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LPKxt Hud question


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Posted

I've been studying the differnt posts on adjusting the positioning of Lovers PK extender's HUD.

I've increased the font size so I can read it, and adjusted the vertical position of the information and the SP bar so that they are not over lapping.

 

The current hangup I'm experiencing is trying to figure out how to get enough space between my character's information and bar, and my partner's informatino and bar.

A cheap diagram is offered below:

 

(some wierd notation ex: NE 3)

<------------SP Bar------------>

Partner Name, Lvl, Sp xx/xx

Character Name, Lv, XP

SP (stage) xx/xx

<----------SP Bar------------->

 

The trouble arises when the partner's name is of any medium lenght. What happens is that the line wraps around below, laying over the top line of the character info

Something like this (another cheap diagram)

 

(some wierd notation ex: NE 3)

<------------SP Bar------------>

Really Super Long Partner Name

ChaLvlracterSP Name, Lxx/xxvl, XP <-- as the info is graphic in the game, the fonts overlay instead of displace, but this gives the general idea)

SP (stage) xx/xx

<----------SP Bar------------->

 

 

What I'm hoping for is to find an attribute for the ini to increase the spacing between the two, so it looks something like this:

 

(some wierd notation ex: NE 3)

<------------SP Bar------------>

Partner Name, Lvl, Sp xx/xx

(Desired area to extend vertical space)

Character Name, Lv, XP

SP (stage) xx/xx

<----------SP Bar------------->

 

At the bottom of the ini are these variables:

set xLoversSPHUD.SPIniLoad to 1
SetMenuFloatValue "LPKBar\_X" 1004 xLoversSPHUD.SPX <-- This supposedly will adjust the horizontal, but decresing it by even 1 shifts it all to the left
SetMenuFloatValue "LPKBar\_Y" 1050 xLoversSPHUD.SPY <-- This controls the general vertical, lifting it from the bottom edge of the screen.
SetMenuFloatValue "LPKBar\_addY" 1004 xLoversSPHUD.SPaddY <-- This supposedly increases the upper spacing, but I have not found it useful yet
SetMenuFloatValue "LPKBar1\_addY" 1500 xLoversSPHUD.SPaddY <-- This raises the Partner SP bar. NOTE this attribute has a 1 on it.
SetMenuFloatValue "LPKBar\_fonttype" 1050 xLoversSPHUD.SPfont <-- This increases the font size
SetMenuFloatValue "LPKBar\_on" 1004 1
set xLoversSPHUD.SPcum to 0

 

There is also this attribute, located near the top of the ini

set xLoversSPHUD.SPaddY to 50 <-- I found this adjusts the vertical position of the character's SP bar, the greater the value, the lower the SP bar moves
 

What has my attention is LPKBar1\_addY.

This is an attribute that directly affects the Partner information. I tried to use an LPKBar1\_Y to see if I could gain further atlerations, but I didn't notice anything. I'm not sure if it didn't work as there's no attribute to adjust or I did something wrong, but this is currently where I'm stumped at.

 

Any additional info or suggestions would be appreciated.

Thank you.

 

A copy of the ini, unmodified, is included in the spoiler for referance.

 

 

 

;===========================
; Lovers with PK Extender
;===========================
;---
; Version: 2.4.3
; Author: acedouble
; English Translator Donkey
;---

[Íàñòðîéêè ñòàòóñáàðîâ | Statusbar Setting]
;---
;pixels from the left edge of the screen (by increasing the value of HUD displace the right and vice versa)
;valid values ??from 0 to (width of the screen in the game - 300) see the image in readme.doc
;{disable} set xLoversSPHUD.SPX to 440
;---
;pixels from the bottom of the screen (by increasing the value of HUD displace up and vice versa)
;valid values ??from 0 to (height of the screen in the game - 100)
;{disable}set xLoversSPHUD.SPY to 125
;---
;text from the vertical bar
set xLoversSPHUD.SPaddY to 30
;---
;Name of the font used for HUD, to modify, copy 2 files *. fnt and *. tex required fonts into the folder Data \ Fonts \ Extra
;and the line below, specify its name
set xLoversSPHUD.SPfont to GetFontLoaded "Kingthings_Petrock_Rus_12Aw"

[Íàñòðîéêè èãðû | Gameplay Setting]
;---
;base amount to which the response is restored SP 0.2 is base value Encreasing it will speed up the recharge of your base amount
set xLoversSPHUD.SPincr to 3
;---
;base amount to which the response decreases SP during the act
set xLoversSPHUD.SPdecr to 1.0
;---
;Graduation xp SP, the string is used to increase the level of the player. Possible values ??are level 0-15. In line
;15 values??, delimiter | When selecting a player 20 points of experience - the level of increase to 1, etc.
set xLoversSPHUD.SPExpgradation to sv_construct "20|200|300|500|700|950|1200|1500|2000|2400|2750|4500|10000|14000|25000"
;"20|200|400|800|1600|3200|6400|12800|25600|51200|102400|204800|409600|819200|1638400"
;---
;Graduation "complexity" poses two lines - for the player and partner, respectively, the values ??used to adjust rashodyvaniya SP during the act.
;if <0, the rate decrease (0.1 - slow down by 10% relative to other options)> 0 - resp. increase (1.2 - speed up to 20%)
;Should not be put to 0 Delimiter values ??| values ??are taken from the twin rows SPdiffOff (active person) and SPdiffDef (passive character)
;Number of values ??does not matter - the script will pick up the right, based on the number of values ??in the rows and the number posture, but the number of values ??in both lines should be the same. Remove the quotes, too, is not

worth it.
set xLoversSPHUD.SPdiffOff to sv_construct "1|0.7|0.35|1.5|1.8|0.8|1.1|0.4|0.9"
set xLoversSPHUD.SPdiffDef to sv_construct "0.7|1.1|0.75|1.2|0.88|0.8|1.1|0.7|1.1"
;---
;basic number of points for having sex.
set xLoversSPHUD.bLvl to 10
;---
;coefficients. for tLvl
set xLoversSPHUD.mLvl to 1.2
;---
;When player rapes a victim this multiplyer will act as placeholder and add experince to player.
set xLoversSPHUD.rapemult to 0.3    ;0.5
;---
;When a player is raped this multiplyer will act as placeholder and decrease experiance from player nor mal settings is 2, but decreasing that value to 0 and player won't lose experiance when raped
set xLoversSPHUD.rapedmult to -0.2        ;-0.25

[Ïðî÷èå íàñòðîéêè | Other Setting]
;undress a player at the beginning of the act, using the settings from the Lovers with PK, 1 - enabled, any other value - off.
set xLoversSPHUD.PlayerUndress to 1
;---
;Multiplies the resulting value player online experience, to enhance the experience in the plugin OblivionXP
;only useful when using the plugin OblivionXP, also recommended to disable LoversOblivionXP.esp, if any App. previously
;0 - is disabled, any other value - the coefficient
set xLoversSPHUD.ObXPmult to 0.3
;---
;value that changes the ratio of character with their full satisfaction, non-negative integer, for all other values ??of the ratio does not change
set xLoversSPHUD.addDispos to 1
;---
;value that changes the ratio of the character when it nedoudovletvorenii, a negative integer, for all other values ??of the ratio does not change
set xLoversSPHUD.subDispos to -1
;---
;chance to change attitudes to complete the act of a percentage integer from 0 to 100, with 0 to ipolzovatsya change in attitude by the formula of the plug AdultPlayPlus
set xLoversSPHUD.percDispos to 100
;---
;The lower limit to which may fall to the player at the Dep. character. Regardless of the value of the variable ratio does not fall below the value characteristics of aggressive characters + 5
set xLoversSPHUD.limitDispos to 50
;---
;Characters, which is connected option exchange partners, consider companions. In particular vuaristicheskoe disables the behavior of these actors during the act of involving the player.
;1 - included, any other value - disabled.
set xLoversSPHUD.companionson to 1
;---
;Win back the animation foreplay at the start of a new instrument with a player. 1 - enabled, any other value - disabled.
set xLoversSPHUD.proemon to 1

[!! íå èçìåíÿòü | don't change !!]
;---
Message "[Lovers] Extender: Initialize!"
printC "Lovers%BExtender%b:Initialize!"
;---
set xLoversSPHUD.SPIniLoad to 1
SetMenuFloatValue "LPKBar\_X" 1004 xLoversSPHUD.SPX
SetMenuFloatValue "LPKBar\_Y" 1004 xLoversSPHUD.SPY
SetMenuFloatValue "LPKBar\_addY" 1004 xLoversSPHUD.SPaddY
SetMenuFloatValue "LPKBar1\_addY" 1004 xLoversSPHUD.SPaddY
SetMenuFloatValue "LPKBar\_fonttype" 1004 xLoversSPHUD.SPfont
SetMenuFloatValue "LPKBar\_on" 1004 1
set xLoversSPHUD.SPcum to 0

 

Posted

I remember looking into replacing the current LPKextender HUD by a <HUD status bars (enhanced)> one at a time where I removed the F11/F12 configuration keys from the mod. I already use these keys for other purposes, and too many hotkeys kill the concept of hotkeys for me (plus, once the coordinates set, you probably won't need to move stuff around anyway).

I'd like to advise you to have a look :

http://www.nexusmods.com/oblivion/mods/34905
http://www.nexusmods.com/oblivion/mods/45740

since it may save you from the issues that you seem to describe.

 

With <HSB/E> :

- the HUD doesn't show when it shouldn't ("punching through" on a loading screen, for example)
- the HUD can be displayed only when it's needed (to me, no point of keeping it displayed when not "in action")
- the HUD can be fine-tuned and customized exactly like you want it to be (position, fonts, sizes, colors, appears on a button press, etc.)
- <HSB/E> is still being updated (and bugs fixed), while <LPKextender> isn't

The transition to <HSB/E> shouldn't be too difficult if you can identify the variables that need to be captured for the HUD. However, you'll also need to "unplug" the old HUD in the code, meaning to comment out all the lines that previously explicitely sent something to display on screen (and which would now be managed internally by HSB/E).

That's where I stopped as I've been rather busy/short on time lately.

Wishing I could be of more help, but that's my suggestion.


PS : "NE 3" in "some wierd notation ex: NE 3" indicates the speed of your Lovers position : 1 = slow, 3 = fast. I am not certain that it really matters for the mod (to fill the bars), but I like to imagine that it does, like so :

Foreplay -> Lovers action : NE1/slow -> NE2/medium -> slow -> medium -> fast -> medium -> fast -> BOOOOOM, firework of cataclysmic proportions!

Posted

I'll try and take a look at things to see where the info is being sent from.

I'm assuming that the scripts are in the esp and I'll need the constructor set for that.

 

OH, thanks for the NE explination. :)

 

And thanks for the suggestion.

If I figure anything, I'll p-mail you with my results.

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