DarNified UI - TTW (Updated 2022/04/30)
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- Posts: 4
- Joined: Fri Dec 18, 2020 5:45 pm
Re: DarNified UI - TTW (Updated 2019/07/16)
Good news! Found a solution.
There's a line in map_menu.xml (folder: menus, main) : <copy> 385 </copy> <!-- DarN 385 -->
<sub>
And if you lower the amount (385) you can scroll more. I put on 300 which is way too much, but better to be safe than sorry.
There's a line in map_menu.xml (folder: menus, main) : <copy> 385 </copy> <!-- DarN 385 -->
<sub>
And if you lower the amount (385) you can scroll more. I put on 300 which is way too much, but better to be safe than sorry.
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- Posts: 3
- Joined: Sat Dec 19, 2020 7:49 pm
Re: DarNified UI - TTW (Updated 2019/07/16)
I've found one more (minor) bug in addition to the Stonewall/Hit the Deck perk UI bugs I reported a few days ago earlier in this topic: if Meter Settings/Time Format is set to "12 Hour" in the MCM menu, the hour after noon will incorrectly read as "12:XX AM" instead of "12:XX PM". The hour after midnight does correctly display as "12:XX AM", however. Thanks again!
- SaymonKopolsky
- Posts: 26
- Joined: Wed Jan 31, 2018 12:58 pm
Re: DarNified UI - TTW (Updated 2019/07/16)
I'm getting this bug in barter menu with darn and revelation ui

to solve you will need to download 3 files from darnui 4.0 from moddb
menus\prefabs\darn\card_info_barter.xml
menus\prefabs\darn\card_info_effects.xml
menus\prefabs\darn\card_info_override.xml
edit--
forget it, is messing with sleep wait menu

to solve you will need to download 3 files from darnui 4.0 from moddb
menus\prefabs\darn\card_info_barter.xml
menus\prefabs\darn\card_info_effects.xml
menus\prefabs\darn\card_info_override.xml
edit--
forget it, is messing with sleep wait menu
- RoyBatty
- Gary
- Posts: 7712
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Re: DarNified UI - TTW (Updated 2019/07/16)
Revolution is ancient, it's nor for this version of darn.

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- Posts: 2
- Joined: Sat Dec 05, 2020 6:01 am
Re: DarNified UI - TTW (Updated 2019/07/16)
Hello,
Recently I downloaded DarnUI from here and it is working fine, I think...
But when in game I am receiving this error in the console:
https://ibb.co/Fb9QXhM
https://ibb.co/hRYM8q7
https://ibb.co/N268x61
Did the recent xNVSE break DarnUI?
I'm sorry i've never seen something like this before.
Thanks!
Recently I downloaded DarnUI from here and it is working fine, I think...
But when in game I am receiving this error in the console:
https://ibb.co/Fb9QXhM
https://ibb.co/hRYM8q7
https://ibb.co/N268x61
Did the recent xNVSE break DarnUI?
I'm sorry i've never seen something like this before.
Thanks!
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- Posts: 1
- Joined: Mon Dec 17, 2018 7:19 pm
Re: DarNified UI - TTW (Updated 2019/07/16)
I made a post almost the exact same as this on the Nexus forums

From my findings. It's xNVSE 6.X that breaks the function that's being used. So yeah this needs to be fixed by the uploader of DarnUI here.
This is my post on the nexus forums if you're interested.
https://forums.nexusmods.com/index.php? ... ry90190563
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- Posts: 4
- Joined: Fri Dec 18, 2020 5:45 pm
Re: DarNified UI - TTW (Updated 2019/07/16)
I know I'm probably not getting an answer, but does anyone know what I have to change in computers_menu.xml to revert the color back to default green and not the HUD color.
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- Posts: 7
- Joined: Tue Jan 01, 2019 4:13 am
Re: DarNified UI - TTW (Updated 2019/07/16)
Oh.. That would be lovely!!! Any possibility on permission??IntenseMute wrote: ↑Thu Sep 17, 2020 2:20 amIs it alright if I upload a compatibility patch for The HUD Editor?
I only need to modify 3 files: "main\hud_main_menu.xml", "prefabs\hudtemplates.xml" and "prefabs\darn\text_box_hud.xml".
Also, there is a bug when modifying the HUDScale option in the darn.ini file, if it does not match the setting listed in DUINVSettings.xml then the crosshair, enemy health and target info text will not be centered on screen. This is due to some of the hardcoded HUD calculations only being calculated ONCE at menu initialization, which means SetUIFloat "HUDMainMenu\_HUDScale" would not be affecting those calculations. I was able to fix this bug when writing the above mentioned compatibility patch.
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- Posts: 1
- Joined: Sun Jun 20, 2021 7:01 am
Re: DarNified UI - TTW (Updated 2019/07/16)
Is there a reason my colors reset every time I restart the game? The color setting itself stays, but the menu and HUD and everything are automatically set to the default amber until I go into MCM and re-select it. With override enabled, the HUD color will persist, but the menus still don't. Using MO2.
- Axonis
- Posts: 16
- Joined: Wed Sep 06, 2017 9:40 am
Re: DarNified UI - TTW (Updated 2019/07/16)
I have deleted all my mods from Nexusmods and that includes Darfnified Font Dummies.
I don't want to re-upload this mod elsewhere because its technique can be very easily applied to DUI itself and allow all players to install DUI and play right out of the box without messing with INI settings.
In particular, you can simply rename all .FNT files to their original vanilla equivalents:
The .TEX files must not be renamed. The renamed .FNT files will be read by the game and point it to Darn's original .TEX files.
Obviously, the instruction for editing INI must be deleted.
I don't want to re-upload this mod elsewhere because its technique can be very easily applied to DUI itself and allow all players to install DUI and play right out of the box without messing with INI settings.
In particular, you can simply rename all .FNT files to their original vanilla equivalents:
Code: Select all
DarN_FranKleinBold_14.fnt --> Glow_Monofonto_Large.fnt
DarN_FranKleinBold_16.fnt --> Monofonto_Large.fnt
DarN_Sui_Generis_Otl_10.fnt --> Monofonto_VeryLarge02_Dialogs2.fnt
DarN_Sui_Generis_Otl_13.fnt --> Glow_Monofonto_VL_dialogs.fnt
DarN_Libel_Suit_Otl_24.fnt --> Baked-in_Monofonto_Large.fnt
Obviously, the instruction for editing INI must be deleted.