CDEV PerfectUI
Crafting stations get search, category icons, folding groups, an amount field and recipe pins; a trophy hunt with kills left and map zones; a journal with effects, knowledge and stats; cleaner skills and trophies windows. Client-only.Changelog
0.4.4
- Pickup filter: an Off button beside Black list / White list - auto-pickup takes everything and the list is kept for later.
- Teleport effect: only for portals; entering a dungeon is the game's own again.
- Portals show the other side: a linked portal, while it glows, shows a picture of the place its partner stands in, in its whole opening and from both sides, slowly swirling and rippling with a fiery rim, taken when that portal was built (
[Hud] PortalView).
0.4.3
- Weather on the small map: the current weather over the day and time, in every language of the mod; hidden underground (
[Hud] MapWeather). - Small map: the day, time and weather stay inside the map's frame.
- Epic Loot: its "+X skill" bonuses count in the skills window and the pinned skill; its search field in the journal fits the page at every screen size.
0.4.2
- Gamepad: every window of the mod works with a gamepad (D-pad, A, X for the right click, Y search, LB / RB, B); View pins recipes, pieces and puts items on the pickup filter; the right stick's press adds a piece to the calculator, sorts the food at the cauldron and shows the map ruler. Other mods no longer get the window's buttons (QuickStackStore).
- Journal: pages other mods add have their own tab — Epic Loot's magic effects, Haldor's bounties and treasure maps.
0.4.1
- Pins: a pinned card lists each material on its own line (icon, name, have / need); pinned recipes and pieces hang under the minimap, as wide as the map, and hide while you steer a ship. A build piece can be pinned on screen like a recipe (the pin in its bottom right corner in the hammer's menu) and stays until unpinned; the calculator has its own mark where the pin was. With the hammer's menu open, a right click on a card under the map unpins it.
- Teleport: entering a portal is the game's own again; on arrival the middle of the portal's swirl dissolves and the world shows through it while the outer rings grow off the screen.
- Per station: the category column and the group headings can be switched off for each crafting station on its own (
[Stations]in the config).
0.4.0
- Teleport effect: the view is drawn into the portal, its swirl slowly zooms in while the world loads; on arrival it rushes past you and the camera dives into place.
- Distances: the compass shows the metres to the pin nearest its middle; hold Left Alt on the large map for a ruler from you to the mouse with the distance.
- Food sorting: at the cauldron, three buttons beside the search sort the food by health, stamina or eitr, the most first.
- Pickup filter: only items you can actually get in the game are listed.
- Skill experience in effect descriptions: the extra skill experience an effect gives, which the game never shows (Rested: +50%).
- Fix: with
PickupOtherMessagesoff, the pickup list no longer lies over the game's own top-left message. - Build calculator: pin up to ten pieces in the hammer's menu with how many to build - the menu's Calculator tab shows them with how many are left and, at the foot, every material they need (have / need); each placed piece counts down.
- Pickup filter: every item once - the creatures' copies of player gear (Fallen Warrior, Shadow Person, the Dvergr's crossbows) and the game's unused leftovers no longer repeat a name; items of another mod with the same name show their prefab name beside it.
- Pickup filter keys: Delete / Insert put the item under the mouse (or the one on the ground you look at) on the blacklist / whitelist or take it off; only the active list takes items. The cells of blacklisted items are tinted black with a red outline in the inventory and chests, and their tooltip says so.
- Hotbar keys in the inventory: point at an item (inventory or chest) and press 1-8 to put it in that hotbar cell; an item already there swaps places with it.
- With CDEV.EquipmentSlots: its quick slot keys do the same for the quick slots, and picked-up arrows go into its empty ammo slot.
0.3.7
- Pickup filter: a funnel button between the achievements and PvP in the inventory opens every item of the game
with a search. A blacklist leaves its items on the ground, a whitelist picks up only its items. Auto-pickup only -
with it off nothing is picked up by itself, Use is not filtered. Kept per character (
[Pickup] Filter). - Pickup list: after "+3" how many of the item you now carry, in brackets.
- Trophies window: right-click a trophy to track it (with spoilers shown, any trophy); a boss's trophy has a gold frame; the names without "Trophy:".
- Trophy hunt: "By biome" check box - the trophies under the biomes' headings, which fold.
- The pinned skill and the tracked trophy can be moved anywhere on screen (
[Pins] SkillOffsetX / Y,TrophyOffsetX / Y). - The creature plate stays at one height, aimed at or not.
- Wider scrollbars with an amber handle; the crosshair turned 45 degrees (
[Hud] CrosshairRotation).
0.3.6
- One switch for the crafting stations:
[Crafting] Enabled = falsetakes off everything the mod adds there (search, categories, groups, recipe order, amount field, counts, dots, Upgrade differences, gamepad, auto-repair, pinned recipes) and gives the game's own crafting window; the other settings keep their values. - Crouching: creature info. Crouch and keep a creature under the crosshair - a small ring over its head fills for a second (once it has started, the crosshair only has to stay near the creature), then a plate over it shows its name and stars, health, "From you: 18 m" (further than 10 m), its trophy with "Kills left: 12 · 15% per kill", and "[E] Track its trophy".
- For an animal you can tame the plate shows the taming with a bar, the time it still takes and how long it stays
fed; for a tame one its mood, love or the offspring's time left; for both what it eats (icons, or names with
[Hud] CreatureFood = Text). - The plate stays until you stand up, and goes when the creature dies, runs out of range or the camera turns it off the screen.
0.3.5
- Build menu: a new piece's dot goes as soon as the pointer is over it; the setting
[Build] NewMarksClear = OnSelectkeeps the old rule (only choosing the piece clears it).
0.3.4
- Screen: a compass strip along the top with your map pins nearby; the day and time on the small map; the large map grows out of the small one and shrinks back into it.
- Pickups as a list in the top left - icon, name, amount, more of the same item adds to its row - with "new item / recipe / piece" as larger rows above them, also over the open inventory.
- Messages in the middle in the mod's look; every skill level-up shows there, the new level striking into the skill's icon.
- Spoilers check box in the achievements and trophies windows (asks first); the achievement details window in the same look as the others.
- Skill cards: the band shows the way to the next level, the diamonds the level of 100.
- Journal statistics: every entry with a picture and a name; kills were counted twice.
- A right click on a pinned skill or the tracked trophy (inventory open) unpins it.
- Every text field gets the × that clears it; a map pin's name is kept when you click elsewhere instead of Enter.
- With CDEV.EquipmentSlots: its ammo strip sits under the weapon's cell, its quick slots under the large map.
- Every part can be switched off on its own in the settings; timings, row counts and the clock's format too.
- Trophy hunt: track a trophy by right-clicking it in the inventory or a chest, or with Use on a creature.
- Trophies window: a biome folds with a click on its heading; it starts folded until you have one of its trophies.
- Skills window: a "One column" check box; the next level's percent is larger.
- Achievement details: every creature under its biome (the Deep North too, no "Other"), every condition with a proper name in every language.
- Skill level-ups wait while an enemy nearby is alerted and show one after another once the fight is over.
- "Not enough: Wood" instead of the game's "You have no more: Wood".
0.3.3
- Journal messages: each line shows its picture and the time it came, and the log is kept with the character (the game's own log starts empty in every session); the last 50 lines.
- Journal statistics: four entries a row; a long section ends in a "Show all N" button and folds back with "Show less"; the icons no longer overlap the names; all rows line up.
0.3.2
- Build menu: new pieces carry the same dot as new recipes, and so do their tags and tabs; double click "All" to mark everything as seen.
- Build menu comfort: a Comfort row with every piece that gives comfort, a +N chip on each (coloured against the room you stand in), its group lit up on hover, and "This room: N" under the minimap while the hammer is out.
- Trophy hunt: the drake was missing; now every trophy the game gives except the bosses' is listed (also Kvastur and Hildir's three). The white deer's trophy, which nothing in the game drops, is gone from the trophies window.
0.3.1
- New setting
[Crafting] RecipeOrder: recipes at a station in the order you learnt them (as before), in the game's own order, or by name.
0.3.0
- Trophy hunt: a new window behind the trophies window's button. Every trophy you can hunt, alphabetically, with a search, who drops it and how many more kills it takes to drop. Track one: its card sits under the stamina bar and where it drops is tinted on the map, in the explored area.
- A new journal (the raven): active effects with their time left and what they do, the message log, knowledge with a search, and statistics with pictures.
- Skill cards are swapped when dropped on one another; one skill can be pinned at a time.
- The search fields have a × that clears them.
- Fix of a game bug: switching the keyboard language no longer takes the focus out of the text field you type in.
0.2.1
- Auto-repair says just "Items repaired" in the middle of the screen; each repaired item is listed with its icon in the top left, like picked up items.
0.2.0
- Pin recipes: their materials and how many you can make stay on screen under the hotbar, and under the crafting window while the inventory is open. A pin goes away by itself once you craft the recipe; right-click unpins it.
- Pin skills: the skill's card sits above the forsaken power.
- Skill cards can be dragged into any order (kept per character).
- Settings to hide the recipe group headings, or only their counts.
- Auto-repair at stations, off by default.
0.1.0
First public release.
- Crafting stations: a search field next to the Craft / Upgrade tabs (names and materials) and category icons beside the window; only the categories the station has are shown.
- Recipes grouped under headings that fold (swords, axes, bows, helmets, arrows...) and stay folded; inside a group the recipe learnt last is at the bottom.
- How many times the carried materials make each recipe; an amount field right of the Craft button with + and - (right click: as many as you can / one); Shift still crafts 5.
- "Only available" button before the tabs.
- A dot on recipes learnt since you last looked, and on their category.
- The Upgrade tab shows what the next level adds.
- Gamepad: right stick for category / search / only available, D-pad for the amount.
- Skills, trophies and achievements windows in a new look; each can be switched off.
- Texts in 35 languages. Client-only, no Jotunn.
