This project aims to streamline the graphic user interface of NWN. This means: to make it more organized and efficient from player's perspective while blending in with the established themes (no fancy colors, etc).
This task is done by modifying many icons by removing their backgrounds and by changing their color schemes to match respective action groups. For example, all actions that are skill-based, such as open lock or heal are made green when PC is the actor and yellow when it's an associate.
One could say that this project makes NWN's interface like it should've always been. Of course, your mileage may vary, but changes introduced by this are subtle and shouldn't interfere with what players are used to.
A demo module is provided.
CHANGELOG
1.1 (2017-11-22)
1.0 (2017-11-21)
DESCRIPTION
This project removes opaque backgrounds of all GUI icons except spells. Spells were not modified as they are often moved around the interface (spellbook) and transparency makes it harder to see them. In accordance with NWN icon theme, black pixels surrounded by non-black pixels were in most cases left in place (example exception: class icons).
Some icons were modified by re-using unused icons found in game files. This was done to avoid seeing same icons activating different actions.
This project defines four icon "themes": feat theme (blue), skill theme (green), spell theme (violet) and radial menu theme (yellow / gold). All icons now conform to these themes in following fashion:
This project also adds new (also transparent) effect icons, darkens the game's panels (character sheet, inventory, etc) and restores pre-HOTU main menu looks. Main menu music is not affected.
This project uses files from following projects:
Half of feat icons provided by this project are from Transparent Feat Icons project. Almost all of them are weapon-related (weapon of choice, critical hits, etc). Other half of feat icons were modified manually for this project.
The only image borrowed from GUI of Clarity is a grey band added at the circumference of central radial menu image, slightly modified to prevent the satellite circles from overlapping it. With a darkened background, this makes it easier to see the menu, especially on inventory panel, where there is a lot of different images tightly packed in one place.
This project performs similar tasks to many other projects, however none of the files contained in those projects were used here. This is not a "compilation". Unless mentioned otherwise, all images were modified from the standard base. Some of these other projects are:
This project does not include extra emoticons as there are already few projects that provide these:
An almost-complete list of changes introduced by this project is available in attached readme file.
INSTALLATION
Because of large number of files provided by this project, there are two alternative ways to install it:
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I really appreciate the work put into this. How about some before & after shots? That would really highlight the work done.
That's a good suggestion. I'll try to squeeze some "before" insets into the screenshots.
Updated to version 1.1.
Archive is larger because it contains a hak file that can be used as a patch to avoid cluttering the override folder with thousand of files.
This update was mainly brought to you by this Proleric's post and by this utility.
Any chance of getting original main menu music?
I prefer the original man menu music too, but I didn't want to change it with the project as that would require including the track in the archive. For some reason, changing just ambientmusic.2da didn't do anything. Now I know why: menu music file name is hardcoded in nwmain executable.
The original main menu music is still there, though. To bring it back, go to music folder and just replace mus_x2theme.bmu with mus_theme_main.bmu.
Also check this project (may not be compatible with mine): https://neverwintervault.org/project/nwn1/other/gui/nwn-restoration
This work is most interesting. I prefer the multicolored layout some custom projects have worked up over the years, and if anything, would love to see it expanded, but I also loved the progress bars and box-opacity in this one. I couldn't find which texture file deals with the button highlight on regular menus, however, seeing as the one in HOTU is red and yours is blue. Could you point me in the right direction? Since many of my gui elements are violet, I'm trying to follow suit, and streamline my perosnal user interface.
You will find all necessary files in aurora_gui.bif, under ctl_btn_*.tga name pattern. But check out this project too: https://neverwintervault.org/project/nwn1/other/gui/hotu-red-menu-buttons (I like how readme file inside its zip archive says "get some zip program to unzip all files").
Hehehe like those error messages saying "Windows system can't close because this other program is preventing it from closing: Windows System" or my favorite: "Windows can't find a keyboard on your system. For options, press F7."
Kind of like those car lock defrosters that plug-in to the cigar lighter socket inside the car...
TR
Before someone asks, even though the game shows bonuses to saving throws as separate effects, it seems impossible to make different icons for them, as they all use the same 2DA entry...
There is also a problem of having same feat icon (ife_magic.tga) for Energy Resistance and Spell Focus. However this cannot be resolved without modifying feat.2da, which I won't be doing.
I'm also thinking about removing the sub-menu fog and adding an alternative menu button highlight color. See the "extra" picture.
I don't think its already part of this, but I'm hoping for a way to change the color of hilighted text in the menus, specifically during level up, to very vividly differentiate between classes you can select (by default lightly bolded text) and classes you cannot (be default noremal or slightly grayed out text).
I use the PRC a lot, and the number of classes it has is very big, so skimming thru to find the class I want to pick, or seeing which classes I qualify for with a character is very difficut due to the very close similarlity between the "hilighted" and "non-hilighted" text on the class selection menu screen.
If anyone can point me how to make the mod myself, I'd apreaciate it too!
Apart from damage indicators, text color seems to be governed at the executable level, unfortunately.
I tried to change color of the in-dialogue highlight tag from that useless blue, but was unable to do so with texture manipulation.
It conflicts with custom PrC all tiny buttons in the Quick menu show up as transparent squares.
Thanks for the bug report. Could you include a screenshot of the issue?
New (2018-06-22): extract fog_genm.tga from menu_fog_removal.zip to your Override directory to disable the blue / red swirling fog menu backdrop.
If you are using this mod, let me know what you'd like to improve, change or fix.
Be advised that demo module for this project doesn't enforce any haks, so make sure you installed everything (through patch or override) before playing it. Otherwise you won't see any difference.
Many thanks for taking the time and effort to share this Mod with the community - very much appreciated.
There were a couple of things I didn't like (Red damage numbers and resting progress bar), but using a NIT Wizard, I was able to make these elements optional.
Thanks. It gets a steady number of weekly downloads but few comments. Especially when (IMO) it fixes all the annoyances (except one) with the interface while staying classy so to speak.
Anyway, I wanted to mimic the load progress bar, thought the original rest bar looked out of place. I'll see if it could be made the other way round, maybe it'll look good too. What's your solution for the damage indicators? Better font? The original is quite hard too see.
Progress bar the other way around could be a good idea.
I don't use any specific Mod for the damage indicators, but they seem quite clear to read in a pale blue colour. I found the red didn't look good and was distracting (my personal preference).
I tried with the load progress bar and it didn't look good. It was too thick compared to its surrounding frame and dominated the image - better stick with the original.
Damage indicators can be however rendered with higher resolution (the engine will scale them down to the right size), so perhaps something better than the red ones could be made. But that's for the future.
Many thanks for your responsiveness - always appreciated.
A lot to look at here but they may be what I'm looking for to redo the UI. I've downloaded them and am looking forward to trying.