Skyrim UI PC Specific Redesign

Post » Tue May 15, 2012 6:06 am

Very nice!
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Ashley Hill
 
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Post » Tue May 15, 2012 3:04 pm

Yes! This is what I want.

Most important is having all the Map/Magic/Item/Skills under one tabbed menu I hate having to switch between them in such a made for console way.

I would also like to be able to sort ingredients by unknowns or at least see ingredient traits while I have two currently selected. An Ingredient spreadsheet would be fine by me.

Nice Job.
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naomi
 
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Post » Tue May 15, 2012 11:19 am

I had a tiny bit of time during lunch today to mess with this a little more. I'm not particularly stoked on this version, though I did start to go back to my roots and treat some of the symptoms with things I would do for a web page in terms of functionality. I have no idea how well this would actually work in-game (or if it could even be done). I kind of tried to imagine it as a hub for your character maybe if you were not in-game but wanted to scope out your stats and what not kind of like BF3 I guess. :P

Tried really hard to implement some of the feedback in here without turning it into the Homer Car — it still feels like it could use some love and hierarchy in terms of scale.

http://i.imgur.com/LvUlP.jpg

I'm thinking about resizing it to be a 1080 screen so that I can actually get a better sense of what it would feel like as an in-game environment.

Alright, thanks again everyone for feedback, it's nice to break away from the normal grind.

Now back to it!

PS. I honestly don't have any real problem with the current UI other than the mouse clicking issues it's a really nice minimal UI, but I can't help messing with stuff like this. I'd really be interested in doing some kind of stats overtime screen too for the character, it'd be awesome to see how you've progress with some numbers behind it. :D
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no_excuse
 
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Post » Tue May 15, 2012 2:15 pm

Heartwrenchingly beautiful. DarN, I hope you guys get the interface format squared away so I can bask in its glory.

At the very least, Bethesda, if you are reading this, please take notes. This is a proper interface regardless of platform.
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Elle H
 
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Post » Tue May 15, 2012 3:58 am

Loving the new look. Hope it actually turns into a useable mod one day. :)
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Paula Rose
 
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Post » Tue May 15, 2012 9:44 am

I dont know if it was asked before (sorry if it was asked) but will Bethesda release the flash projects of interface? Decompiling is good but very inaccurate (and not very legal).

ah, already found http://www.gamesas.com/index.php?/topic/1275750-modding-the-gui/page__view__findpost__p__19301740 :
4. Unfortunately, no. We not releasing source files or anything else UI related. :/
:(
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amhain
 
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Post » Tue May 15, 2012 6:02 am

I had a tiny bit of time during lunch today to mess with this a little more. I'm not particularly stoked on this version, though I did start to go back to my roots and treat some of the symptoms with things I would do for a web page in terms of functionality. I have no idea how well this would actually work in-game (or if it could even be done). I kind of tried to imagine it as a hub for your character maybe if you were not in-game but wanted to scope out your stats and what not kind of like BF3 I guess. :P

Tried really hard to implement some of the feedback in here without turning it into the Homer Car — it still feels like it could use some love and hierarchy in terms of scale.

http://i.imgur.com/LvUlP.jpg

I'm thinking about resizing it to be a 1080 screen so that I can actually get a better sense of what it would feel like as an in-game environment.

Alright, thanks again everyone for feedback, it's nice to break away from the normal grind.

Now back to it!

PS. I honestly don't have any real problem with the current UI other than the mouse clicking issues it's a really nice minimal UI, but I can't help messing with stuff like this. I'd really be interested in doing some kind of stats overtime screen too for the character, it'd be awesome to see how you've progress with some numbers behind it. :D


Very nice work! :)
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Shannon Lockwood
 
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Post » Tue May 15, 2012 11:57 am

It really looks great, I imagine implementing something like this would be shy of impossible but I would much prefer it to the current UI. Great layout :)
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Sian Ennis
 
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Post » Tue May 15, 2012 7:19 pm

Can't wait for something like this to be released, this game's UI is ten times more hideous than all the terrible parts of recent Bethesda games' UIs put together.

Sidenote: Bronies all up in hurrrrrrrrrr.
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Ron
 
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Post » Tue May 15, 2012 7:13 am

Can't offer anything constructive so far, the only thing I can think of is "I want this, now." :biggrin:
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Spencey!
 
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Post » Tue May 15, 2012 8:51 am

Awesome! Keep going that way!
Thanks a lot for the futur release.
:yes:
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Shaylee Shaw
 
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Post » Tue May 15, 2012 10:44 am

Now thats a Propa Pc UI
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benjamin corsini
 
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Post » Tue May 15, 2012 12:49 pm

Great work! I hope there will be a way to use this and put it in the game. :foodndrink:
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BaNK.RoLL
 
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Post » Tue May 15, 2012 3:39 pm

http://www.youtube.com/watch?v=Zuk-StWq0DQ&hd=1&t=1s
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Kelly James
 
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Post » Tue May 15, 2012 7:19 am

I play on Xbox and I'd like this redesign, lol. Especially the notations of what stone you have active and what phase the moon is.
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KRistina Karlsson
 
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Post » Tue May 15, 2012 2:32 pm

Icon-based means giving even less information than the default Bethesda UI gives - it wouldn't even give you the name of the items prior to scrolling over them. That seems like a massive step backwards. Unless the icons actually mean something (like 'amount of space taken up by this item', for an inventory like Deus Ex or Diablo), using icons instead of text is silly.

You're right, but i'm not talking about a classic icon-based inventory, but even such an iventory does have its appeal. There are so many ways to build upon the icon-based idea (you can display almost any data of the item within it with smaller icons, special borders, colors, backgrounds...), coupled that with the huge advantage of having an actual overview of your inventory and it'll smash any text-based one. And in case text is necessary, you could still make it an optional feature (like for ingredients).

I find it curious though how the text-based BS actually manages to even increase people's expectations of future UI mods. The name of the items is rather redundant most of the time, i'd say. What's the first thing you look at at a new item? It's probably its statistics - at i least i can't quite remember the name of the two-handed battleaxe my char is carrying at the moment. ;)
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JUan Martinez
 
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Post » Tue May 15, 2012 1:54 pm

That looks amazing! But I much much much (cannot stress enough) prefer the health bar from the vanilla game (and your first concept) to the unbordered, cartoony versions in your more recent version. Other than that (and the fact you seem to have gone a bit crazy with filters and controls for a game menu (really, a search bar?)), it looks fantastic.
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leigh stewart
 
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Post » Tue May 15, 2012 7:33 pm

at i least i can't quite remember the name of the two-handed battleaxe my char is carrying at the moment.
That is kind of sad considering there are only 8 different materials, and some very few other versions.
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carly mcdonough
 
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Post » Tue May 15, 2012 10:17 am

Looks amazing.

Optional Feature Suggestion - Active Effect indicator for effects lasting less than 1 hour. Playing an Alteration Mage can be tough with all the invisible timers you have to keep in mind, especially before the perk that increases duration.
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Facebook me
 
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Post » Tue May 15, 2012 1:32 pm

Absolutely Amazing.
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sas
 
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Post » Tue May 15, 2012 5:20 am

I don't get why people keep bringing up icons. The game doesn't have any icons like Morrowind and Oblivion have, you look at the item through that 3D display everyone seems to think takes up too much space.
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John Moore
 
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Post » Tue May 15, 2012 6:13 pm

I don't get why people keep bringing up icons. The game doesn't have any icons like Morrowind and Oblivion have, you look at the item through that 3D display everyone seems to think takes up too much space.
I agree. Icons are useless at this point (and I don't think the 3D display takes too much space).

If you want icons, wait for a mod to do it or make it yourself if you can.
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Siobhan Thompson
 
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Post » Tue May 15, 2012 4:48 pm

I'm new here, first post and all, but I just HAD to post in this thread and say this is by far my most sought after area to be modded. Your design is exactly what I was hoping for, and it's clean and really seems to fit with the theme of the Bethesda one. Which was clearly a contemporary design. I really hope you find the time to do some more mock-ups and hopefully someday release this. I would gladly run this on my version!

Great job, this is so awesome!
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Ezekiel Macallister
 
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Post » Tue May 15, 2012 4:44 am

Love it. :drool:
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quinnnn
 
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Post » Tue May 15, 2012 5:28 am

I don't get why people keep bringing up icons. The game doesn't have any icons like Morrowind and Oblivion have
Because a lot of people prefer icons to boring text lists. A picture is worth a thousand words as they say. Right now I have to read everything, whereas before a quick glance at my inventory and I knew exactly which necklace or weapon I wanted to equip for this fight. But it's also having the text lists in a single column. Even icons would svck in a single column. That's why along with icons would also come an inventory more like Morrowind where you had rows and columns of items. Oblivion used a single column also, but at least they kept the icons in.


you look at the item through that 3D display everyone seems to think takes up too much space.
Which is another thing a lot of people want to get rid of, replacing it with the icon-based inventory system instead and/or the character preview, or some combination. It doesn't really do me a lot of good to have the 3D preview personally. Either I'm reading the list on the left side of my screen, or I'm just staring at the 3D images on the right. They are too disconnected from each other. I find it to be a waste of space.

Yeah it's all ooh ahh pretty, but I get over that after about an hour of playing. I don't care about looking pretty and cool, because pretty and cool isn't helping me play the game. Efficiency, layout and how I interface with it is what helps me play the game (or, as the case may be, hinders me). Game devs more and more are sacrificing usability, comfort and efficiency for cool factor. The novelty wears off. Usability, comfort and efficiency have to last the whole game.

Not everyone agrees, and so UI redesigns like this won't interest them. But UI redesigns like this very much interest me and others that don't like the default one.
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Julie Ann
 
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