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kjshelly

User Interface enhancement

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The new user interface is a great improvement. I like the reduced dependence on clicking icons to change modes (for instance between movement and attack). I would like to see a further enhancement to change the "walk" icon to a "don't walk" icon if the surface selected by the mouse pointer cannot be walked on. In some places, it is hard to visually distinguish between floor and walls. This change would make it easier to navigate in such places.

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right now it looks like the icon and action selected is based on model and/or def file for the item under the mouse, thats why you get a door across the entire outside building while on the inside you get it only over the door. the walk is a default action when no other is useful, it does not care if what your mouseing over can be walked across or not...

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The new interface is good, but why is there still a harvest button if it's useless now? Also, could you get rid of how when you click on someone it says, "You see: (insert name here)". We used to be able to mine through people if they stood in the way, but now it just looks at the person, which is useless since we can now see their name above them. Or make it so it will show equipment and stats, so that it's actually useful. Either way. Also, how about a small map to show us our surroundings. It would be small and in the corner like in morrowind. Possibly even make it so theres a stat that affects how far it can see and if theres another person or animal nearby.

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The harvest icon is there just in case we ommited a file name in the harvestable.lst, or maybe for some quest purposes, later on.

The "You see: " is usefull because, sometimes, their name can be blocked by some object, or because some people chose to press alt+n to disable the names.

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maybe make it so that the "You See:" and maybe other options could be disabled, not to put you to too much work ent, :wink:

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