligned to the left more often so that the sliding magic popup is not partially hidden behind the floating item popup.
* Container theme: Adjusted default height reserved for the spell effectiveness text.
* Container theme, list view: Moved the window pane slightly to the left to reduce empty space between tab icons and item icons.
* Container theme, list view: Moved the sliding magic popup slightly to the left, on top of the right edge of the menu background. Slightly increased width of the magic menu.
Both menus are heavily based on DarNified UI. However, you don’t have to use DarNified UI (or DarkUI’d DarN) if you don’t want to. See the «Installation» section in the readme for information on how to install this mod.
The default installation requires that you install DarNified UI or DarkUI’d DarN, but you don’t have to use either of these mods, in which case you should install the alternate configuration files. See the «Installation» section for more information.
Compatibility
This mod is compatible with other UI mods (DarNified UI, DarkUI’d DarN, BTMod, etc.), provided that you install this mod after those mods. Obviously, if any of those UI mods provide their own modification of the magic menu, it will be overwritten by this mod.
wz_Inventory and DarkUI wz_Inventory:
Compatible as long as you install the corresponding compatibility patch and you install this mod after wz_Inventory or DarkUI wz_Inventory. See the «Installation» section for more information.
Display Stats:
Compatible with Display Stats, version 2.0.1 only (the latest version so far), as long as you install the compatibility patch during the installation of this mod and that you install this mod after Display Stats. Note that it doesn’t matter which «magic_popup_menu.xml» file from Display Stats you installed, because it will be overwritten by this mod. Older versions of Display Stats are not supported (due to the «magic_popup_menu.xml» file being different in older versions).
Luchaire’s retextures for DarkUI’d DarN (series of retexture mods whose names start with «DarkUI DarN Recolored»):
For the magic menu, the textures are compatible as long as you install the DarkUI module and you install Luchaire’s retextures after this mod. No configuration or other files need to be adjusted.
However, the container menu uses a few custom DarkUI textures (adjusted to fit the container menu), so the resulting look of the menu may not be visually consistent.
Enhanced Economy:
Real Values module from Enhanced Economy is not compatible with this mod. Other parts of Enhanced Economy are compatible. Make sure you have the Real Values module disabled when using this mod (in the list view, the real value is displayed on top of the original value, which is not hidden (but should be); in the grid view, the real item value is never displayed).
This mod is incompatible with any other mod editing «magic_popup_menu.xml», «container_menu.xml» or «magic_menu.xml» files. If you know of any (other than Display Stats or aforementioned UI mods), please let us know by submitting comments on the Oblivion Nexus page of this mod or on the official Bethesda forums (on the official thread if it exists, search for «Container and Magic Menu Overhaul»). However, there is no guarantee that patches for such mods or modifications in this mod for the sake of compatibility will be made.
There may also be incompatibilities with mods editing or adding XML code to the «magic_popup_menu.xml», «container_menu.xml» or «magic_menu.xml» files indirectly, e.g. via scripts using MenuQue or OBSE functions dealing with UI, or otherwise. Custom Spell Icons is one such mod, but is compatible with this mod.
This mod should be compatible with any other mod.
Note about Display Stats compatibility patch
I contacted TheNiceOne (author of Display Stats) to get permission to include Display Stats compatibility patch in my mod (I have to, since the patch contains parts of one XML file copied over from Display Stats). On the Oblivion Nexus page of the mod (in the Permissions window), it is stated that «If you ask for permission, and haven’t got a reply in 4 weeks, then consider it as permission given.». Because four weeks already passed after me asking TheNiceOne for permission, I assume that permission to include the compatibility patch in my mod is given. Should TheNiceOne decide to revoke the permission, I will comply and remove the patch from my mod.
MenuQue
Этот плагин для Oblivion Script Extender является результатом того, что я изучал. Это началось как небольшой плагин только с горсткой UI и функциями поисков. Но он быстро рос гораздо быстрее, чем я мог себе представить. Полный список функций и описаний можно проверить в документации в архиве. Но с уверенностью можно сказать, что основная часть этих функций обеспечивает большую или более легкое манипулирование UI (через скрипт), помогает создать новые элементы пользовательского интерфейса, так и целые новые меню. Возможности почти безграничны.
Другие особенности:
* Возможность загрузки дополнительных 25 шрифтов, давая большой вариант на выбор.
* Возможность загрузки дополнительных strings. xml файлов, которые игра использует в качестве источника для локализации строки (например, языка и перевода).
* Простота в использовании репликации нескольких неизменяемых поведений UI, как прокрутка, перетаскивание или коробки печати.
* Возможность создавать и управлять дополнительными навыками, с помощью удивительного плагина AddActorValues.
* Несколько исправлений, улучшений и дополнений в UI.
Установка:
————
* Скопируйте папку Data и ее содержимое в папку «Oblivion».
— Этот плагин требует OBSE V20 и выше.
— Для просмотра документации по команде вы можете открыть файл «menuque_command_doc.html» в архиве или посетить страницу TESNexus для просмотра описания последней версии.
— ini файл будет (пере) создан, при необходимости.
— (Для мододелов) Название плагина (для использования с IsPluginInstalled) является «OBSE_Kyoma_MenuQue» и номер текущей версии 16.
Удаление:
————-
* Удалить или изменить расширение «MenuQue.dll», которое находиться в «Oblivion\Data\obse\plugins». По желанию удалите папку «MenuQue» и «MenuQue.ini»
Совместимость
—————
Единственная известная несовместимость с любым из «азиатских языков» OBSE плагин. При использовании с любым из тех, обязательно измените «bAllowExtraFonts» 0 в INI. В противном случае это приведет к сбою игры.
Данный плагин AddItemMenu для Skyrim LE добавляет в ваш инвентарь предмет «Меню предметов», при использовании которого открывается меню всех установленных вами модов (esp. файлов), при выборе одного из списка esp., вам открывается инвентарь предметов прикрепленных к данному esp. файлу (моду)
Обновление:3.13а
* Повторно исправлена ошибка когда «ядро двемерского центуриона» появлялось под ногами игрока.
Обновление:3.2
— Исправлена ошибка, при которой свитки не искались.
— Добавлена секция IgnoreCheckResourcePlugins в INI-файле. Эта функция может контролировать проверку ресурсов каждого плагина в отдельности.
— Добавлен раздел настроек горячих клавиш в INI-файле. Настройки по умолчанию::
NameSearchKey=57 ;57:Spacebar
QuantityChangeKey=29 ;29:Left Control
SortOrderKey=48 ;48:B
ClipboardKey=59 ;59:
http://www.creationkit.com/index.php?title=Input_Script#DXScanCodes
Обновление:3.1
* Возможно это финальная версия.
— В файле AddItemMenuLE.ini добавлена опция CreateItemDataBeforeMainMenu, за что она отвечает не знаю, видимо для чего то нужно.
Обновление:3.0а
— Исправлена кодировка русской локализации при открытии списка частей 1,2,3,4,5 в меню Additemenu были кракозябры.
Важно:
— Мод поддерживает формы типа: оружие/броня/книги/записки/зелье,яд,еда/боеприпасы/свитки/свет/ингредиенты/ключи/разные предметы
Примечание:
— Функция поиска работает при нажатии клавиши [прыжок] при открытии меню.
— Возможность сортировки порядка списка плагинов. Эта функция работает при нажатии клавиши [доставание оружия] при открытии меню.
Горячие клавиши:
В списке AddItemMenu
Поиск по названию предмета: Пробел
Изменение количества предметов: Left Control (левый ctrl)
Порядок сортировки предметов: B
В контейнерах:
Изменение количества предметов: Left Control (левый ctrl)
Поместить название предмета в буфер обмена:
В тексте поиска
Получить название предмета из буфера обмена:
*Вы можете редактировать настройки в разделе горячих клавиш INi-файла.
; http://www.creationkit.com/index.php?title=Input_Script#DXScanCodes
Настройки по умолчанию:
NameSearchKey=57 ;57:Spacebar
QuantityChangeKey=29 ;29:Left Control
SortOrderKey=48 ;48:B
ClipboardKey=59 ;59:
FAQ:
Вопрос: не могу получить список плагинов с помощью предмета «Меню предметов».
Ответ: выбросьте предмет «Меню предметов» из инвентаря и подберите снова, будет работать.
Вопрос: как обновиться?
Ответ: удалить старую версию. Запустить игру. Сохраниться. Выйти из игры. Установите новую версию. Запустите игру. Используйте предмет предмет «Меню предметов» в разделе «разное» в инвентаре.
Установка: (можно вручную или через менеджеры модов)
1.Скачайте сам мод и необходимый для работы инструментарий «UIExtensions» в требованиях (если он у вас уже установлен в игре, то не нужно устанавливать).
2.Если устанавливаете вручную, то берем все содержимое из папки Data в архиве и помещаем в папку Data в игре, активируйте в лаунчере или менеджере модов.
Описание
Модификация которая добавляет в ваш инвентарь предмет, при активации которого отобразятся все подключенные у вас esp/esm файлы. При выборе любого из них модификация откроет контейнер со всеми предметами из выбранного мода!
Обновление 2.8
plugin search and item search unified.Copy/Paste string feature added. hope it help multi-byte language user.
— Default keycode is [F1]. Can be edit in [in ClipboardSearchKeyCode] of ini file. edit to 0 for disabled this feature.
— In text search window, press clipboard key for paste string from clipboard.
— In additemmenu storage, press clipboard key on selected item for coping item name to clipboard.
Обновление 2.7.1
fix search feature.
Обновление 2.7
the search word alias feature added for multibyte language user. please add keyword=[search word] format to [SearchWordsAlias] section in ini file. (ini file code require utf-8 without bom)
include v2.6 changed
Обновление 2.6
it’s not a bug by AddItemMenu. but, was excluded weapon that do not have object model because it cause of CTD.
SubMenu : ingot/ore and SpellTome added
IniFile : ExclusionPlugins added
Unpublished
Обновление 2.5
Added new plugin-list sort feature. This feature works by pressing the [Jump] key when you open the menu.
Added the plugin-list order change feature. This feature works by pressing the [ready weapon] key when you open the menu.
Item name search feature works by pressing the [Sprint] key when you open the menu.
Added Item type sub menu for skyrim.esm.(default).
Few of the features you can change settings in the INI file.
Script name, Plugin name change. I strongly recommended delete all files and make a clean save before install new version.
Please do not upload this mod to other sites.
Обновление 2.1
Try to use this version if you can’t get work.
(EN) if you can use the version 2.1a, don’t need to be update.
changed the mod requirement for who get message of dll not detected.
Eliminated the code that seems to be unstable.
Fix the same name bug. Thank you for bug report to Magickingdom.