Interface Change (PC)

Post » Mon May 14, 2012 5:25 am

I hope no-one minds me chiming in, but for me the highest priority is fixing the container interaction.

It's not at all intuitive, and I have to save the game before trying to store my alchemical ingredients in case I accidentally eat some instead of putting them in the container - this should not even be possible, but I ended up turning my PC off in frustration last night because I couldn't use the mouse when in the container menu to put items in the container - it's completely mad, and trying to store ingredients for later use is nothing short of frustrating. When I have to reload a save it should be because my combat tactics were off, not because putting things in a chest has become a frustrating "mini-game" with a risk of failure!

I don't know whether this can be fixed as I have no idea what is involved, but it is a huge issue as things stand at the moment.

Dunno if anyone mentioned it, but one thing I'd really like back is sorting in chests. Why, after they finally got it right in FO 3 and NV, they decided to chuck it altogether for Skyrim I have no clue.
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Anna Krzyzanowska
 
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Post » Mon May 14, 2012 7:52 am

Alright, I finally managed to get into the HUD GFX file. When I open it with Trillix, it doesn't complain. I'm not sure if that is a good thing or a bad thing.

I've located some AS I'd like to change. I really just want to comment out some of their code. Can any of you flash guys give me an idea of what I might need to do? BTW, I don't have Flash, it is too expensive for me.

Is AS compiled at the time the game loads the SWF/GFX, or is it like Bethesda's scripting engine where it stores the source but also the bytecode in the container.
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Carlos Rojas
 
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Post » Mon May 14, 2012 1:36 pm

Personally, I wouldn't trust complaint threads for another 1-2 weeks. There's bound to be a flood from folks who don't have a clue what's going on or those that just want to have fun making it seem like a good game is really not.
I take that generalization to be not only unnecessary, but also insulting. Not only have I been reporting on the issues I've encountered within the game in a structured, non-flaming, specific manner, many others have been as well. The devs themselves have already thanked us for our feedback and asked us to keep it up. Further, I along with many other great community members have been volunteering our personal time to help people figure certain things out, and it's quite clear there are some big issues for the PC version of the game.

Specific to this thread alone, only an idiot would be able to start up this game and not recognize within the first hour of play time that the control coding and UI format were ported directly from the console version. There's no logic to the control scheme, there are severe issues involved in remapping keys (even though the game lets you do it anyway), and the UI is clunky and illogically laid out (until you recognize that it makes perfect sense when you consider it only for a console layout).

There were over 1,500 threads started within the first 24 hours in the support forum. Most of those issues are being experienced by a large number of players, and in many cases, even expert computer users are having trouble solving the problems. So saying that most of these people are clueless or trolls without any basis to make such a generalization (assuming it was ever okay to make generalizations) actually makes you look like the clueless troll. I love Bethesda, and I love the Elder Scrolls games, but this is pretty sad. Most of those people have legitimate, non-trolling complaints. You'd know that if you took your own time to actually read the threads rather than ignoring them while still making your petty and baseless accusations.
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natalie mccormick
 
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Post » Mon May 14, 2012 3:36 am

So has any progress been made on HUD changes? Specifically to have the compass on the bottom of the screen, and the rest of the HUD push to the far bottom left hand corner and made much smaller?
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Marcia Renton
 
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Post » Mon May 14, 2012 3:57 am

I know this thread started out as a complaint thread, but there is now another thread going. Can we keep this thread to discussing technical issues with modding the UI?

@Kefka:
No, no real progress has been made. They went the way of providing us with only compiled Flash files. Hopefully when the CK comes out, we'll get the source code as well.

I believe I have found the code to stop Compass markers from showing up, but I don't know enough about Flash to determine where to go from here.
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Jessica Raven
 
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Post » Mon May 14, 2012 4:41 am

I believe I have found the code to stop Compass markers from showing up, but I don't know enough about Flash to determine where to go from here.
Someone posted a list of INI settings and one of those was supposed to disable compass markers.

EDIT: Trying to see if I can find that thread again.

Here we go: http://www.gamesas.com/index.php?/topic/1255692-skyrim-pc-ini-and-console-tweaks/

The relevant settings would be:

bShowFloatingQuestMarkers=1
bShowQuestMarkers=1
bShowCompass=1
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*Chloe*
 
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Post » Mon May 14, 2012 7:56 pm

So has any progress been made on HUD changes? Specially to have the compass on the bottom of the screen, and the rest of the HUD push to the far bottom left hand corner and made much smaller?


I'm just about through changing fonts. (Naturally, after a day of working I realized there was a much easier way) and after that I'm going to see if moving HUD elements around is as easy as changing one set of x,y coordinates somewhere in hudmenu.gfx. If it is, I'll work on that. Otherwise I suppose I might actually play the game.
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Matt Bee
 
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Post » Mon May 14, 2012 12:49 pm

The UI for PC is atrocious, you can't even use the mouse in most of the menus, you have to use the A/D or the arrow keys and enter. This definitely needs to fixed, hopefully it won't be too difficult to mod.

The only complaint I have about the game so far is indeed the UI. It is simply atrocious on PC as you said.

Of course we knew this months ago, and after lots of threads on the subject the UI turned out to possibly be even worse than I expected it to be. I didn't think there would ever be a UI I hated more on PC than the FO:3 UI but Skyrim accomplished even this. :tongue:

UI mod is definitely the first thing we need, not sure much less than a total conversion can save this UI.
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Margarita Diaz
 
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Post » Mon May 14, 2012 8:07 am

Someone posted a list of INI settings and one of those was supposed to disable compass markers.

EDIT: Trying to see if I can find that thread again.

Here we go: http://www.gamesas.com/index.php?/topic/1255692-skyrim-pc-ini-and-console-tweaks/

The relevant settings would be:

bShowFloatingQuestMarkers=1
bShowQuestMarkers=1
bShowCompass=1
Thanks, I already know about those. Unforgettably, they don't get rid of POI and mob makers, which is what I'm trying to get rid of.
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Nymph
 
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Post » Mon May 14, 2012 6:44 am

Thanks, I already know about those. Unforgettably, they don't get rid of POI and mob makers, which is what I'm trying to get rid of.
I found that simply disabling the compass was the best way to go. Undiscovered POIs don't show up on your actual map and neither do enemies. If you have any sense of direction it shouldn't be hard to know what direction you're going even without the compass ;)
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CArlos BArrera
 
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Post » Mon May 14, 2012 9:27 am

I found that simply disabling the compass was the best way to go. Undiscovered POIs don't show up on your actual map and neither do enemies. If you have any sense of direction it shouldn't be hard to know what direction you're going even without the compass ;)

It seems moving around HUD elements is more work than just moving them, although part of that might be the the format. Converting gfx to swf to fla and back again drops about 200 "unkown 0" records from the misc. category. Either way, when I drag elements around and then put everything back together, the elements moved disappear completely. Do think thats the extent of my digging, for now. I guess I'll wait for the Great Darn to provide me with a nicer UI.
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Noely Ulloa
 
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Post » Mon May 14, 2012 6:08 am

Thanks, I already know about those. Unforgettably, they don't get rid of POI and mob makers, which is what I'm trying to get rid of.
Really? Then what the heck are they considered as? I would've figured one of those three settings should disable them. M'Aiq says disabling the compass altogether will definitely get rid of that stuff; of course, that's a bit extreme. They told us there would be an in-game option to shut off POIs and quest markers. Apparently that was not true either. :(
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Samantha Jane Adams
 
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Post » Mon May 14, 2012 9:23 am

All they ever said was you could turn off the quest markers and the whole compass by setting its opacity. Everything else people were saying was a result of them not knowing how to interpret the written word.
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Samantha Pattison
 
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Post » Mon May 14, 2012 5:08 pm

Hi guys, I didn't read the whole thread but If someone could tell me quickly how to obtain the swfs (or whatever you're working with), I think I could do something about the clickable containers. I did a lot of flash programming and I have all the tools to work on that.

Btw, I hate the ui and I will wait till it is fixed before going much further in the game, so if I can help to speed things up, great!.
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Michelle Serenity Boss
 
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Post » Mon May 14, 2012 7:17 am

I don't know if anyone has mentioned this in this thread or not, and I apologize for not looking because I am VERY tired at the moment, but even so I haven't seen it on this page so I'll mention it anyway:

For whatever reason, the Xbox 360 Controller option is checked in Gameplay settings. Unticking that slightly lessens the headache caused by this atrocious menu system.
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KRistina Karlsson
 
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Post » Mon May 14, 2012 9:02 am

Hi guys, I didn't read the whole thread but If someone could tell me quickly how to obtain the swfs (or whatever you're working with), I think I could do something about the clickable containers. I did a lot of flash programming and I have all the tools to work on that.

Btw, I hate the ui and I will wait till it is fixed before going much further in the game, so if I can help to speed things up, great!.

you can get at them by extracting the Interface.bsa using the http://newvegasnexus.com/downloads/file.php?id=36901 from there you can extract it to another folder and look at all the swfs in there

when you install the FOMM it will give you an option for associating BSAs with it.. let it do so and then you can just double click the BSAs in your Skyrim/Data folder
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Olga Xx
 
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Post » Mon May 14, 2012 4:35 am

Fantastic to see DarN here, oh how Skyrim's UI needs you :)

There's so much activity... I assume people have seen this already, but if not, someone has obviously figured out how to do a basic edit of the SWF files...

http://skyrimnexus.com/downloads/file.php?id=98
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tegan fiamengo
 
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Post » Mon May 14, 2012 4:03 am

LineaPhobic... another option is Fallout 3 Archive Utility, it's the one I prefer, super simple and easy to use:

http://www.fallout3nexus.com/downloads/file.php?id=34
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ZANEY82
 
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Post » Mon May 14, 2012 8:19 am

No, there aren't. The only sections available are 'Chest', and then your personal inventory.
Oh, I understand. Yep, agree with you there.

I have no idea what it is you're trying to say here.
Alright, let me try again - where would they put the "take all" key, and what would they put on R?
Really, I think an ideal solution would be putting it on R, letting you use items from the container with E, and making the favourite key Q for consistency.

Or you can make it so the take/store button is never the 'use' button and allow people to use items directly from containers. Having the Take button be the same as the Use button, and the Store button be the same as the Take All button, is simply bad design.
Opinions.

I very, very frequently go into a chest to sort things out, store a bunch of stuff, and then go back into the chest to grab one thing I accidentally put in there - and then take everything in it. Hugely annoying. The game shouldn't be designed in a way where this happens all the bloody time.
I've only had it happen once to me - is it really that hard to push R instead of E?

The inventory menu does tell you the item's stats. All it tells you is the item names. You have to scroll over the item to see stats, and even then it only shows a minimum number of them; weapons have more stats than just 'damage', 'weight', and 'price'. Further, the spell menu should tell you what the spell does when you double-cast it.
What other useful stats are there, though? Why would you want to be burdened with a bunch of pointless stats? The only other stats I can think of are things like weapon reach and speed, which are not only somewhat negligible but also would break immersion and character to magically know these things instead of finding them for yourself!
And knowing what double-casting does? Isn't that kinda... obvious?

Yeah, but you could just press a modifier key to have it equip stuff in the left hand, and leave it as-is to equip stuff in the right.
SHIFT.

I changed the Favorites menu to Mouse Button 4, rather than the default 'Q'. I suppose this might be why I can't close the Favorites menu by pressing the button again, but it's still bad design.
Stop calling everything you don't like "bad design". I could argue your posts are badly designed for not summing things up in short sentences. What you are experiencing is a bug, which is fairly common when a game has just been released.

So, how many of use use the mouse wheel? I've noticed I use it an awful lot to navigate menus, and it seems that I must be the only person who thinks Skyrim's menu system is pretty neat.
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STEVI INQUE
 
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Post » Mon May 14, 2012 6:58 am

I've been having some good ole TES fun, now lvl 8, but the UI is a constant annoyance. For now I would be happy if e both opened and closed containers, and a mouse click both took and stored items... and no more options for containers. The way it is is very fiddly. Similar situation with conversations. I think perhaps the root cause is the philosophy that makes TAB the universal "close" button... the key used to activate a thing should also be the key to deactivate it, with other dedicated keys for other interactions, like select.

I won't say any more about the favoriting scheme and the single list bartering.... :brokencomputer:
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Emmie Cate
 
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Post » Mon May 14, 2012 8:34 am

It's becoming clear to me that flash certainly has it's advantages. It's a steep learning curve, but quite a rewarding feeling when you get it working. :)

Here's a short clip of a new recolored animated cursor. Adding text is also a breeze.

http://darnified.net/duis/DUIS_CursorTest.mkv 7,9MB - 1920x1080 - H264
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stevie critchley
 
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Post » Mon May 14, 2012 2:56 pm

It's becoming clear to me that flash certainly has it's advantages. It's a steep learning curve, but quite a rewarding feeling when you get it working. :)

Here's a short clip of a new recolored animated cursor. Adding text is also a breeze.

http://darnified.net/duis/DUIS_CursorTest.mkv 7,9MB - 1920x1080 - H264
Hell ghea' DUI SKY!
I knew we can count on you :D
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Star Dunkels Macmillan
 
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Post » Mon May 14, 2012 3:37 am

Uh, I dont understand either why people are bashing.

Maybe they are using a shady version of the game with a broken update patch. *COUGH*

For me the mouse is pretty responsive and I can quickly navigate through the menu using the keyboard.
Yes at start i had trouble but once you get used to it and works like a charm and feel natural.

Only issue is when you try to navigate with ur keyboard and have your mouse cursor screwing around, just put mouse cursor aside and it's all good.
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NIloufar Emporio
 
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Post » Mon May 14, 2012 8:39 am

Hell ghea' DUI SKY!
I knew we can count on you :D
Don't get your hopes up yet. This file is the only one I've been able to modify without screwing things up. It's very early days still. :)
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Sanctum
 
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Post » Mon May 14, 2012 9:23 am

Hmm... how'd you all get the swf to recompile correctly?
All of my decompile / recompiles usually end up in a CTD...

Lot of __get__instance() reference errors in the associated .as files.
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Ash
 
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