Rhenn-DraggableUI icon

DraggableUI

Move and scale every HUD piece and window with the mouse, keep named layouts, plus quality stars, bigger enemy bars with numbers, two clocks and equipment, arrow, consumable and food slots with hotkeys. Client-side.

By Rhenn

CHANGELOG

Changelog

1.1.1

  • Your grave gives the slots back. Taking it all back (by interacting with it, or with the "Take all" button when it opens as a window) puts every arrow, consumable and food stack back in the slot it was in, as long as that slot is still free, and puts your armour back on, piece by piece, wherever you wear nothing of that kind yet. Anything whose slot is taken goes to the grid, as before. Interacting with your grave also loots it on the spot more often: the game counted the slot items as needing grid cells, so a well-filled grid opened the grave as a window instead.
  • BetterArchery's own grave check no longer empties the slots. That mod checks your inventory after every grave pickup, with its quiver on or off, and treats everything in this mod's slots as outside the grid: it moved the arrows, consumables and food into the grid, or dropped them at your feet when the grid was full. The check is skipped while this mod's slots are on.
  • For modders: DraggableApi.ExtraSlotsActive and DraggableApi.ExtraSlotKindAt(x, y) (ApiVersion 2) say what a cell of the player's inventory is for, so another mod can tell the arrow, consumable and food slots from the grid. DraggableUIShim.cs has them too. WeenieHutJrDifficultyManager uses them to keep those slots out of the grave on death.

1.1.0

  • BetterArchery works beside this mod. Its archery changes run as they are. For the quiver, the new ExtraSlots.UseBetterArcheryQuiver setting picks this mod's arrow slots (the default: BetterArchery's quiver is switched off for the session, its config file untouched, and arrows from it land in the arrow slots) or BetterArchery's quiver and quiver bar, which is then a piece you place in edit mode while this mod's slots stay off for the session.
  • Boxes fit their pieces better: a text label counts for its words, not its often much wider rect (the mount panel's box was twice the panel), and the ship controls' box no longer includes the near-invisible backing behind the wheel (it was three times the controls).
  • A public API for other mods: DraggableUI.DraggableApi registers a mod's own HUD piece or window and it gets a box in edit mode, drag, scaling, reset, the on-screen clamp and a place in every layout under that mod's key. Call it with a reference or through DraggableUIShim.cs, shipped in this zip, with no reference at all. See "For modders" on the mod page.

1.0.1

  • The mod page shows screenshots: a full layout in edit mode, a fresh layout, the layout list, the slot panels and the clocks. No change to the code.

1.0.0

  • First release.
  • Edit mode (F4): drag, scale and reset every HUD piece, with a grid and centre lines; windows are dragged by their background whenever they are open.
  • Named layouts, switched in edit mode or from the console; one layouts file, rhenn.draggableui.layouts.json.
  • Quality stars and durability colours on the item slots and the hotkey bar.
  • Bigger creature health bars with the health in numbers; the boss bar gets the numbers too.
  • Two HUD clocks: in-game time and real time, each a piece of its own.
  • Six equipment slots, three arrow slots, three consumable slots (mead, potions) and three food slots outside the inventory grid, with hotkeys (Alt+1..3, Ctrl+1..3, Shift+1..3), panels beside the inventory and three HUD bars.
  • The ship's steering controls stay put on screen; ShipControls.FollowHelm brings the game's sway back.
  • The F2 connection panel can be dragged while a window is open.
  • Settings are edited in game through the ModSettings mod.
  • Valheim 1.0, BepInExPack_Valheim 5.4.2351.