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What do DarnUI font settings change?


Wiepman

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DarnifiedUI seems to be the go-to UI changer if playing Oblivion on a pc.

 

And especially with larger resolution schreens (1920x1080 and up).

 

Indeed DarnUI gives the better experience when not playing on a console on keyboard and mouse.

 

The initial thing I didn't like about any available DarnUI iteration is the console font. For I seem to prefer the original font that vanilla Oblivion uses for the console.

 

Studying original font settings I would say that would be "Tahoma_Bold_Small.fnt" translating in "SFontFile_3=Data\Fonts\Tahoma_Bold_Small.fnt"

in "Oblivion.ini"

 

And indeed that reverted the console font back to my preferred font.

 

But my second grievance and the particular one on topic

is the size of and the initial subtitle font.

 

Googling intensely from the first to the last result on my particular question I can't seem to find a fitting solution.

 

My question as such is which aspect do I need to change to alter the font and size to modify the subtitles?

 

So in default Oblivion.ini we've got this:

[Fonts]
SFontFile_1=Data\Fonts\Kingthings_Regular.fnt
SFontFile_2=Data\Fonts\Kingthings_Shadowed.fnt
SFontFile_3=Data\Fonts\Tahoma_Bold_Small.fnt
SFontFile_4=Data\Fonts\Daedric_Font.fnt
SFontFile_5=Data\Fonts\Handwritten.fnt

The default DarnifiedUI gives two choices (large and normal fonts):

Normal fonts:
[Fonts]
SFontFile_1=Data\Fonts\Kingthings_Regular.fnt
SFontFile_2=Data\Fonts\DarN_Kingthings_Petrock_14.fnt
SFontFile_3=Data\Fonts\DarN_Kingthings_Petrock_16.fnt
SFontFile_4=Data\Fonts\DarN_Oblivion_28.fnt
SFontFile_5=Data\Fonts\Handwritten.fnt

Large fonts:
[Fonts]
SFontFile_1=Data\Fonts\Kingthings_Regular.fnt
SFontFile_2=Data\Fonts\DarN_LG_Kingthings_Petrock_14.fnt
SFontFile_3=Data\Fonts\DarN_LG_Kingthings_Petrock_18.fnt
SFontFile_4=Data\Fonts\DarN_Oblivion_28.fnt
SFontFile_5=Data\Fonts\Handwritten.fnt

Now, I use the Dark Transparent UI.

 

Be advised: not the version over here on the Nexus, but the (is it the) original (?) TESSAll.ru. I like that better because of certain choices, see fonts below.

[Fonts]
sfontfile_1=Data\Fonts\Century_20.fnt
sfontfile_2=Data\Fonts\Calibri_Outline_15.fnt
sfontfile_3=Data\Fonts\Cambria_16.fnt
SFontFile_4=Data\Fonts\Daedric_Font.fnt 

Changing "SFontFile_3=Data\Fonts\Tahoma_Bold_Small.fnt"

gives me the desired console font.

 

But what variable brings me my desired subtitles font and size?

 

I suspect I need to change something inside: "c/Oblivion/Data/menus"

 

But what aspect?

 

Who knows what?

 

Thanks beforehand!

 

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If I'm interpreting Darn's xml files correctly, it looks like its font 3.

 

 

There's a mod that changes the way the Dialog appears that might be a work around for you.

https://www.nexusmods.com/oblivion/mods/9792?tab=files

 

it replaces the xml files that darn made for the dialog.

(I'd install darn first, then you have best of both worlds)

you can also customize the font by editing one of the xml files

.... /prefabs/ui_config/cinematic_config.xml

 

the author did a good job of pointing out which setting

 

you can change it to one of the other font numbers if you'd like a different font

 

 

 

now, if you wanna go deeper into it....

that is... if you don't like the fonts available in the game

install menuque

then you can add a font you'd like to the game

you'd have to add the font files

I"ve seen a few mods where you can create oblivion font files

once created and crammed in the correct font folder

you add the entries in your ini

[Fonts]
sfontfile_1=Data\Fonts\Century_20.fnt
sfontfile_2=Data\Fonts\Calibri_Outline_15.fnt
sfontfile_3=Data\Fonts\Cambria_16.fnt
SFontFile_4=Data\Fonts\Daedric_Font.fnt 
SFontFile_5=Data\Fonts\Handwritten.fnt   ;assuming you have a handwritten font unless it does something different I don't know about
SFontFile_7=Data\Fonts\MyDialogFont.fnt

ummmm.... why seven you ask?
don't know why the creators of menuque skipped six.

maybe its their voodoo number or something.

from menuque's documentation

Font Functions

MenuQue allows for the loading of extra fonts to be used ingame (up to a maximum of 25 extra fonts). To add a font place its two files in "Data\Fonts\Extra", each time the game starts every font in that folder will be added. Like the default fonts, the extra fonts have a unique id assigned to them, this is a number between 7 and 32 and depends on the combination of fonts that are loaded. It will remain the same for the duration of the session. Modders can request this id using GetFontLoaded and subsequently use any UI function to change an element's <font> trait to this new id.

 

 

 

then edit that xml to point to font 7

 

original xml

<!--Change subtitle font (1, 2, 3, 4, or 5).-->
    
        <_subtitlef> 1 </_subtitlef>        <!--font    default 1-->

gets changed to

<!--Change subtitle font (1, 2, 3, 4, or 5).-->
    
        <_subtitlef> 7 </_subtitlef>        <!--font    default 1-->
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Thank you very much for the detailed and interesting response!

 

So in Oblivion.ini I have changed font 3 to the following:

[Fonts]
SFontFile_3=Data\Fonts\Tahoma_Bold_Small.fnt

Which changed the console font to the original Oblivion font.

And indeed as a side effect that also changed the subtitles.

 

But unfortunately changing font 3 only partially resulted in my desired result.

 

Because once you initiate the conversation dialogue another font is used.

And it is this font I would want to change and reduce in fontsize (so more text fits in the screen at once).

 

I have indeed have MenuQue already installed, but I don't think that the referred Cinematic Dialog HUD will serve my purpose. You see, I already have a certain cinematic dialogue-effect, the one included in Oblivion Reloaded:

[Effects]
Cinema                   = 1

And in the relevant .ini-file I choose to make the cinematic black bars only appear when initiating a conversation:

[Default]
DialogMode       = 1

To summarize my remaining question: I want to also change the font that is being used during conversations

and reduce it's size. So the question remains where do I need to change what aspect to achieve this goal?

 

PS:

I also installed a nifty little plugin called "Protocolled Dialogs", which was originally made for MorroBlivion.

But works perfectly fine in Oblivion (MorroBlivion being a mod for Oblivion).

 

Now what this mod does is that during conversations it adds a scrollable right pane to the dialog window, to easily scroll back in conversation history. But that mod also utilizes the conversation font, which is not my altered font 3.

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crash course time muahaha

this should give you the foundation you need to modify the correct spot and give you the

flexibility to open up some possibilities.

 

Fonts Used in Game

 

The game stores the fonts in

oblivion install directory\Data\Fonts

 

IF you do a search for Fonts in NexusMods

you'll find some alternate fonts you can pick and choose from

as well as utilities where you can take fonts used by windows

and turn them into usable fonts for oblivion.

 

The INI

 

The ini loads the fonts into the game and numbers them.

As you've seen, changing the fonts name will use a different font

for font number 3.

 

Oblivion can load up to 5 fonts

Menuque allows you to load up a bunch more

 

XML

Here's where the real action is.

 

The game uses XML files for any text, buttons, health bar...... just think anything User Interface

 

The XML files are located in

game directory\data\menus

 

 

Here's a snipped of xml from Darnified UI

        <text name="darnuiversion">
            <red> 254 </red>
            <green> 244 </green>
            <blue> 183 </blue>
            <font> 2 </font>
            <depth> 10 </depth>
            <x> 0 </x>
            <y> 0 </y>
            <string> <copy src="MainMenu" trait="_duiv" /> </string>
        </text>

You probably already figured it out just by looking over that code.

The Font used by this particular text is Font number 2

 

<font> 2 </font>

 

change that 2 to 3 and this particular text will use the font loaded up as font 3

 

the red, green, and blue properties can be changed to adjust the color of the text.

 

the actual text displayed is contained in

<string> </string>

 

so if it read

<string> "My Name is Mud" </string>

then it would show on screen.... My Name is Mud

 

in this code, its pointing somewhere else though

 

<copy src="MainMenu" trait="_duiv" />

 

see at the top of our code.....

<text name="darnuiversion">

 

and close this section out with a....

</text>

 

this section (Element) is labeled darnuiversion

 

what if I had another Text I wanted to use the same font?

I point to the Element I want and tell it which property (element further down the tree) I want to use

 

lets say theres a button I created and I want to use the same Font as darnuiversion

lets name the button SmashButton

 

<button name="SmashButton>

<font> copy src="darnuiversion" trait="font" /> </font>

</button>

 

also note, the source can be in another xml file

 

 

 

 

If you'd like to learn more about XML

check out this link

BUT!!!!! be aware that its on an adult oriented forum

https://www.loverslab.com/topic/53411-reading-ui-hud-xml-files/

 

 

Put it in action

 

you mentioned Oblivion Reloaded

there are no xml files in its install directories

so we can skip it altogether

 

 

If you look at the install files for darnified ui

you pretty much have a whole bunch of xml files

darn tweaked the xml's to make them look better for computers

 

I haven't looked into the Dark Transparent UI

so not sure how it compares to darnified UI

 

I did download Protocalled Dialogs v1.1

and scoped out its xml files

 

If you scope out the file dialog_protocol_pane.xml

you can see there are two different font's used.

 

here's a snippet of one of the Text elements.

            <text name="textlog_topic_s">
                <depth> 3 </depth>
                <visible> &true; </visible>
                <red> 0 </red>
                <green> 0 </green>
                <blue> 0 </blue>
                <alpha> <copy src="textlog_scroll_pane" trait="alpha" /> </alpha>
                <font> <copy src="topic_text" trait="font" /> </font>    
                <clips> &true; </clips>
                <x> 1 </x>
                <y> <copy src="textlog_topic" trait="y" /> <add> 1 </add> </y>
                <string> <copy src="textlog_topic" trait="string" /> </string>
            </text>

As you can see, its using the font from a different source.

 

You COULD experiment with changing this directly and set it to the font number you'd like

for instance if you want to use font number two, then change it to <font> 2 </font>

save it and try it in game (save a copy of the original in case you need to restore it though)

be sure to look through the xml for other text elements.

this way you can set up the one you want.

 

 

I looked around to see which xml its found in

I have darnified UI so your's might be different so keep that in mind.

 

oblivion install directory\Data\Menus\dialog\dialog_menu.xml

 

look for the topic_text element

which is....

            <text name="topic_text">
                <visible>
                    <copy src="parent()" trait="mouseover" />
                    <eq> 0 </eq>
                </visible>
                <string> <copy src="parent()" trait="string" /> </string>
                <depth> 4 </depth>
                <font> <copy src="darnui_settings" trait="_tlfont" /> </font> <!-- DarN 2 -->
                <red> <copy src="parent()" trait="red" /> </red>
                <green> <copy src="parent()" trait="green" /> </green>
                <blue> <copy src="parent()" trait="blue" /> </blue>
                <alpha> <copy src="darnui_settings" trait="_tlalpha" /> </alpha>
                <clips> &true; </clips>
                <wrapwidth> 900 </wrapwidth>
                <wraplines> 1 </wraplines>
                <x>
                    <copy> 0 </copy>
                    <add src="darnui_settings" trait="_tlxoffset" />
                </x>
                <y>
                    <copy> 2 </copy>
                    <add src="darnui_settings" trait="_tlyoffset" />
                </y>
            </text>

haha too funny

its pointing to another source

now its time to put all your training to the test

see if you can find it from there

hint: prefabs

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Wow, thank you very much for reminding me again

what one of the most fun parts about modding is to me:

 

Learning to get new things done

by exchanging thoughts online with other fellow modders

in an respectful and constructive manner.

 

So in my case "dialog_menu.xml" shows me this:

                         <text name="topic_text">
				<string>
					<copy src="parent()" trait="string" />
				</string>
				<depth> 4 </depth>
				<font> <copy src="cinematic_config" trait="_topicf"/> </font>
				<red> <copy src="parent()" trait="red" /> </red>
				<green> <copy src="parent()" trait="green" /> </green>
				<blue> <copy src="parent()" trait="blue" /> </blue>
				<alpha> 255 </alpha>
				<clips> &true; </clips>
				<wrapwidth> 900 </wrapwidth>
				<wraplines> 1 </wraplines>
				<x> 0 </x>
				<y> 2 </y>
			</text>

So if I understood correctly,

deducting from what you've explained,

in my case I should consequently look further

in one .xml-file named "cinematic_config"

 

(instead of "darnui_settings", as is the case in your situation)?

 

For indeed along the path ".../Data/menus/prefabs/ui_config"

there is one file that is named "cinematic_config.xml".

 

So I assume that particular file needs further investigation?

 

And indeed, when I open that file,

there certainly are dozens of references

to all matter of things concerning fonts

in relation to the topic of conversations.

 

Two snippet parts almost instantly catch my eye in particular,

 

Snippet #1 being:

<!--Change floating text font (1, 2, 3, 4, or 5).-->
		<_servicetextf> 3 </_servicetextf>	<!--font	default 3-->

But... that one mentions reference to a font 3.

 

And as mentioned in earlier posting,

I had already replaced a font 3 in Oblivion.ini

 

( "SFontFile_3=Data\Fonts\Tahoma_Bold_Small.fnt" )

what had altered my console font accordingly,

and also had altered the subtitles,

 

...but had not changed the displayed text during a conversation.

 

Which brings us towards the second snippet

in that same "cinematic_config.xml" config file

that had caught my attention #2 :

<!--Change subtitle font (1, 2, 3, 4, or 5).-->
		<_subtitlef> 1 </_subtitlef>		<!--font	default 1--> 

I found that second snippet very interesting,

 

Since in my case it indeed seems that during conversations font 1 is being used there,

because I recognize this font from the main title screen which also uses that one.

( so in my case "sfontfile_1=Data\Fonts\Century_20.fnt" )

 

So let's find out what will happen if I change that font 1 my altered font 3?

 

One would expect that should change the conversation font to

( "SFontFile_3=Data\Fonts\Tahoma_Bold_Small.fnt" )

wouldn't it?

 

So I did alter that font 1 reference to font 3,

then booted up the game again...

 

And, lo and behold, guess what?

 

That did the trick!

 

@Moktah:

Thank you very much for taking the time to helping me find a proper solution!

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