Modding the GUI

Post » Tue May 15, 2012 6:41 am

This thread is for technical discussions surrounding modding the GUI. You can put requests in here too, but please try to keep form turning this into a GUI bashing thread.

The Basics
The Skyrim GUI uses Adobe Flash and Scaleform. The format is SWF 10 and the scripts are written in ActionScript 2.0.

The GUI files can be found in the 'Skyrim - Interfaces.bsa' file in your game's Data directory. You can use Fallout Mod Manager to extract the files from the BSA.

There are two major types of files used, SWF and GFX. The SWF files can be modified using any standard Flash tool. The GFX files are created with the Adobe Scaleform product. Right now, we don't have any good way to manipulate GFX files. Important things like the HUD are in GFX format.


Information directly from the GUI developers
  • You will need Flash to mod the menus. Or, I guess, any program that outputs an SWF file, since that's what the menu system uses now.
  • You don't need to use any of the Scaleform APIs to make a menu. The menu system should (theoretically) be able to handle any Flash 8-compatible menu you make. Code-data communication is done via Flash's native ExternalInterface calls.
  • Concerning the GFX files, an SWF file in the Data/Interface folder will take precedence over a GFX file in the Data/Interface/Exported folder. E.g. If you have both Interface/Exported/HUDMenu.gfx and Interface/HUDMenu.swf, the SWF is the file that'll be used. This should allow you to circumvent the GFX files that are currently in-place.
  • In regards to errors like the following:

    Spoiler

    G:\MyDocuments\FD Trillix\Converted on 2011-11-14\inventorylists.swf_as\Shared\CenteredScrollingList.as, Line 265 There is no method with the name 'getTopMostEntity'.
    G:\MyDocuments\FD Trillix\Converted on 2011-11-14\inventorylists.swf_as\Shared\CenteredScrollingList.as, Line 182 There is no method with the name 'getTopMostEntity'.
    G:\MyDocuments\FD Trillix\Converted on 2011-11-14\inventorylists.swf_as\Shared\BSScrollingList.as, Line 142 There is no method with the name 'getTopMostEntity'.
    G:\MyDocuments\FD Trillix\Converted on 2011-11-14\inventorylists.swf_as\gfx\core\UIComponent.as, Line 289 There is no method with the name 'getTopMostEntity'.
    G:\MyDocuments\FD Trillix\Converted on 2011-11-14\inventorylists.swf_as\gfx\core\UIComponent.as, Line 187 There is no property with the name 'numControllers'.
    G:\MyDocuments\FD Trillix\Converted on 2011-11-14\inventorylists.swf_as\gfx\core\UIComponent.as, Line 185 There is no method with the name 'getControllerMaskByFocusGroup'.
    G:\MyDocuments\FD Trillix\Converted on 2011-11-14\inventorylists.swf_as\gfx\core\UIComponent.as, Line 173 There is no property with the name 'numControllers'.
    G:\MyDocuments\FD Trillix\Converted on 2011-11-14\inventorylists.swf_as\gfx\core\UIComponent.as, Line 171 There is no method with the name 'getControllerMaskByFocusGroup'.
    G:\MyDocuments\FD Trillix\Converted on 2011-11-14\inventorylists.swf_as\gfx\core\UIComponent.as, Line 166 There is no property with the name 'numFocusGroups'.
    G:\MyDocuments\FD Trillix\Converted on 2011-11-14\inventorylists.swf_as\gfx\core\UIComponent.as, Line 69 There is no property with the name 'numControllers'.
    G:\MyDocuments\FD Trillix\Converted on 2011-11-14\inventorylists.swf_as\gfx\core\UIComponent.as, Line 67 There is no method with the name 'getControllerMaskByFocusGroup'.
    G:\MyDocuments\FD Trillix\Converted on 2011-11-14\inventorylists.swf_as\gfx\core\UIComponent.as, Line 60 There is no property with the name 'numFocusGroups'.
    G:\MyDocuments\FD Trillix\Converted on 2011-11-14\inventorylists.swf_as\gfx\core\UIComponent.as, Line 55 There is no method with the name 'getFocusBitmask'.
    G:\MyDocuments\FD Trillix\Converted on 2011-11-14\inventorylists.swf_as\gfx\core\UIComponent.as, Line 7 A class's instance variables may only be initialized to compile-time constant expressions.
    G:\MyDocuments\FD Trillix\Converted on 2011-11-14\inventorylists.swf_as\gfx\core\UIComponent.as, Line 6 A class's instance variables may only be initialized to compile-time constant expressions.
    G:\MyDocuments\FD Trillix\Converted on 2011-11-14\inventorylists.swf_as\Shared\GlobalFunc.as, Line 79 There is no property with the name 'safeRect'.
    G:\MyDocuments\FD Trillix\Converted on 2011-11-14\inventorylists.swf_as\Shared\GlobalFunc.as, Line 78 There is no property with the name 'visibleRect'.
    G:\MyDocuments\FD Trillix\Converted on 2011-11-14\inventorylists.swf_as\gfx\managers\FocusHandler.as, Line 175 There is no method with the name 'getControllerFocusGroup'.
    G:\MyDocuments\FD Trillix\Converted on 2011-11-14\inventorylists.swf_as\gfx\managers\FocusHandler.as, Line 157 There is no method with the name 'getControllerFocusGroup'.
    G:\MyDocuments\FD Trillix\Converted on 2011-11-14\inventorylists.swf_as\gfx\managers\FocusHandler.as, Line 121 There is no method with the name 'findFocus'.
    G:\MyDocuments\FD Trillix\Converted on 2011-11-14\inventorylists.swf_as\gfx\managers\FocusHandler.as, Line 85 There is no method with the name 'getControllerFocusGroup'.
    G:\MyDocuments\FD Trillix\Converted on 2011-11-14\inventorylists.swf_as\gfx\managers\FocusHandler.as, Line 68 There is no property with the name 'numControllers'.
    G:\MyDocuments\FD Trillix\Converted on 2011-11-14\inventorylists.swf_as\gfx\managers\FocusHandler.as, Line 64 There is no method with the name 'getControllerMaskByFocusGroup'.
    G:\MyDocuments\FD Trillix\Converted on 2011-11-14\inventorylists.swf_as\gfx\managers\FocusHandler.as, Line 16 There is no property with the name 'disableFocusRolloverEvent'.
    G:\MyDocuments\FD Trillix\Converted on 2011-11-14\inventorylists.swf_as\gfx\managers\FocusHandler.as, Line 15 There is no property with the name 'disableFocusAutoRelease'.
    G:\MyDocuments\FD Trillix\Converted on 2011-11-14\inventorylists.swf_as\gfx\managers\FocusHandler.as, Line 14 There is no property with the name 'disableFocusKeys'.
    G:\MyDocuments\FD Trillix\Converted on 2011-11-14\inventorylists.swf_as\gfx\managers\FocusHandler.as, Line 13 There is no property with the name 'alwaysEnableArrowKeys'.



    ERROR: GlobalFunc.as, Line 111: Syntax error.
    MovieClip
    ERROR: FocusHandler.as, Line 182: Syntax error.
    return (_loc3 < (TextField)(
    ERROR: inputDelegate.as, Line 2: The class name is different from The Class file name.
    ERROR: scrollbar.as, Line 2: The class name is different from The Class file name.
    ERROR: Button.as, Line 118: Syntax error.
    var _loc2 = (gfx.controls.ButtonGroup)(
    ERROR: constraints.as, Line 2: The class name is different from The Class file name.
    WARNING: BSScrollingList.as, Line 109: There is no method with the name 'getTopMostEntity'.
    WARNING: CenteredScrollingList.as, Line 145: There is no method with the name 'getTopMostEntity'.
    WARNING: CenteredScrollingList.as, Line 219: There is no method with the name 'getTopMostEntity'.
    WARNING: UIComponent.as, Line 34: There is no method with the name 'getFocusBitmask'.
    WARNING: UIComponent.as, Line 36: The property being referenced does not have the static attribute 'numFocusGroups'.
    WARNING: UIComponent.as, Line 41: There is no method with the name 'getControllerMaskByFocusGroup'.
    WARNING: UIComponent.as, Line 42: The property being referenced does not have the static attribute 'capabilities'.
    WARNING: UIComponent.as, Line 135: The property being referenced does not have the static attribute 'numFocusGroups'.
    WARNING: UIComponent.as, Line 140: There is no method with the name 'getControllerMaskByFocusGroup'.
    WARNING: UIComponent.as, Line 141: The property being referenced does not have the static attribute 'capabilities'.
    WARNING: UIComponent.as, Line 151: There is no method with the name 'getControllerMaskByFocusGroup'.
    WARNING: UIComponent.as, Line 152: The property being referenced does not have the static attribute 'capabilities'.
    WARNING: UIComponent.as, Line 241: There is no method with the name 'getTopMostEntity'.
    This was said:
    Those errors are calls to the Scaleform Flash API that don't exist on your machine. Methods like "Mouse.getTopMostEntity" and "Selection.disableFocusKeys" were added by Scaleform to Flash's native Mouse and Selection objects using the 'intrinsic class' keywords. I believe there's just, say, a Mouse.as file that's on the FLA's classpath that declares "getTopMostEntity" as a method in the Mouse class, and then the actual implementation is provided by the Scaleform VM when running the game.

    So the modding challenge here is either to write your own overriding of the Mouse class (and others) and get the FLA to recognize it, or rewrite the menu so it doesn't depend on Scaleform, i.e. doesn't use those functions.
  • The HUD, in theory, should be re-creatable without Scaleform.
  • All the intrinsic Flash class overrides are from Scaleform; we didn't have occasion to add anything ourselves. I'm not sure how available those intrinsic AS class definitions are. Looking through the docs I have on hand, the only addition I see that Scaleform made to the System class is a way to determine how many controllers you have plugged in, which is mainly for Wii titles. You can probably craft PC mods without needing that additional method, i.e. with the vanilla System class.

    To which, LineaPhobic replied:

    You can create your own intrinsic class to solve the numControllers error. Just save the next code as "capabilities.as" and put it in a folder named "System". Put the "System" folder in the clik folder or in your project root folder.

    And provided the following code:

    Spoiler

    intrinsic class System.capabilities
    {
    static var hasAudio:Boolean;
    static var hasMP3:Boolean;
    static var hasAudioEncoder:Boolean;
    static var hasVideoEncoder:Boolean;
    static var screenResolutionX:Number;
    static var screenResolutionY:Number;
    static var screenDPI:Number;
    static var screenColor:String;
    static var pixelAspectRatio:Number;
    static var hasAccessibility:Boolean;
    static var input:String;
    static var isDebugger:Boolean;
    static var language:String;
    static var manufacturer:String;
    static var os:String;
    static var serverString:String;
    static var version:String;
    static var hasPrinting:Boolean;
    static var playerType:String;
    static var hasStreamingAudio:Boolean;
    static var hasScreenBroadcast:Boolean;
    static var hasScreenPlayback:Boolean;
    static var hasStreamingVideo:Boolean;
    static var hasEmbeddedVideo:Boolean;
    static var avHardwareDisable:Boolean;
    static var localFileReadDisable:Boolean;
    static var windowlessDisable:Boolean;
    static var numControllers:Number;

    // Flash Lite 2.x
    static var audioMIMETypes:Array;
    static var has4WayKeyAS:Boolean;
    static var hasCMIDI:Boolean;
    static var hasCompoundSound:Boolean;
    static var hasDataLoading:Boolean;
    static var hasEmail:Boolean;
    static var hasMappableSoftKeys:Boolean;
    static var hasMFI:Boolean;
    static var hasMIDI:Boolean;
    static var hasMMS:Boolean;
    static var hasMouse:Boolean;
    static var hasQWERTYKeyboard:Boolean;
    static var hasSharedObjects:Boolean;
    static var hasSMAF:Boolean;
    static var hasSMS:Number;
    static var hasStylus:Boolean;
    static var hasXMLSocket:Boolean; // added in Flash Lite 2.1
    static var imageMIMETypes:Array;
    static var MIMETypes:Array;
    static var screenOrientation:String;
    static var softKeyCount:Number;
    static var videoMIMETypes:Array;

    }
  • The following questions were asked and answered:

    Q: If I edit fontconfig.txt to match the format from the UDK ScaleForm, (add the [FontConfig] label), I can generate a gfxfontlib.swf that uses the game fonts by copying in their libraries to my working folder. The .swf looks fine when I launch it with the ScaleForm launcher, but ingame the font is replaced with the system default. Is there a way to circumvent this? Do I have to embed the fonts rather than use gfxfontlib?

    A: If 'gfxfontlib.swf' is what I think it is, then our equivalent of that is going to be 'Data/Interface/fonts_en.swf', which you should see referenced in FontConfig.txt. That SWF does contain all the characters from all the fonts that we use in the game embedded into the file itself. The Skyrim Flash VM will search this file for the embedded glyphs that it needs, and if it doesn't find them, will try to grab the system defaults off of your machine.


    Q: I use the CS 5.5. If I decompile a .swf, load the generated .fla file, save it as a new .fla file (CS4 format, Flash player 10.2, no text remapping), the resulting .fla file is nearly twice as large as the original. Do I have to get the CS4 in order to save projects properly?

    A: Not sure about this. Some of our files use external SWFs. For example, the Item Card in all of the inventory menus comes from the external library ItemCard.swf, the dual-lists come from InventoryLists.swf, etc. Since they're external, the MovieClips in those SWFs aren't saved in InventoryMenu.fla itself; they're just referenced and the VM knows to load the external SWFs with InventoryMenu.swf. It could be that by decompiling the SWF, the FLA grabs all the MovieClip info and saves it into the FLA. If you double-click on a MovieClip in your Library that should be imported from an external SWF and you don't get a "this is an imported MovieClip" warning, then you've copied over the MovieClip info into your FLA. It shouldn't break anything, but it will balloon up your file size. At least, that's my best guess.


Tools you might find useful
  • http://www.wxhexeditor.org/home.php -A free hex editor that will allows you to edit very large files. You'll need a hex editor for converting GFX files into SWF files.
  • http://swftools.org - A collection of Open Source command line utilities to modify SWF files. These can be used to compress and decompress SWF files. These are for more advanced users.
  • http://www.sothink.com/ - Sothink makes various tools you might find useful. They typically have a 30 trail period on their products. The make a SWF decompiler as we'll as a SWF editing tool (SWF Quicker).
  • http://www.eltima.com/ - Eltima makes various tools you might find useful, particularly their SWF decompiler, Trillix.
  • http://www.udk.com/ - The Unreal engine development kit supports Scaleform and comes with some tools. http://gameware.autodesk.com/scaleform/support/documentation
  • http://www.swixkit.com/ - This is a free (for personal use) tool that converts SWF files into XML and back. You'll need some experience with XML and an understanding the internal structure of SWF files to use this tool effectively.


Looking at the contents of a GFX file
A GFX file can be treated as a SWF file by doing the following:

  • Change the extension on the GFX file to SWF.
  • Open the file in a hex editor:
    • If the first three bytes are CFX, change them to CWS. The C means compressed.
    • If the first three bytes are GFX, change them to FWS. The lack of C means these are uncompressed.
This will allow you to look around inside the GFX file, but trying to modify things and rebuild the GFX file doesn't seem to work.


Using SWiX to modify the GUI
The following information was taken from a post by Casiotone on how he/she managed to create the http://www.skyrimnexus.com/downloads/file.php?id=279 mod:

Here's what I've done with the mod that was mentioned:

  • Unpacked the "Skyrim - Interface.bsa" file
  • Copy out the hudmenu.gfx file, rename it to .swf, and used the hex editor in Notepad++ to edit the first three characters to "CWS".
  • Decompile the swf with Trillix or similar. This is only to identify sprites and scripts so far - you won't be recompiling.
  • Pore through the assets and determine which ones you want to alter. Note their shape numbers.
  • Using SWiX, open the .swf file and manually remove the shapes in question
  • I also edited the sprite that controls the fade in/fade out of the indicator text (hidden/detected) so that it remained at A=0 throughout the whole tween.
  • Save in SWiX, hex edit the first three characters back to "CFX", and rename the file back to .gfx.
Now, most of what I did here was remove things and change the alpha of a text field. Nothing huge. Altering graphics may require you to make changes within Flash, FlashDevelop, Trillix, or some other Flash editor, publish, then locate the draw instructions for your published .swf in SWiX and use the new draw instructions to replace the draw instructions in the original .gfx file.

In order to start adding your own scripting, I imagine the process is something like this:

  • Make your code adjustments in Flash, FlashDevelop, Trillix, etc. and publish with the CLIK framework in your classpath as a Flash Player 10 movie in AS2.0
  • Use FLASM on the altered file to get the assembly for your changes
  • Use FLASM on the original file to get something to compare it to
  • Use a diff tool to compare the instructions between the two .flm files that FLASM generated
  • Carefully copy over your changes from the newly published file to the "original" file
  • Re-assemble into .swf using FLASM
Note that I haven't successfully tried the FLASM route yet, but it sounds like it ought to work. It's not a terribly exciting way to mod things...


Previous Discussions
http://www.gamesas.com/index.php?/topic/1256213-interface-change-pc/
User avatar
Paula Ramos
 
Posts: 3384
Joined: Sun Jul 16, 2006 5:43 am

Post » Tue May 15, 2012 11:15 am

Would be wonderful if someone was able to add page numbers to the books (1/12, 2/12 etc), or at least the length of them. It's a real pain scrolling through them to the end to see if I've got the time to read them.

(Sorry if GUI requests shouldn't go here)
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A Dardzz
 
Posts: 3370
Joined: Sat Jan 27, 2007 6:26 pm

Post » Mon May 14, 2012 10:18 pm

From previous thread...

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.
Disagree on the hold button and release. I'm torn about the categories idea. I get where you're coming from, but that would slow the whole thing down. Favorites is all about quick access. If you have 50 items in your favorites compared to like 10 to 20, there's no point, you could just go into your inventory or magic list. What would be more useful than categories in my opinion would be sets. You simply create a left hand / right hand set, and you can name it with a custom name. Then the list of names would appear in your Favorites.
User avatar
Honey Suckle
 
Posts: 3425
Joined: Wed Sep 27, 2006 4:22 pm

Post » Tue May 15, 2012 12:27 am

Guess I'll also repost my post from the previous thread :)

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:

Help us Obi-DarN Kenobi; you're our only hope... :P

Greetz,

Milt
User avatar
Javier Borjas
 
Posts: 3392
Joined: Tue Nov 13, 2007 6:34 pm

Post » Tue May 15, 2012 12:34 am

Guess I'll also repost my post from the previous thread :)

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:

Help us Obi-DarN Kenobi; you're our only hope... :P

Greetz,

Milt
Ye gods, I hate that merchant menu. I thought the Fallout games had a good setup; two lists, side by side, no confusion. This wasn't just a step back, it was stepping back, tripping and falling off a mountain.
User avatar
Melanie
 
Posts: 3448
Joined: Tue Dec 26, 2006 4:54 pm

Post » Tue May 15, 2012 1:59 am

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've been thinking about the exact same thing today. I also thought it'd be great to be able to make more than one favorites list and just assign those lists to buttons 1/2/3/... above the letters, instead of just one item per button. Would save me from having to go through the entire list of favorites when I just want to switch from conjuring up a flame atronach to using the healing spell (seeing as I'm French, Conjuring is translated to "Conjuration" and thus indeed starts with a C, but Heal is translated as "Soin" so that's an S, the other end of the list ...). And yes, I just can't stand having to "Open Main Menu => Magic Menu => Restoration List => Select Spell => Cast Spell" when I could have the much shorter "Open Really Short List #1 or whatever => Select Spell => Cast Spell" (which btw is still quite disruptive since it pauses the game while in the middle of a fight).

Here is a short list of things I'd like to see as far as GUI modification goes :
- The above, more than one favorites list, that could be binded to keys 1/2/3/... above the letters
- An ingame notepad. Right now I'm keeping a text file opened at all times to take notes, but that's rather tedious seeing as the game doesn't support alt-tabbing very well (which is a shame btw)
- More sorting options for the inventory (namely sort items by weight or value)
- side-by-side windows for trading and containers exchanges
- character per character management of the saves

EDIT :
Forgot to add to the list :
- buffs icons with timers
User avatar
Nicole M
 
Posts: 3501
Joined: Thu Jun 15, 2006 6:31 am

Post » Tue May 15, 2012 9:45 am

Yup. First priority (IMO) should be a better merchant/storage menu that allows you to see both the content of the container/merchant and your own inventory at the same time.
User avatar
Fam Mughal
 
Posts: 3468
Joined: Sat May 26, 2007 3:18 am

Post » Tue May 15, 2012 6:55 am

The link from the other thread redirects to itself... just a heads-up.


I really hope you guys progress soon. *crosses fingers*
I keep throwing money at my screen but the UI won't change!
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Emma Copeland
 
Posts: 3383
Joined: Sat Jul 01, 2006 12:37 am

Post » Tue May 15, 2012 1:29 am

Some requests/suggestions for this!

1. Keep the aesthetics of the current UI intact. It's really pretty, just horrible to use.
2. Sort button for inventory, if possible.
3. Sorting for chests similar to inventory sorting, if possible.

Thanks for reading. :)
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Charles Weber
 
Posts: 3447
Joined: Wed Aug 08, 2007 5:14 pm

Post » Tue May 15, 2012 4:33 am

It'd be really rad if the items / spell tabs were reversed in orientation (so the items are on the right, the spells on the left). That way, you could see your character while you equip him / her.
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Paul Rice
 
Posts: 3430
Joined: Thu Jun 14, 2007 11:51 am

Post » Mon May 14, 2012 11:55 pm

I've updated the OP with information directly from the GUI's developer. Hopefully, once the CK releases, he'll be able to come in here and answer and tell us things himself.
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Taylor Tifany
 
Posts: 3555
Joined: Sun Jun 25, 2006 7:22 am

Post » Tue May 15, 2012 7:43 am

From previous thread...


Disagree on the hold button and release. I'm torn about the categories idea. I get where you're coming from, but that would slow the whole thing down. Favorites is all about quick access. If you have 50 items in your favorites compared to like 10 to 20, there's no point, you could just go into your inventory or magic list. What would be more useful than categories in my opinion would be sets. You simply create a left hand / right hand set, and you can name it with a custom name. Then the list of names would appear in your Favorites.
I dont think it will slow thing down in any way oO
I personaly use my fav list not only to put something on my left/right hand, but also to select some armor parts quickly : for ex to switch for an armor part with some speech enchant before talking to a vendor, etc...
On the contrary to have a fav list divided in categorie colums placed next to each other (scrolling down at the same time or not) should only speed up the selection of what you're searching in your fav list : reduced need to scroll down (by the number of the columns), and easier to quickly select what you want.
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Kate Norris
 
Posts: 3373
Joined: Mon Nov 27, 2006 6:12 pm

Post » Tue May 15, 2012 12:12 pm

Requests:

1. Cast Key (if possible)
2. Hot Keys (1-+) and (F1-F12) that you can bind weapons, spells and potions etc too
3. Mouse scroll to change weapons - ie only Favorited weapons. Would be nice to be able to choose between weapons or spells actually.
4. Mini Map (forgive me if there is one, just can't seem to find how to use it)
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Emma Parkinson
 
Posts: 3401
Joined: Wed Jul 26, 2006 5:53 pm

Post » Tue May 15, 2012 10:42 am

[REQ]: Could someone change the look of the current menus from semi-transparent to some sort of (non-transparent) tattered parchment look?
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Lynne Hinton
 
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Post » Tue May 15, 2012 12:59 am

I'd like to add an addendum to What we know so far that .as files are also an integral part of the GUI - not just the swf and gfx.

The swf files seem to me to be primarily for graphical objects and animation - text fields, window backgrounds, things fading in and out and sliding etc etc - whereas the .as files are really where all the code is - object positions, formating, functions [globals] and arrays and variables etc etc. You can edit .as files with Notepad - of course you wont get any of the formatting clues/error/feedback etc. It doesn't need to be 'compiled' like swf's do.
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Damian Parsons
 
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Joined: Wed Nov 07, 2007 6:48 am

Post » Tue May 15, 2012 1:15 am

I'd like to add an addendum to What we know so far that .as files are also an integral part of the GUI - not just the swf and gfx.

The swf files seem to me to be primarily for graphical objects and animation - text fields, window backgrounds, things fading in and out and sliding etc etc - whereas the .as files are really where all the code is - object positions, formating, functions [globals] and arrays and variables etc etc. You can edit .as files with Notepad - of course you wont get any of the formatting clues/error/feedback etc. It doesn't need to be 'compiled' like swf's do.
Where are the .as files. I have found all of the ActionScript code inside the SWF files.
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Mrs shelly Sugarplum
 
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Post » Tue May 15, 2012 12:06 pm

.as files are everywhere - not sure how you could miss them. Most primary GUI elements have multiple .as files for them alone plus all the global .as files.
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Emma
 
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Joined: Mon Aug 28, 2006 12:51 am

Post » Mon May 14, 2012 8:55 pm

I think we can all agree that everything should be smaller. Though I do like the fact that we can, apart from the compass (which I've disabled), run around with no HUD whatsoever. The crosshair is the only thing that needs to be changed to only show up when a weapon is out, we don't need it to open doors, but we do need it for shooting.
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[ becca ]
 
Posts: 3514
Joined: Wed Jun 21, 2006 12:59 pm

Post » Tue May 15, 2012 10:03 am

http://darnified.net/duis/inventorytest1.jpg

I've gotten to the point that I can edit and save other sfw menus too now. The list on the left has the font sizes reduced and the bg has been altered. Simple changes really. Should be possible to rearrange this layout to a more familiar one. ;)

I can edit this visually too - no more imagining the outcome while staring at 1000's of lines of XML code.
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Cayal
 
Posts: 3398
Joined: Tue Jan 30, 2007 6:24 pm

Post » Tue May 15, 2012 4:49 am

.as files are everywhere - not sure how you could miss them. Most primary GUI elements have multiple .as files for them alone plus all the global .as files.
Are they in a BSA other than the Interfaces one? I used BSA commander to extract that BSA, and all I have are SFW, GFX, TXT, and DDS files.
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Elena Alina
 
Posts: 3415
Joined: Sun Apr 01, 2007 7:24 am

Post » Tue May 15, 2012 6:02 am

http://darnified.net/duis/inventorytest1.jpg

I've gotten to the point that I can edit and save other sfw menus too now. The list on the left has the font sizes reduced and the bg has been altered. Simple changes really. Should be possible to rearrange this layout to a more familiar one. ;)

I can edit this visually too - no more imagining the outcome while staring at 1000's of lines of XML code.

Woot! Good luck with the project, and thank for you taking on yet another project for the community! :D
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An Lor
 
Posts: 3439
Joined: Sun Feb 18, 2007 8:46 pm

Post » Tue May 15, 2012 12:12 pm

.as files are everywhere - not sure how you could miss them. Most primary GUI elements have multiple .as files for them alone plus all the global .as files.

AS (ActionScript) files are the source code of the GUI, or rather its elements. They get compiled into the Flash VM (SWF files and similar) for actual execution.
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Eilidh Brian
 
Posts: 3504
Joined: Mon Jun 19, 2006 10:45 am

Post » Mon May 14, 2012 9:59 pm

Oh, some more suggestions!

Show whether something is equipped in the left or right hand
Ability to switch between Items/Spells/Perks without unpausing the game
Sorting of items by type
Paper doll in Items menu
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Taylor Bakos
 
Posts: 3408
Joined: Mon Jan 15, 2007 12:05 am

Post » Tue May 15, 2012 3:48 am

Sorry if this has been requested but I couldn't find anything by searching the forums. I would really appreciate a bar for how long you can breath underwater, I'm sure Bethesda removed it for immersion but I would like some context for how long I can be underwater for. Or a countdown or something. Thanks in advance.
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Saul C
 
Posts: 3405
Joined: Wed Oct 17, 2007 12:41 pm

Post » Tue May 15, 2012 2:09 am

AS (ActionScript) files are the source code of the GUI, or rather its elements. They get compiled into the Flash VM (SWF files and similar) for actual execution.
Okay, that is what I thought. The only place I was finding ActionScript code was in the SWF and GFX files.
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Ben sutton
 
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Joined: Sun Jun 10, 2007 4:01 am

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