[MOD] Upclose Detailed Monitor v1.2

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Nebogloee
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[MOD] Upclose Detailed Monitor v1.2

Post by Nebogloee »

New Version 1.2

Small bug fixes. Disabling is now save file safe. Reduced replaces to just the view nodes in mission scripts. Should be more compatible now (especially with NESA).

New Version 1.1b

My oblivious self forgot to remove some debug help echo stuff. Now removed.

New Version 1.1

Now changes a bunch more in the md scripts. Missioins, NPCs, and some orders menus. This may conflict with other mods which change the md scripts. Some dialog is holding up a few animations. I'll see what I can do about those, but I need to check to see if other mods have replaced the same action block.

Description:

Removes all the angled views of the detailed monitor and replaced them with the "closeupdetailmonitor" view. Now you can use your property and manager screens without straining your eyes. Good for those with larger resolutions.

Compatible with the "remove detail monitor animation" mod.

[ external image ]
Upclose Detailed Monitor
Last edited by Nebogloee on Wed, 27. Nov 13, 01:44, edited 6 times in total.
Katorone
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Re: [MOD] Upclose Detailed Monitor

Post by Katorone »

Nebogloee wrote:Removes all the angled views of the detailed monitor and replaced them with the "upclosedetailmonitor" view. Now you can use your property and manager screens without straining your eyes. Good for those with larger resolutions.
For being ready for xbox, it seems egosoft hasn't given much thought to the actual use of the game on these consoles. The icons are too small, text in general is too thin, and the angled monitors are unreadable from a distance.

I'm one of those people playing pc games on a television from the sofa.
So, thank you!
Nebogloee
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Post by Nebogloee »

Welcome :)

I too play on my sofa - 42" 1080p that I run in 720p just so I can read the text. This has made it a bit better.

It is just one more annoyance I can check off the list. I took all of next week off of work and I actually want to play (and enjoy) the game. Just a few more to get, most have already been handled by others.

Cheers!
Baleur
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Post by Baleur »

These mod are unbelievably well improving the game.
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Gazz
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Post by Gazz »

The reason for the angled view was that you could see the muppet in the smaller window at the same time.

That said, I'm downloading. =)
My complete script download page. . . . . . I AM THE LAW!
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Post by Guest »

This mod should get signed. I don't know if that what I've seen from videos and some screens (the angled view) was intended by egosoft, but especially for people with bad eyes this is so much of an improvement, because you don't need to move to your monitor up close just to read what's written in the detailed monitor which hurts your eyes even more.
jpinard
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Post by jpinard »

Gazz wrote:The reason for the angled view was that you could see the muppet in the smaller window at the same time.

That said, I'm downloading. =)
Do you mean, so you can see how you're talking to? Or Muppet, as in your co-pilot?

Nebogloee - thank you for this! Is it possible you can make text larger as well? See how tiny the text is in this screen? It's nearly impossible to see:

http://jeffpinard.com/Pics/tinytext.jpg


{Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked - Terre}
Mad_Joker
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Post by Mad_Joker »

Did somebody have the chance to check if this works with NESA?

And if so, @Nebogloee would you kindly allow me to incorporate your work into NESA? This is one of the issues I was planning to resolve at some point.
tuskenus
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Post by tuskenus »

Gazz wrote:The reason for the angled view was that you could see the muppet in the smaller window at the same time.

That said, I'm downloading. =)
i'd guess that's the reason for the high transparency, too - you kinda have to take into account how you're parked in Devries if you want to actually read what's on the monitor, or just see an orange/yellow eye melting blob.
Nebogloee
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Post by Nebogloee »

I am running it with NESA and the remove detailmonitor animation mod. Works fine. Mad_joker - go ahead and use it if you want, all I did was change "facedetailmonitor" to "closeupdetailmonitor" in bunch of places in the mainmenu.xml. The mod took 10 minutes, but finding the right place to edit took awhile - half the night. It best fits with nesa, or even better, the remove detailmonitor animation mod. I am learning quite a bit about the game data/xml files. It is fun.

I suspect that in a the next week or two we will have a community mod pack rolling up the essential mods - those that truly make a better experience for everybody.

This mod fixes what was one of the most annoying issues, so i the end it was a mod for selfish reasons - I wanted to not have to go to crew to read my menus. Felt weird to have to excuse myself to the cargo bay in order to make a trade.

Glad you all like it!
Thurmonator
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Post by Thurmonator »

THank you so much. Really. You fixed a big gripe of mine with the game. When I first realized that there was no way to zoom in the monitor the rest of the way on those certain screens, I almost went back to X3 AP for good.
Nebogloee
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Post by Nebogloee »

My sentiments exactly. Within the next few days, all the annoyances will have been modded out, and the real modding can being. (A few have already started, have you seen the manual command mod?)
kelmenwong
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Post by kelmenwong »

just updated 1.15 patch.
now cannot see the monitor. looks like the monitor drop to bottom.

try disable this extension, now can't load all saved games as they using this mod.
Isbeorn
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Post by Isbeorn »

kelmenwong wrote:just updated 1.15 patch.
now cannot see the monitor. looks like the monitor drop to bottom.

try disable this extension, now can't load all saved games as they using this mod.
To remove that mod, open your savegame xml with an Editor and remove the mod from the <patches> area.
Thurmonator
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Post by Thurmonator »

There are still a few remaining screens that stay angled. I was wondering if you planned on fixing all of them? I cant remember offhand which they are but there's not that many so they are easy to find.
wwdragon
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Post by wwdragon »

Thurmonator wrote:There are still a few remaining screens that stay angled. I was wondering if you planned on fixing all of them? I cant remember offhand which they are but there's not that many so they are easy to find.
It's the mission screens.

I also find this mod helpful and would also like it to include zooming the mission screens, please. :)
Editing posts since long before I remember.
Nebogloee
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Post by Nebogloee »

wwdragon wrote:
Thurmonator wrote:There are still a few remaining screens that stay angled. I was wondering if you planned on fixing all of them? I cant remember offhand which they are but there's not that many so they are easy to find.
It's the mission screens.

I also find this mod helpful and would also like it to include zooming the mission screens, please. :)
Yep, I started fixing up the mission and npc mdscripts last night. I had a few issues and had less time last night than I thought. I plan to have them fixed this evening. The blocks of code that need to be replaced are in large conditional chains, so the amount of code that gets pulled into the diff is quite large for the small edits I am making. But alas, I know where like 95% of the unfixed angled mon animations are, so expect those fixes sometime tonight ?
Last edited by Nebogloee on Fri, 22. Nov 13, 04:57, edited 1 time in total.
Nebogloee
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Post by Nebogloee »

New version: 1.1.

Full disclosure: I have only been able to test about half of the changes, as I have not progressed my game very far . . . but the changes are rather simple, so the will potentially work fine.

There is some annoying dialog that still holds up some of the animations. I will look into them, but I have yet to look at what the shut up mod changes and I expect some of what I would remove has already been done. If so, there may be a conflict.

MD Modders, take note: If you are copying the mission script to make your own, please change "facedetailmonitor" to "closeupdetailmonitor", unless you really do not want nor need some players to be able to read the screen. Or the screen is just unimportant for the cue.
Nebogloee
Posts: 69
Joined: Sat, 18. Aug 07, 00:15
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Post by Nebogloee »

New Version 1.2

Small bug fixes. Disabling is now save file safe. Reduced replaces to just the view nodes in mission scripts. Should be more compatible now (especially with NESA).

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