[WIPz] SkyUI

Post » Thu May 17, 2012 10:14 am

This is how an user interface should look! Now u can actually get an fast overview of inventory.

Possible this is supported already but have a few feature requests
* Show if item is stolen
* Show if item in enchanted and maybe even double enchanted
* Show if item is poisoned

Dunno how to do this best, poisondrop after item, glow aura around icon for enchanted and red text on stolen item or something like that?...
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Steven Nicholson
 
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Post » Thu May 17, 2012 9:48 am

This is how an user interface should look! Now u can actually get an fast overview of inventory.

Possible this is supported already but have a few feature requests
* Show if item is stolen
* Show if item in enchanted and maybe even double enchanted
* Show if item is poisoned

Dunno how to do this best, poisondrop after item, glow aura around icon for enchanted and red text on stolen item or something like that?...
This ^ ^. Very excited about this mod.
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u gone see
 
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Post » Thu May 17, 2012 8:12 am

This is how an user interface should look! Now u can actually get an fast overview of inventory.

Possible this is supported already but have a few feature requests
* Show if item is stolen
* Show if item in enchanted and maybe even double enchanted
* Show if item is poisoned

Dunno how to do this best, poisondrop after item, glow aura around icon for enchanted and red text on stolen item or something like that?...

Yep, we could imagine a color system for special items. For example the name of a poisoned weapons could be purple, when the name of a stolen item could be red etc...
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Janine Rose
 
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Post » Thu May 17, 2012 5:58 am

Yep, we could imagine a color system for special items. For example the name of a poisoned weapons could be purple, when the name of a stolen item could be red etc...
Yea problem with just coloring the name is what would you do with a combination like, enchanted+stolen+poisoned or stolen+poisoned or enchanted+poisoned...
That would be atleast 7 colors (if you dont add another for double-enchanted then there will be alot more)

This is the best solution i can come up with, for now atleast...
Blue trasparent glow background behind item-icons if enhanced, slightly less transparent if double enchanted.
Poisondrop icon after name for poison.
Red name for stolen items

Or maybe another column with itemstates with 3x icons?

Someone probably have a good way to work it in.
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Robyn Howlett
 
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Post » Thu May 17, 2012 5:46 pm

concerning displaying of player and barter inventory. there is actually no problem if just one 3d model is displayed, since it is always just the model of the selected item. so if you do two columns, one for each inventory and next to it the space for the 3d view then you just have to display the item which you either selected in the players inventory or the item in the barter inventory when you switch to it.
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ZzZz
 
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Post » Thu May 17, 2012 3:16 pm

This is exactly what we plan on doing. Now this doesn't mean we will never allow our UI to be customized, this is also a high priority since we know many users have different preferences on how his/her UI should look/feel. We will probably start adding the ability to customize things such as icons after our first release. So for anyone who may not like the current icons, there will eventually be an option to replace them with whatever you like.

With that said.. onto functionality =) We are looking for constructive feedback on some of the UI functionality we plan to implement. To start off here is one bit of functionality we need input on:

1. Equipping inventory items with single mouseclick
- We were thinking of changing this functionality to instead require 2 mouseclicks OR double-click. Our reason being is because sometimes you might misclick and accidentally use a potion that you didn't intend to use. Another reason is if you want to rotate an item's 3D object you literally have to move your mouse in a straight line into the 3D object area without hovering over another item. With the changed functionality, you could instead double-click or click once to select then click again to equip/use an item. Thoughts?

One thing you can do is have a dedicated button for use/equip. So you can have a single interface element on the left side and then if you click the item name you get to see the 3D model. That way you don't have to worry about double clicking or confirmation dialogue boxes.
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Jesus Lopez
 
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Post » Thu May 17, 2012 9:09 am

Eagerly awaiting for this to be released. Good to see you guys modding Skyrim :)
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Sheila Esmailka
 
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Post » Thu May 17, 2012 2:51 am

Mr. Swiveller approves of this interface and hence offers you a glass of rosy wine (or lemonade, if you so prefer).
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Makenna Nomad
 
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Post » Thu May 17, 2012 4:10 pm

All I did was look at the first screenshot, but YES. YES, this is what I've finally been waiting for. A better UI that pretty much matches the vanilla UI (which I like).

Thank you so much for taking this on, I'll be tracking this baby.

The only thing I'd point out, if no one has already, is that some of the icons are too curvy (wavy?) and don't match the feel of the rest of Skyrim's vanilla icons... but this is minor. All I'd do is make them "edgier" and have more straight lines.
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Brooke Turner
 
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Post » Thu May 17, 2012 12:55 pm

I want this UI so much already. go go go, RELZ. =P
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Verity Hurding
 
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Post » Thu May 17, 2012 7:48 am

This is exactly what we plan on doing. Now this doesn't mean we will never allow our UI to be customized, this is also a high priority since we know many users have different preferences on how his/her UI should look/feel. We will probably start adding the ability to customize things such as icons after our first release. So for anyone who may not like the current icons, there will eventually be an option to replace them with whatever you like.

With that said.. onto functionality =) We are looking for constructive feedback on some of the UI functionality we plan to implement. To start off here is one bit of functionality we need input on:

1. Equipping inventory items with single mouseclick
- We were thinking of changing this functionality to instead require 2 mouseclicks OR double-click. Our reason being is because sometimes you might misclick and accidentally use a potion that you didn't intend to use. Another reason is if you want to rotate an item's 3D object you literally have to move your mouse in a straight line into the 3D object area without hovering over another item. With the changed functionality, you could instead double-click or click once to select then click again to equip/use an item. Thoughts?

Maybe instead of double clicking, a "Are you sure you want to use this?" pop-up for consumables only?
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Leanne Molloy
 
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Post » Thu May 17, 2012 5:26 am

Maybe instead of double clicking, a "Are you sure you want to use this?" pop-up for consumables only?
God no, in the middle of a battle if I want to scoff down ten potions I don't want to have to click yes I'm sure every time.
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Sabrina garzotto
 
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Post » Thu May 17, 2012 1:44 pm

God no, in the middle of a battle if I want to scoff down ten potions I don't want to have to click yes I'm sure every time.
Ctrl+Click (or other configurable combination) could be setup to bypass the check dialog.
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Katey Meyer
 
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Post » Thu May 17, 2012 5:13 pm

Maybe instead of double clicking, a "Are you sure you want to use this?" pop-up for consumables only?

Has anyone ever misclicked a potion or an item for that matter? I never have. I would prefer single-clicks all around and a single click on the item model to be able to view it. Double click would not be a good thing, so if SkyUI implements that, allow it to be disabled.

What I would want (and I actually haven't tested this to see if it works) is Shift/Ctrl clicking for selecting all items or one item at a time. I typically deposit lots of item stacks in chests (ore, ingredients) and I hate having to hit "click" then "e" to accept. Morrowind let you shift-click to take all items in a stack or ctrl-click to take one item off a stack.
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lisa nuttall
 
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Post » Thu May 17, 2012 2:22 am

UI looks good. Much, much better than the Vanilla UI. I can only hope that it is released some time soon :)

Has anyone ever misclicked a potion or an item for that matter?
Misclicked? No, Hit E instead of R on around 10 potions before I realised I was hitting the wrong key... yes.
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Katey Meyer
 
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Post » Thu May 17, 2012 3:45 pm

Is it possible to add the ability to list contents of containers with categories?
Another feature I would love is the ability to access my followers inventory at the click of a button on my own inventory provided they are standing next to me.

Really looking forward to this man!
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YO MAma
 
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Post » Thu May 17, 2012 3:28 pm

God no, in the middle of a battle if I want to scoff down ten potions I don't want to have to click yes I'm sure every time.

Good point - could it be disabled in combat, like the ability to use an enchanter or an alchemy set is, or bypassed entirely if you don't mind accidentally quaffing a potion from time to time when you're trying to store it?
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Scott Clemmons
 
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Post » Thu May 17, 2012 2:31 am

It's a shame that the scaleform player can't parse XML, would be much neater having settings stored in an xml file instead of an ini :P
Anyone fancy writing a parser in AS2? /joke
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Nadia Nad
 
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Post » Thu May 17, 2012 7:57 am

If this works, can you make a grid inventory mod? I know that I, and many others prefer to see a grid where we can easily see everything we have rather than having to scroll through lists and even more lists, like in Morrowind.
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Jake Easom
 
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Post » Thu May 17, 2012 10:16 am

If this works, can you make a grid inventory mod? I know that I, and many others prefer to see a grid where we can easily see everything we have rather than having to scroll through lists and even more lists, like in Morrowind.
Grid view is not planned. What good is it if you have 50 items per page but only 10 different icons, then you have to hover all of them to see if its the one you want. I prefer lists over that, plus it's much easier to pull off.

Still making progress btw :) Recent changes:
- Fixed most issues. The scrollbar is still a bit wonky, and when using an item with E it jumps to a random list position. But besides that, but those are the only issues left I'm aware of at the moment.
- Tweaked keyboard usability. You can now scroll list pages with the page up/page down keys, and when no entry is selected, pressing up will start selecting the last entry, and pressing down the first. So this should allow intuitive and fast keyboard navigation through the lists.
- Added a little animation to the category indicator so it looks smoother

A first official release will probably have to wait until the next patch though. As I understand it, due to the issues with the last patch quite a few people avoided upgrading so far. But the interface.bsa changed, the two versions are likely not compatible, so we'd have to pick one.
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daniel royle
 
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Post » Thu May 17, 2012 2:08 pm

It's a shame that the scaleform player can't parse XML, would be much neater having settings stored in an xml file instead of an ini :P
Anyone fancy writing a parser in AS2? /joke
You mean like http://www.greensock.com/xmlparseras2/?
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dell
 
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Post » Thu May 17, 2012 4:31 am

A first official release will probably have to wait until the next patch though. As I understand it, due to the issues with the last patch quite a few people avoided upgrading so far. But the interface.bsa changed, the two versions are likely not compatible, so we'd have to pick one.
I don't think this would be a problem. Sure, they changed some things in the UI, but they most likely didn't change the communication interface between game and UI. It seems unlikely to me that the UI mod would cause issues in 1.1 or 1.2 game versions.

[EDIT] I just did a rollback from 1.2 to 1.1 just by copying over the old "TESV.exe" and NOT the "Skyrim - Interface.bsa" and "Update.esm". Everything seems to run correctly. Thus i think you can safely release the mod and it should run fine on both versions.
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Elizabeth Davis
 
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Post » Thu May 17, 2012 11:37 am

UI looks good. Much, much better than the Vanilla UI. I can only hope that it is released some time soon :)


Misclicked? No, Hit E instead of R on around 10 potions before I realised I was hitting the wrong key... yes.

This. :yucky:
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Josh Dagreat
 
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Post » Thu May 17, 2012 12:18 pm

You mean like http://www.greensock.com/xmlparseras2/?
I saw that, but it depends on the intrinsic XML class :(
For some reason the scaleform vm in game doesn't like that class!

(Unless I loaded it wrongly? I do know that the versrof scaleform gfx that comes with the UDK doesn't support it though)
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Rachael Williams
 
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Post » Thu May 17, 2012 2:43 am

The UI looks great so far, looking forward to more!
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Alex [AK]
 
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