Page 1 of 11 123 ... LastLast
Results 1 to 15 of 158

Thread: Origin UI MOD

  1. #1
    Hunter Tritox's Avatar
    Join Date
    Jul 2014
    Location
    Finland
    Posts
    146
    Rep Power
    0

    Origin UI MOD




    There are already rather many UI mods to 7 Days to Die and this is my contribution. The mod isn't entirely new, I just (finally) came up a name for it. The old thread for this mod won't be updated anymore.

    The main idea of Origin is to keep the UI's look as close as possible to the original 7DTD UI (hence the mod name) while spicing up the UI with some quality of life changes. Though I do keep the right to slightly deviate from this guideline if it's best for the overall look of the mod.

    The mod is updated when needed. Just please try to remember I live in a different continent than the Pimps, so the patches to the game usually land when us Finns sleep and shortly after that go to work. :) TL;DR: the mod is usually updated within approx. 10-16 hours of the new version.







    • (Top left): Re-positioned day and time coupled with the world temperature and elevation indicators
    • (Top center): Added indicator to compass to show which way the player is facing
    • (Top right): Added text outlines to active quest tracker
    • (Bottom left): Added bars for water, food and feels like -temperature above the current stamina and health Bars
    • (Bottom center): Added experience bar and player level indicator left from the bar
    • (Bottom center): Added numbers for toolbelt slots



    [ Download version 1.01 ] - compatible with A16.0 b138




    Before installing this mod, it's always a good idea to back up the existing files!

    This mod consists of three files: xui.xml in the Config-directory and windows.xml and styles.xml in the XUi-directory.

    Extract the contents of the rar-archive to [Steam location]\steamapps\common\7 Days To Die\Data\Config-directory and overwrite the existing files.

    Installation instructions can also be found as video, courtesy of Dianddra.



    "I remember seeing coordinates in the HUD, where are they?"
    - In A14, a bug was introduced to the UI which causes several unexpected errors if the player adds waypoints while the coordinate indicators is on. Later on, in A16, enabling the coordinates caused the UI pretty much to exploded, so they were removed entirely from the and they aren't coming back.

    "Why are the buff timers disabled? How can I enable them?"
    - While the buff timers are a nifty feature, they have several downsides which are caused mostly by the way the timers are implemented. Further details and the enabling instructions are found in the section I of the appendix.

    "Can you change the temperature to Celcius?"
    - The temperature unit can be changed by yourself in the console (works in MP only if you are an admin). Type settempunit c for Celcius and settempunit f for Fahrenheit.

    "Why there is only a static fill for the core temperature bar?"
    - The core temperature is just a value in the game UI and there isn't any changing fill related to it like there is for food/water/etc.

    "Wellness isn't shown anywhere, why?"
    - Wellness can already be seen indirectly from your max HP and Stamina values so I prefer not to have it visible in the HUD.

    "Can this mod be used in multiplayer games?"
    - Only if the host uses the mod. 7DTD multiplayer servers push most of the game files to the clients, including the xml files which the UI mods use. So even if you have this mod installed and the server you play on doesn't, you are forced to use the whatever UI the server uses.

    "I don't like the feature X in your mod"
    - And you absolutely shouldn't. This is a matter of taste like oh-so-many other things in the world. Luckily, you can always remove/add parts to your liking. I've tried to comment the mod files well and removing features pretty much comes down to comment out or remove sections from the XML files. If you don't know how to do this, I can probably help you out to some extent. :)

    "Are you taking requests?"
    Yes and no. The whole idea of this mod is to keep things as simple as possible while keeping the main look dedicated to the original 7DTD UI. However, if your request is good and rationalized, I may implement it but just don't expect me to add some huge and flashy timers to the middle of the screen. Also, please to try remember that I'm mostly doing this to my own leisure and I don't have plans on making it a second job . :)


    Credits:

    Big thanks to all the people in the forums who have helped me with the UI hacks (especially to Sirillion and Red Eagle LXIX) and for all the other UI modders who have given me good tips and ideas! Also thanks to Dianddra for making the installation video. Oh, and of course huge kudos for Da Pimps for creating this major timesink for us. ;)
    Last edited by Tritox; 1 Week Ago at 07:18 PM. Reason: Version for A16.0

  2. #2
    Hunter Tritox's Avatar
    Join Date
    Jul 2014
    Location
    Finland
    Posts
    146
    Rep Power
    0

    Appendix for Origin mod

    This post contains information on how to enable parts of the Origin mod. Enabling in this case almost always requires editing the provided XML files. I recommend on getting some proper XML editor (like XML Copy Editor) for this since they make the editing so much easier. Edits can be made with some other text editor too, but I strongly advise against on using programs like Notepad and whatnots.


    I. Buff durations and how to enable them:

    Origin mod has an extra feature available which allows players to modify how the active buff indicator is displayed in the HUD. Mainly this feature adds (de)buff timers which tell how much time is left on each buff. For example, this includes buffs from Coffee, Painkillers and Antibiotics and debuffs like Burning, Broken leg and Bleeding. Timers are displayed as below:


    While the feature can be rather handy, it is deactivated by default for several reasons (aka. the cons):

    1. When enabled, some of the existing active buff items won't be displayed fully. Every (de)buff icon is displayed, but the buff info text isn't there and this is because of the implementation of the buff timers. For example, thirst and hunger warnings are displayed, but not their percentage values. Same goes with temperature warnings: overheated/freezing debuffs are shown, but not by how much. Wetness however, is displayed correctly.
    2. Minor HUD buff display desyncing problems occur when the feature is on. Buff timers pull their information from the character window's Active Buffs-section and while most of the time, the same buffs are listed in both places, Active Buffs-section doesn't have exactly the same buffs than the indicator in the HUD. Basically this means sometimes you might see a timer on some (de)buff which shouldn't have one or vice versa. This shouldn't appear that often though.
    3. For an unknown reason, the game will crash severely when you quit from a dedicated MP server if you have buff timers activated. Severe in this case means that you have to shutdown the game from the Task Manager. However, in SP this problem doesn't occur at all.


    If you think the buff timers' pros outweight the cons, here are the instructions on how to enable them:

    1. Install the mod as usual.
    2. Open windows.xml and search for HUDBuffDurations. Remove the comments (<!-- -->) from the window which is named after what you just searched (from lines 124 to 182).
    3. Search for BUFF TIMERS in the same xml. From the line (215) it is found, change the label's color attribute from white to transparent.
    4. Save the file.
    Last edited by Tritox; 1 Week Ago at 07:21 PM. Reason: Complemented post

  3. #3
    Scavenger
    Join Date
    Feb 2016
    Location
    Indiana, United States
    Posts
    49
    Rep Power
    0
    Quote Originally Posted by Tritox View Post
    (post is WIP so I just added brief explanations, I'll complement it tomorrow)

    Appendix


    Buff durations and how to enable them:

    1. Install mod as usual.
    2. Open windows.xml and search for HUDBuffDurations. Remove comments (<!-- -->) from the window which is named after what you just searched (from lines 144 to 202).
    3. Search for BUFF TIMERS in the same xml. From the line (235) it is found, change label's color attribute from white to transparent.
    4. Save the file.


    How to enable coordinates:

    1. Install mod as usual.
    2. Open windows.xml and search for Coordinates. Remove comments (<!-- -->) from the rect which has controller="MapArea"-attribute in it (from lines 47 to 66).
    3. Save the file.
    Just wanted to bring it to your attention that you have conflicting instructions for your buff duration timers. In this post, you say change white to transparent. Your comment in your file says <!-- To enable BUFF TIMERS: change label's color value from 'transparent' to 'white' -->. The default is currently white. Transparent is the correct color attribute to use to get the text to show.

    Other than that, great work man! Looks awesome

  4. #4
    Hunter Tritox's Avatar
    Join Date
    Jul 2014
    Location
    Finland
    Posts
    146
    Rep Power
    0
    Quote Originally Posted by usafmaverick View Post
    Your comment in your file says <!-- To enable BUFF TIMERS: change label's color value from 'transparent' to 'white' -->. The default is currently white. Transparent is the correct color attribute to use to get the text to show.
    Ups, I did that addition in a hurry and apparently it shows. Fixed it to the download link.
    Last edited by Tritox; 04-05-2016 at 12:04 PM.

  5. #5
    Refugee
    Join Date
    Nov 2013
    Posts
    12
    Rep Power
    0
    This looks awesome!

    Do you know what the rules are when it comes to mods and servers? Is UI mods considered cheating? How does that work?

    Thanks,
    Bob

  6. #6
    Refugee
    Join Date
    Dec 2014
    Posts
    14
    Rep Power
    0
    Quote Originally Posted by Bobisback View Post
    This looks awesome!

    Do you know what the rules are when it comes to mods and servers? Is UI mods considered cheating? How does that work?

    Thanks,
    Bob
    For servers and peer to peer games, most files are now pushed forward from the server to the client. This means that if you have modded UI files on the your end but the server still has vanilla files on it's side, then all you are going to see in game will be the vanilla UI. It works vice versa as well. You can have the vanilla UI and the server can have th emodded UI and all you will see is modded ones.

  7. #7
    Nomad KorruptkSwades's Avatar
    Join Date
    Sep 2015
    Posts
    356
    Rep Power
    0
    this hud is very nice it has all the information needed by the adventurous survivor everything is quick and easy to spot rapidly !

  8. #8
    Hunter Tritox's Avatar
    Join Date
    Jul 2014
    Location
    Finland
    Posts
    146
    Rep Power
    0
    Heh, how convinient Pimps go apepoop with the new looks in the forums just when I have scrapped up looks for my thread which suits with the old theme... :P Oh well, it doesn't actually look that bad with this layout either.

  9. #9
    Hunter Tritox's Avatar
    Join Date
    Jul 2014
    Location
    Finland
    Posts
    146
    Rep Power
    0
    Finally updated the appendix.

  10. #10
    Nomad KorruptkSwades's Avatar
    Join Date
    Sep 2015
    Posts
    356
    Rep Power
    0
    i had a very hard time enabling the buff durations. had to study yours and follow the instructions to figure it out after hours of testing :/ the pimps should use your bottom left ui it fits perfectly together

  11. #11
    Tracker
    Join Date
    Feb 2014
    Posts
    231
    Rep Power
    0
    Its not woking for me, i extract archive to Config folder but when i enter to server, nothing change

  12. #12
    Zombie Hunter Puschpa's Avatar
    Join Date
    Jul 2014
    Location
    Germany
    Posts
    497
    Rep Power
    0
    Btw, the settempunit - or stu - command works also in MP. It cannot be set globally by an admin, but will change for every player who executes the command. The server owner has to add the command to the admin file with permission level for players.

  13. #13
    Hunter Tritox's Avatar
    Join Date
    Jul 2014
    Location
    Finland
    Posts
    146
    Rep Power
    0
    Quote Originally Posted by Szynsz View Post
    Its not woking for me, i extract archive to Config folder but when i enter to server, nothing change
    It's the server's "fault":

    "Can this mod be used in multiplayer games?"
    - Only if the host uses the mod. 7DTD multiplayer servers push most of the game files to the clients, including the xml files which the UI mods use. So even if you have this mod installed and the server you play on doesn't, you are forced to use the whatever UI the server uses.

  14. #14
    Scavenger
    Join Date
    Feb 2016
    Location
    Indiana, United States
    Posts
    49
    Rep Power
    0
    UI is broke with newest patch. Put the files in twice to verify it :P

  15. #15
    Refugee
    Join Date
    Dec 2014
    Posts
    14
    Rep Power
    0
    Quote Originally Posted by usafmaverick View Post
    UI is broke with newest patch. Put the files in twice to verify it :P
    I'm seeing the opposite as of right now. I'm still using the 14.3 download on my singleplayer game and it works perfectly fine.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •