[WIPz] SkyUI

Post » Thu May 17, 2012 9:30 am

Progress update:
https://picasaweb.google.com/lh/photo/ir0tSjYbOtxTP3IoJ2kaxtMTjNZETYmyPJy0liipFm0?feat=directlink
- Added icons for different weapon types (will require Gibbed's SKSE plugin)
- Greyed out non-active category icons and made the indicator a little prettier
- Finally fixed item card visibility (before it was only shown after you first manually selected a category), and a few other bugs
(- oh, and the icons are now in a shared .swf)

Good golly! Do you have an ETA on this?! I'm almost excited about this as the creation kit... almost. =)
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Alexx Peace
 
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Post » Thu May 17, 2012 11:55 am

it looks awesome, i like the small icons but the large ones are so so for me.
Would u allow the modification of the text size once it comes out? like instructions in the readme cuz everyones uses a diff resolution (god i really miss darnified UI)
the double screen for vending and looting would also be awesome if possible
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Karine laverre
 
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Post » Thu May 17, 2012 3:41 am

This looks amazing! First thing I realised after a few hours of Skyrim was that the UI svcked, it's great to see some people got the right idea about functionality.. I'm aware a few people weren't keen on the icons, but for what it's worth when I had a quick scan it took no time to figure out what category each one stood for, which I would consider most important. Thankfully it seems you've put a text prompt as to your currently selected category at the top too, which is handy. This seems most important to me as a gamer - function over form. It's a necessary evil due to the depth of RPGs that you spend a lot of time in menus, but a good menu system does all it can to reduce the time you spend in there. I don't really care how "Celtic" it looks (it's not Celtic anyway it's Nordic - the clue is in the name :P ), I want it to be readable, have clear and concise info, and be back out of it quickly so I can get back to whacking dragons with ****-off swords. :toughninja: So far this really seems to have the goods.

Equipped items always at the top is definitely on everyone's list, if that's possible it would be excellent. I like the ability to sort by damage/weight/name/value/etc, that makes everyone's life a lot easier.

One thing I'd love to see is the pointer made er, a little less pointy - I'm SURE a lot of people's mouse-issues in menus are because the mouse pointer in skyrim is very long and sharp, yet gets hidden due to having a very similar colour to the menu background - this results in people misjudging, naturally thinking they're pointing to where the light-grey bit of the cursor is, when the point is actually well above it. Obviously there's a few other known issues but I don't think this helps.

I'm also unsure if you've done anything with containers yet, but the ability to sort items in containers the same as your inventory would be excellent, especially if you could see the contents of both at the same time. Also, make it impossible to consume/equip items from within a container - I know a few people who've chugged a boatload of potions by mistake because of this haha.

Slightly off-topic as well, but if you decide to work on the skills menu at all after this, I did a mock-up of what I thought would make a good skills interface a while back -

http://smg.photobucket.com/albums/v476/sane_man/?action=view¤t=ImprovedSkillScreen01.jpg

A few people on the thread at the time seemed impressed, but since I have precisely bugger all knowledge of flash programming I thought maybe you guys could make use of it, as an idea if nothing else.
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Stacy Hope
 
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Post » Thu May 17, 2012 6:04 pm

I dig the UI so far. Nice work dudes.

Any chance of getting a value:weight ratio somewhere on the inventory screen, much like QD Inventory? http://skyrimnexus.com/downloads/file.php?id=667
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Rinceoir
 
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Post » Thu May 17, 2012 11:48 am

Just a thought: could the PC's Armour Rating and [Weapon] Damage both be displayed in the bottom bar of the inventory, regardless of which item category is currently selected?

Looks great so far!
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Sheila Esmailka
 
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Post » Thu May 17, 2012 3:01 pm

Oh Your Gods!!!! This looks sixy! Cant wait for the release!
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Michelle Smith
 
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Post » Thu May 17, 2012 7:43 am

Progress update:
https://picasaweb.google.com/lh/photo/ir0tSjYbOtxTP3IoJ2kaxtMTjNZETYmyPJy0liipFm0?feat=directlink
- Added icons for different weapon types (will require Gibbed's SKSE plugin)
- Greyed out non-active category icons and made the indicator a little prettier
- Finally fixed item card visibility (before it was only shown after you first manually selected a category), and a few other bugs
(- oh, and the icons are now in a shared .swf)

Why do we need the SKSE plugin for it?
Im using one of Kenny's UI mods with icons for different items and it doesnt require anything, so just wondering why it is needed for this
btw good work!
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Rowena
 
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Post » Thu May 17, 2012 3:18 pm

Why do we need the SKSE plugin for it?
Im using one of Kenny's UI mods with icons for different items and it doesnt require anything, so just wondering why it is needed for this
btw good work!
If he doesn't get the info from the game, there are two other ways I can think of how to implement this:
1) Filter the item names for certain keywords (like "Bow") and 2) have a text file that contains a mapping for each item name -> icon (or a combination of the two). 1) has the problem that you're essentially guessing, so you might miss uniques or mod added items if they use different names, plus you might get in trouble with different languages. 2) is not very elegant and doesn't scale well. So I think getting the item details directly from the game is the best solution.
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keri seymour
 
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Post » Thu May 17, 2012 1:18 pm

Why do we need the SKSE plugin for it?
Im using one of Kenny's UI mods with icons for different items and it doesnt require anything, so just wondering why it is needed for this
btw good work!

this changes basically the interface itself , u can rearange items by price, weight, etc its more like the old oblivion but without the ck the scrip extender will be necesary for some of the changes, i mean the plugin has be faithfull for any oblivion player
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Yvonne
 
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Post » Thu May 17, 2012 10:27 am

I'd love to know if a grid layout is planned at all. UI looks great, and I'm already looking forward to installing it, a grid view would just excite me more :]
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His Bella
 
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Post » Thu May 17, 2012 12:40 pm

I really love what you're doing here, and I thank you in advance for what is looking to be an excellent interface. :goodjob:
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Albert Wesker
 
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Post » Thu May 17, 2012 5:08 am

Oh yeah, there's a thought too. Item comparison. It would be fantastic if it were possible to bring up equips/weapons in the inventory and maybe hit a button to directly compare all their stats to your currently equipped gear of that type. Maybe split that huge bit of screen real-estate on the right vertically with your current gear's description either directly above or below the selected item.
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Nicole Mark
 
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Post » Thu May 17, 2012 6:04 am

Holy crap, what is the ETA for this? :D
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Sam Parker
 
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Post » Thu May 17, 2012 7:28 am

If he doesn't get the info from the game, there are two other ways I can think of how to implement this:
1) Filter the item names for certain keywords (like "Bow") and 2) have a text file that contains a mapping for each item name -> icon (or a combination of the two). 1) has the problem that you're essentially guessing, so you might miss uniques or mod added items if they use different names, plus you might get in trouble with different languages. 2) is not very elegant and doesn't scale well. So I think getting the item details directly from the game is the best solution.

Ah ok, that sounds a lot more elegant
and it explains why some of my items lack an icon
well keep up the great work! Cant wait for the next update!
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Justin
 
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Post » Thu May 17, 2012 7:11 am

The Problem with the Icon mod mentioned before is that it basically filters out words such as "Claw" and puts an icon next to this. In practice this is fine, but applied to the game this doesn't work so well since there are a large variety of claws.
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~Sylvia~
 
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Post » Thu May 17, 2012 12:59 pm

I had a few ideas for keymappings and put them in a table here:
http://uesp.net/w/index.php?title=User:Mardoxx&oldid=794885
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Eire Charlotta
 
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Post » Thu May 17, 2012 1:52 am

I had a few ideas for keymappings and put them in a table here:
http://uesp.net/w/index.php?title=User:Mardoxx&oldid=794885
Do like
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Da Missz
 
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Post » Thu May 17, 2012 6:57 am

Why do we need the SKSE plugin for it?
You don't need it, but having it will allow for per-weapon type icons, etc. This information is not normally accessible from the data provided to the interface by the game engine. My plugin provides more information.
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Zualett
 
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Post » Thu May 17, 2012 11:18 am

hey, your adjustments to the inventory are awesome!! I will definitely use it, when it comes out. but can you use it completely with the keyboard?
and when you come to the barter and container menu: a must-have(!) is being able to see the players inventory and the container/trader inventory. it is so unbelievable annoying to not see what you actually have and not have.
2nd most annoying thing is the absent logic of sorting stuff in containers. maybe there is a logic but it is apparently not alphabetical... if this could be corrected (fixed actually, since this cannot be considered intentional) that'll be fantastic!
and the 3rd most annoying thing is the smithing/alchemy menu or better said these messageboxes where no key is assigned to. you always have to navigate with your mouse to either ok or cancel when you want to brew a potion or smith sth... would be so much easier if you just press a button on your keyboard. but actually, these messageboxes can be left away anyway since you have to press the R key for confirming your selection whatsoever which should be enough.
I know, this stuff will come later, but maybe you can keep this in mind.
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Arrogant SId
 
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Post » Thu May 17, 2012 4:44 am

a must-have(!) is being able to see the players inventory and the container/trader inventory. it is so unbelievable annoying to not see what you actually have and not have.
The only way that'll happen is if the 3D models are disabled :(
Unless someone finds out a way of changing how/where the 3D model is shown! *hint*
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Rachel Cafferty
 
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Post » Thu May 17, 2012 3:09 pm

The icons need to be much simpler. They're too artsy and it's hard to tell what is what at a glance. KenMOD has the right idea of it, providing obvious info at a glance info through the icons.
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Alba Casas
 
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Post » Thu May 17, 2012 8:37 am

I think alternative icons is something to worry about after everything′s functional and ready.
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natalie mccormick
 
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Post » Thu May 17, 2012 2:23 am

Nice to see both schlangster and T3T are onboard Skyrim modding. That UI looks sweet, looking forward to release. As for the icons, the box for misc item is IMO the only one "out-of-place", something akin to the http://images.wikia.com/fallout/images/a/ae/Icon_junk.png in Fallout would be more appropriate. Only with fantasy junk :hehe:

Jumping to conclusions, a "Skyrim Dragonborn Edition" in the future? :teehee:
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Damned_Queen
 
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Post » Thu May 17, 2012 4:30 pm

Your screenies are gorgeous. I really like how they look. I've been using http://www.skyrimnexus.com/downloads/file.php?id=667 because it's the only thing out there at the moment and I really like how it has a V/W (value per weight) category. Since it's what we all do in our heads anyways when finding the best valued loot, I've really gotten attached to just having it printed on the screen. Would you consider adding that in as one of the columns?

Also, I didn't notice in your screenies if this was happening or not, but currently equipped gear is stickied to the top of the list, and the rest of the inventory is below that. That would also be worth looking into.

I dig the UI so far. Nice work dudes.

Any chance of getting a value:weight ratio somewhere on the inventory screen, much like QD Inventory? http://skyrimnexus.com/downloads/file.php?id=667
basically what this guy says, lol
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Olga Xx
 
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Post » Thu May 17, 2012 6:50 am

The only way that'll happen is if the 3D models are disabled :(
Unless someone finds out a way of changing how/where the 3D model is shown! *hint*
Currently I'm changing it by just setting the .ini parameters for the 3d model position. In the past, the script extender allowed us to modify ini settings via script, so hopefully this will be the case for SKSE, too.

About barter&co, they way it's set up now is that skyui comes with a custom inventorylists.swf, while barter/containers/etc still use the original one. This way we can focus on one menu at a time (which for now, is the inventory) without breaking other things in the process.
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Yvonne Gruening
 
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