Interface Change (PC)

Post » Mon May 14, 2012 2:09 pm

Don't know if anybody mentioned it before, but I absolutely hate the fact that you can't see the amount of Gold you own, when you have to pay the Carriage man.
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Emma
 
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Post » Mon May 14, 2012 12:39 pm

What I meant was, XML you can just open up with text editor and edit it. If you can understand it, you can edit it, or take what someone else did and tweak it a bit more to your own liking. SWF I'm presuming is going to require tools and programs that aren't free, so not everyone who has any inclination can play with it.
No, there's lots of free flash editors.
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Emma-Jane Merrin
 
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Post » Mon May 14, 2012 9:19 am

Sorry DarN. I didn't realize you hadn't gotten into the GFX files yet, when you didn't ask me how I found the code to prevent POI markers from rendering.

My understanding of the GFX file format is that is is very similar to the SWF format. However, there are objects in it that a normal SWF tools don't know what to do with. That is why I told you I was looking for a tool that didn't try to recreate the whole file from scratch. I don't think that will be possible without the Scaleform tools/SDK.

I'm hoping someone here knows a something about the SWF container format. If in fact it is just a container to hold various compiled objects, we may be able to hex edit those individual components directly. That way, we don't have to have the Scaleform tools to recreate the GFX files. That is they line of research I am progressing down.
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Emilie M
 
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Post » Mon May 14, 2012 4:24 am

would this work: http://gameware.autodesk.com/scaleform/support/documentation
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Niisha
 
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Post » Mon May 14, 2012 7:49 pm

Just so you know the cursor and logo appear fine at 1400x900.

I am actually quite surprised in the format this things are.

I see you are already picking up some of these things DarN I wish you good luck.(I would try my chances but I don't have time for anything lately..)
When you run the weight thing would be awesome. :thumbsup:
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Hayley Bristow
 
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Post » Mon May 14, 2012 11:36 am

would this work: http://gameware.autodesk.com/scaleform/support/documentation

That's kind of where I'm coming from - though I'm not all that experienced with Scaleform or UDK, their tools are a lot more integrated and time-tested, coupled with good Flash integration. Not sure how lucky we'll be to get as much for this.
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Phillip Brunyee
 
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Post » Mon May 14, 2012 4:22 am

DarN, you are a hero.

"scroll-to-item / click" is the original iPod interface in 2001. "move cursor to item / click" is how a mouse UI works.

I'm so thrilled to see that you're back in action. Thanks so much.
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Taylor Bakos
 
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Post » Mon May 14, 2012 1:54 pm

Fantastic to see you at least be able to edit some stuff. It hopefully bodes well for a complete overhaul!
One thing I'd love to see is to have a proper menu for bartering. Like in Morrowind or Oblivion, or every other game with a merchant/trading/barter menu, i.e. two windows with your and the merchants inventory side by side.
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ZzZz
 
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Post » Mon May 14, 2012 12:43 pm

As a quick fix, would it be possible to make a mod that just causes menus to show accurate controls at the bottom? So like if it says "tab close" because that's the default, but for me it's some mystery key and tab does nothing, it would say the correct key instead. Since every menu wants a different set of buttons to do the same basic commands ("do thing this menu is for" "close menu" "back up a step" etc.). I could live with the horrible interface if I just had any way to know what button does what each time. That would make it much easier to wait for a full UI replacement, which I understand will to take time.

Or even making it so that stuff like "tab close" is always clickable, instead of half the time. Then if I don't know the key to do things, I can at least use the button instead.

I must assume that these people who think it's "easy" or "intuitive" are all using the weirdo default control scheme.
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Miss K
 
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Post » Mon May 14, 2012 12:11 pm

i agree. the ui svcks. i wish somebody could make a oblivion ui for this.

i like the quick fav list tho. i think the hot keys in the fav list should be separated. maybe on top, sorted numerically. and the rest below.

i hope bethesda soft does a complete ui overhaul
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David Chambers
 
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Post » Mon May 14, 2012 3:49 pm

The Favorites list should be able to be separated into different categories, similar to the inventory. One category for Items (or possibly for each category of item, like 'Apparel' and 'Weapons'), one category for Spells, one category for Shouts/Powers. You should then be able to tab between the different categories via the left and right menu movement keys (W and D in the default control scheme). Would make dealing with favorites much easier.

I'd also like the favorites menu to only appear as long as you hold the button down, then disappear when you let go.

No idea how possible any of this is yet. Here's hoping the Construction Kit is released soon, with everything we need to modify the UI properly.
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sophie
 
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Post » Mon May 14, 2012 3:49 pm

If some of you are having problems using the Ui, may I suggest you try something like voiceattack that allows you to speak directly to your game with commands. I have managed to map every function in the game and now use a word and phrases to open everything from Inventory to magic and even hotkeys. I can even loot bodies just by saying "loot". Voiceattack will open the dead body, loot all, then exit. Makes it much easier than clicking multiple ui buttons.
I can weapon switch with one word and actually for real, shout my shouts, which is really fun. :laugh:
I programmed Voiceattack to recognise all the numberkeys from 1-9 and I associate a phrase to each number. So my number 9 in favourites is Healthpotions and all I have to say is "Health" to drink. Easy.>! :dance:

Voiceattack is only a few quid so well worth it imho. Still, having Darn on the Ui case eases my concerns for Skyrims UI future.
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Jynx Anthropic
 
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Post » Mon May 14, 2012 8:10 am

wtb mouse-scroll to go through quickslot list without pausing the game.
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Nicholas C
 
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Post » Mon May 14, 2012 12:20 pm

If some of you are having problems using the Ui, may I suggest you try something like voiceattack that allows you to speak directly to your game with commands. I have managed to map every function in the game and now use a word and phrases to open everything from Inventory to magic and even hotkeys. I can even loot bodies just by saying "loot". Voiceattack will open the dead body, loot all, then exit. Makes it much easier than clicking multiple ui buttons.
I can weapon switch with one word and actually for real, shout my shouts, which is really fun. :laugh:
I programmed Voiceattack to recognise all the numberkeys from 1-9 and I associate a phrase to each number. So my number 9 in favourites is Healthpotions and all I have to say is "Health" to drink. Easy.>! :dance:

Voiceattack is only a few quid so well worth it imho. Still, having Darn on the Ui case eases my concerns for Skyrims UI future.

This is a great idea! Thanks for informing. I will try this for sure. :thumbsup:
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LADONA
 
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Post » Mon May 14, 2012 5:43 pm

I think another big request - based on what I'm reading in the support forums - will be some way to display active spells on the main HUD, some visual reference that let's people know what spells are running, etc. See a lot of complaints about that one not being in the vanilla game.

What I am hoping for is a UI almost exactly like Oblivion's DarN UI, that was damn near perfect.
You mean it was DarN near perfect. No cussin'! :P
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tannis
 
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Post » Mon May 14, 2012 1:55 pm

The Favorites list should be able to be separated into different categories, similar to the inventory. One category for Items (or possibly for each category of item, like 'Apparel' and 'Weapons'), one category for Spells, one category for Shouts/Powers. You should then be able to tab between the different categories via the left and right menu movement keys (W and D in the default control scheme). Would make dealing with favorites much easier.

This.
I was thinking about this feature after 15 min in game.
For ex, one column by categorie, at least 4 categories : Weapons / Clothing / Spells / Others.
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Neliel Kudoh
 
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Post » Mon May 14, 2012 4:38 am

If some of you are having problems using the Ui, may I suggest you try something like voiceattack that allows you to speak directly to your game with commands. I have managed to map every function in the game and now use a word and phrases to open everything from Inventory to magic and even hotkeys. I can even loot bodies just by saying "loot". Voiceattack will open the dead body, loot all, then exit. Makes it much easier than clicking multiple ui buttons.
I can weapon switch with one word and actually for real, shout my shouts, which is really fun. :laugh:
I programmed Voiceattack to recognise all the numberkeys from 1-9 and I associate a phrase to each number. So my number 9 in favourites is Healthpotions and all I have to say is "Health" to drink. Easy.>! :dance:

Voiceattack is only a few quid so well worth it imho. Still, having Darn on the Ui case eases my concerns for Skyrims UI future.
Great idea and after some testing it is a great tool. Funny to speak to your game and you don't even have to speak in your mouse!
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CORY
 
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Post » Mon May 14, 2012 6:27 am

I so need some bufftimers, did I miss something or how do you know when your mage buffs expire??? Stoneskin, potions etc.
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Antonio Gigliotta
 
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Post » Mon May 14, 2012 1:59 pm

Go to the Active Effects section of your magic menu. The buffs, and their timers, will be there. There is no indication of their timing on the main HUD.
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GabiiE Liiziiouz
 
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Post » Mon May 14, 2012 7:57 am

I figured I'd just give everyone an update on my progress and findings.

The GFX files we have been given are compressed. This means the first three bytes of the file are CFX. By changing those to CWS and renaming the file to SWF, I was able to use the tools from swftools.org to decompress the SWF file. This gave me access to the raw container.

From there, I was able to search on the bytes that made up the ActionScript code I wanted to change. I used a hex editor to modify select portions of their code. I NOPed some code I didn't want to run and I pushed some different values on the stack. After saving my changes, I changed the first three bytes of the file to GFX and renamed the file back to GFX.

I figured I'd try and put my modified file in the exported folder (uncompressed) and see what happened. When I did this, my HUD changes were completely ignored. Its as though the game requires the GFX files to be compressed (first three bytes CFX), so I used the same tools to compress the GFX file. I put the newly compressed file in the exported folder.

This time, the game clearly picked up on my new file. Unfortunately, it didn't like it. My game didn't crash or anything, but now the entire HUD was missing.

I'm puzzled, because I really though this method would work. I'm wondering if there is some kind of code signing or CRC values that I need to change too. I'm going to continue to pursue this avenue of attack. I may need to install the UDK and see if that has any useful tools in it.
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Katie Samuel
 
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Post » Mon May 14, 2012 5:58 pm

I made this gif for a HUD modification(since my other thread isn't getting replies >_>), it could work as-is, but it would benefit greatly if we could assign favorites inside the inventory and have more than 1:

http://k.minus.com/isdnnjfqjcMoT.gif
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[ becca ]
 
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Post » Mon May 14, 2012 5:17 am

Hello folks,

What's the latest about the removal of POI Markers from the compass? (towns, cities, mines etc.). Does it require the creation kit? Thanks :)
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OnlyDumazzapplyhere
 
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Post » Mon May 14, 2012 6:22 pm

Hello folks,

What's the latest about the removal of POI Markers from the compass? (towns, cities, mines etc.). Does it require the creation kit? Thanks :)
There is an ini tweak to remove quest markers, not sure about POI yet.
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Katey Meyer
 
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Post » Mon May 14, 2012 5:55 pm

Hello folks,

What's the latest about the removal of POI Markers from the compass? (towns, cities, mines etc.). Does it require the creation kit? Thanks :)
See my post, two posts above yours. That is what I was trying to accomplish. It should have been pretty straightforward, but ended up not working. I believe the problem we have right now is that people can't recreate the HUD GFX file without having access to the official Scaleform tools/SDK. Until we can find a work around, modifying the HUD could be difficult.
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leni
 
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Post » Mon May 14, 2012 7:45 am

Probably suggested by a ton of people already, but I personally dislike the gigantic fonts everywhere. When I'm sitting just 2 feet away from my screen, I can read everything perfectly if the font was half the size. Would make navigating items, responses and everything easier too when there are a lot more listed on screen before you have to scroll down :)

Other suggestions would be to reduce the compass size by half and placing it at the bottom instead of the top, and Health, Magicka, Stamina bars reduced in size and stacked on top of eachother in some corner of the screen. Lastly the skill increases could be a bit more subtle and off to the top left (or right) instead of 'in-your-face' at the centre of the screen ;)

Oh, and if it were possible to separate Buy/Sell items that would be awesome too. I still recall wanting to sell my stuff, only to find out that I was buying the same stuff from the vendor instead :ahhh:

:P

Greetz,

Milt
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Allison Sizemore
 
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