Kenshi
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Warm Gui [public][legacy]
   
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3.068 MB
6 Mar, 2019 @ 3:35pm
17 Mar, 2022 @ 1:59pm
6 Change Notes ( view )

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Warm Gui [public][legacy]

Description
Colour and texture changes to the official UI by Lo-Fi games to give a warmer more discrete colour scheme but with higher contrast visual elements on certain 'notifications and settings'.

More Colourblind friendly than vanilla, but tries to keep vanilla feel.

These changes were made for my personal use starting back around [exp]0.74.* but more recently turned into a mod for ease of updating after patches and re-verifications.

2 files affected kenshi_colours.xml, and kenshi_ui.png, these will overwrite the default ones. This mod will conflict with any other alterations to these files.

Colours are personal preference. Tested on 1920*1080 native.

Textures made using Paint .net

Thankyou to Lo-Fi games for enabling modifications and providing the tools.

Feedback welcomed.

***KNOWN ISSUES***
Kenshi doesn't always use the correct display res on start up which makes the gui look blurry
Alt+ENT in-game once per session should solve this or use borderless instead of fullscreen.

Nvidia settings in nvidia control panel also may affect clarity of image and text - FXAA applied globally.

Changing the in-game font size can look better and fit better at different resolutions - worth playing around with to suit individual monitors and their aspect ratios.
21 Comments
SnugSnug  [author] 4 Apr, 2020 @ 1:50pm 
NP
SnugSnug  [author] 31 Mar, 2019 @ 7:08am 
Thanks.
Acorn 31 Mar, 2019 @ 6:43am 
I actually really like this UI.

I loved the original UI but it to bright. I had tried a couple other UI but this is by far my fav

Cool mod mate.
SnugSnug  [author] 19 Mar, 2019 @ 11:35am 
@Oldubs, I looked at the colour settings, unfortunately the progress bar uses the 'Main' colour which gets used on a variety of different backgrounds light and dark. I'm testing different progress back bar colours to see where else that part of template is used.
Temp workaround: One can increase the textsize from 16 (default) to 17 for noticable difference in clarity at @1080 without loosing any information due to space limitations.
SnugSnug  [author] 18 Mar, 2019 @ 6:52am 
They yellow should be a yellow/green. I shifted it from green more into yellow to keep it congruent with the rest of the theme. If one uses pipet from screenshot of test-tile in-game it returns with a different value to that of the .xml meaning there is an in-game shift from code to appearance, probably based on other settings somewhere. It is therefore eyeballed, to a degree between the editor and in-game.

Putting an outline on the text is beyond me, i'd love to separate it out from the aliasing as well as that is the greatest cause of distortion. I was using a different font, that was less susceptible but i lost that a while ago and i wouldn't have permission to use it in public domain anyway.

If you edit the .xml change the good and goodbright settings currently #DDFF00 and #8CFF00 control the yellow text for positive bonus, costs and unlocks etc. I'll dig around see if i have any of my older values around.
ZoraergazU 18 Mar, 2019 @ 6:17am 
in my monitor based on what i have
- colour gold on the name blend really good with dessert so you need to squint a bit to tell difference
- the HP when you are healing and such, cuz its too samey color with the UI kinda hard to tell if its a HP bar thing. and the color difference between healing, bleeding and normal doesnt help.
- color for crime and such (on the left UI) is not good since the box is already reddish and the colour of text is also red. make the box a tad bit black would help
ZoraergazU 18 Mar, 2019 @ 6:17am 
- the "Job" thing, when you disable it and try to look at tthe job it basically doesnt show any text.
- the colour of some text doesnt help with how bring some of the places is, just like in screenshot you can see the color yellow is hard to read. most of my problem comes from the yellow color.
- most of my problem comes from the yellows...

suggestion is to help sort the probllems away is by simply make an outline on every text if you'd like to keep the color palletes. dunno how you invent it in kenshi but a suggestion
SnugSnug  [author] 18 Mar, 2019 @ 6:09am 
edit; Out of curiosity what does it look like if your monitor is in sRGB mode?
SnugSnug  [author] 18 Mar, 2019 @ 6:03am 
continued...

OS settings or change the Gui (easier). This is before any resolution scaling, dsr, fxaa or type enhancer (OS setting) affects the clarity of the image textures and text.

But changing the GUI can't be done for all users and i don't expect users to change their own setup just for the sake of one game. I'm sorry that the gui caused you pain, i can't even take a screen shot for how it looks at my end because said image will suffer from the same colour shift.
SnugSnug  [author] 18 Mar, 2019 @ 6:02am 
I had a feeling this would be raised at somepoint.

There is to many varaibles involved at the user end. Ie I have a plug and play Asus monitor it has 7modes (i use sRGB as standard), i then have a custom windows colour management (some companies like Dell ship their monitors with a pre-made one) and i don't use the nvidia overides for colour management. Then there's the blue filter (my other monitor has 5 levels built into it) and my glasses have a coating.
The colours are personal preference in their set up... if i switch to Game Mode on my monitor, they are wrong very bad high contrast and to dark, i would need to tweak the game mode through (char max)...