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Morrowind inventory icon resize
Morrowind inventory icon resize





morrowind inventory icon resize
  1. #Morrowind inventory icon resize mod#
  2. #Morrowind inventory icon resize mods#
  3. #Morrowind inventory icon resize plus#

And if you're changing to something more morrowind like I suppose you would be replacing the window classes in their entirety anyway.

morrowind inventory icon resize

#Morrowind inventory icon resize mod#

No idea how the mod integration works yet, so maybe it's not a problem - probably worth seeing what the Mod chaps think.

#Morrowind inventory icon resize mods#

Until then I think any mods may be trying to modify a moving target. inventory, selling, buying, identifying, repairing etc. Think of the number of contexts the inventory UI is used in DF. The first thing is to complete all the vanilla functionality that uses the inventory. I'm currently working quite heavily on the inventory window, and it will be a little while yet before my changes make their way onto the master branch. And there are already potion recipees in the game, so we'll need to think about what to do with them soon. Maybe they wouldn't even go to the inventory, but instead will have a separate menu. Plus, it would need to adapt as the new mods release.įor example, if we add crafting one day, it would be a good idea to have separate categories for crafting items/recipees/schemes, etc.

morrowind inventory icon resize

In general, I would go for something like this:įinally, the system should preferably be as modular and customizable as possible, so people could easily adjust it to their liking. Last, but not least, I would definitely not mind more categories or perhaps subcategories. Using items like potions/books can be done by clicking, so you wouldn't need to carry them onto your character each time. To remove an item, simply drop it outside or in a "trash bin" of sorts. To equip items, you just drop them on your character in Morrowind's fashion. That has nothing to do with menu mod, though, but something to keep in mind, that info for items might be increased in the future. I am also thinking about adding unique descriptions to every item in the game, to tie them better to TES lore and provide some gameplay tips, in a Souls fashion. Item info should be available on mouseover. I also think that manually choosing mode should definitely stay a thing of the past, and instead we can rely on drag-n-drop more. But we should definitely keep the character doll with the background, it's just so iconic.Īdditional features like filtering and sorting would also benefit inventory/magic book a lot. I think we should try to keep the dark stony style, but the shape can be changed to something more useful/intuitive. Of course, it should be made to work with modern PCs, including wide screen monitors. SkyUI managed to bring it to more than decent condition I think and it worked rather well with the ability to filter inventory menu and to sort items by variety of categories, including price/weight ratio.Įnough about later games I also want to share some of my ideas for potential Daggerfall menu. Still, with mods like Darnified UI it was pretty good. Oblivion menu actually wasn't half bad, but it suffered from the fact that everything was too big.

#Morrowind inventory icon resize plus#

As for Inventory menu, it lacked more item categories, had clunky hot key system, plus wasn't always informative enough, though the last one probably has more to do with the same icons for different items like potions and scrolls, but small icon size didn't benefit either. I agree that it's one of the best menus in any RPG, though I don't think it benefitted too much from clamping together Stats, Inventory, Magic and Map on one screen. Great idea to improve the menu, it's really needed, though I wouldn't rely solely on Morrowind for Inspiration.







Morrowind inventory icon resize