This mod moves the target name to the right of the portrait and orients the HP bar horizontally for a more WoW-esque feel. It also displays the numerical HP percentage of the target overlaid on the HP bar, e.g. "HP: 75%". (see screenshot)
WTF? Rowne... this isn't an AI Mod, are you a moron? Or stupider than an ooze? _________________________ @===============================================@
Vinchenzo made a post here.
Plz check out my entries. I'm currently making a few simple modules, designing 3 special characters, and hope to someday be good this stuff.
This is Vinchenzo, finishing his post with the following advice:
Don't use Latin improperly (Lupis means grey, Rufus is red, Canid is dog, so on.) Furries annoy me with their improper usage of such. And I'm a furry!!! Ugh...
Don't vote for Beta things unless told they are finished, unless posted specifically by the author.
Don't abuse the vote and post function, don't vote for your own/friends stuff just to get a high vote. Don't flame vote either just to be an ass.
There is a voting system for how the points are used, even I forget, but we should follow it (and tattoo it to our forehead, lol)
@===============================================@
Posted by Rowne at 2006-12-02 18:18:40 Voted 10.00 on 12/02/06
This is an amazing piece of work, Even. The AI is now actually healing without being prompted to (the first time I'd ever seen that) and the weapon switching is sublime.
I've set Khelgar up with monkey grip and in his inventory, he has a couple of melee weapons, a shield and a crossbow. He actively switches between these as he needs to, making him an amazing brawler.
Something moves out of range? He quickly swaps out one of the melee weapons and in with the crossbow. As soon as it comes back into range, he's right there with the melee weapons to greet them.
With the default AI, I found that I constantly had to manage items, in my first play through this was incredibly evident and I had to set up a few of my party to just work with one weapon alone, disallowing them any diversity.
This is no longer the case and I'm free of such micromanagement.
It's very pleasing to see the AI make the same decisions I would seconds before I go to implement them myself.
Posted by Zonzai at 2006-11-28 17:07:41 Voted 9.00 on 11/28/06
Some names are too long for the bar. But other than that it does exactly what it says it does. _________________________ NWN2 Voting Standards - Tattoo it on your forehead.
10 - A Masterpiece, Genuinely Groundbreaking
9 - Outstanding, a Must Have
8 - Excellent, Recommended to Anyone
7 - Very Good, Deserves a Look
6 - Good, Qualified Recommendation
5 - Fair, Solid yet Unremarkable
4 - Some Merit, Requires Improvements
3 - Poor Execution, Potential Unrealized
2 - Very Little Appeal
1 - Not Recommended to Anyone
"But it does not show for hostiles. Anyone else having this issue?"
The targetframes for friendly and hostile are separate and completely independent of each other (you could technically have both showing at the same time). The hostile targetframe might be positioned offscreen - try renaming or deleting "guisettings.ini" in the UI folder just to check. This will reset the positions of everything in the UI.
Re: names, hitpoints, etc
I cannot add any variable not already displayed in the default UI without custom scripts (which would bork the mod in multiplayer). The reason for this is that gui functions *send* variable data to the UI when they are called; the UI itself cannot *get* them. Thus, the only way data can be displayed in a UI element is by calling a function that explicitly modifies it. For example, the function used to get the name for the character sheet will always get the name and place it in the character sheet, no matter what calls it.
I might just end up using a very fat health bar or something :p Maybe sorta possibly a custom script. Thanks for the suggestions though.
I seem to have a small issue. The friendly NPCs show up fine.
But it does not show for hostiles. Anyone else having this issue? _________________________ NWN2 Voting Ranks:
Research on what rating I gave you! Link
Posted by The Ridge at 2006-11-27 15:34:43 Voted 9.50 on 11/27/06
Another excellent UI addition.
I'll second what cooldaddyo suggested. If the name isn't possible then how about displaying current/max hitpoints?
-R _________________________ NWN2 Voting Standards
10 - A Masterpiece, Genuinely Groundbreaking
9 - Outstanding, a Must Have
8 - Excellent, Recommended to Anyone
7 - Very Good, Deserves a Look
6 - Good, Qualified Recommendation
5 - Fair, Solid yet Unremarkable
4 - Some Merit, Requires Improvements
3 - Poor Execution, Potential Unrealized
2 - Very Little Appeal
1 - Not Recommended to Anyone
Posted by cooldaddyo at 2006-11-27 10:49:50 Voted 10.00 on 11/26/06
"The problem with the partyframe is that names of the characters cannot be displayed, so I'm uncertain about the best way of filling up the space normally occupied by the name."
Ack you cannot pull the character name data?....hmmm can you pull the hit points data and display like 120 / 79 or in a percentage like 83%? Having that data overlay the health bar would be ideal and be very very wowish :D
"Awesome, now this is cool! Do this for party frame too please :D!"
The problem with the partyframe is that names of the characters cannot be displayed, so I'm uncertain about the best way of filling up the space normally occupied by the name.
"As if the UI wasn't ALREADY WoW-ish enough. I guess it's good if you like that sort of thing."
I beg to differ, the interface is not nearly "WoW-ish" enough. Which is something I'd like to rectify :P
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone