Difference between revisions of "Extra Fonts (MenuQue)"

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* Do not use a value above 5 directly in an XML file, the game may crash when trying to display the XML should MenuQue '''not''' be installed.  
* Do not use a value above 5 directly in an XML file, the game may crash when trying to display the XML should MenuQue '''not''' be installed.  
* The user may choose to disable the loading of extra fonts, in which case GetFontLoaded will simply return 0 for those fonts.
* The user may choose to disable the loading of extra fonts, in which case GetFontLoaded will simply return 0 for those fonts.
== See Also ==
*[[Extra_Strings_(MenuQue)|Extra Strings]]


[[Category:MenuQue]]
[[Category:MenuQue]]

Latest revision as of 05:08, 7 March 2011

Using Extra Fonts with MenuQue[edit | edit source]

MenuQue allows modders to use additional fonts in UI .xml files using the font tag. When the game starts it will attempt to load each extra and give them a unique ID between 7 and 31. The Font (.fnt) files and their associated .texture (.tex) files should be placed in Oblivion\Data\Fonts\Extra. The .tex file should be named according to however it is defined in the .fnt file; MenuQue doesn't care about that.

	(fontID:int) GetFontLoaded fontName:formatString

If the font is loaded (either as a default font or as an extra one) the returned value will be above zero. It can then be used with any of the UI functions to change an element's font. Because ID assignment is dynamic it may not be the same between two sessions, or even between two installments. It all depends on what other fonts are placed in the folder.

Notes[edit | edit source]

  • Extra fonts cannot currently be used in books.
  • Do not use a value above 5 directly in an XML file, the game may crash when trying to display the XML should MenuQue not be installed.
  • The user may choose to disable the loading of extra fonts, in which case GetFontLoaded will simply return 0 for those fonts.

See Also[edit | edit source]