[WIPz] SkyUI

Post » Thu May 17, 2012 9:33 am

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.

Would be great to have this mod before the next patch, if it really runs without problems on V 1.1 and 1.2, but the modding team should decide when to release it.

Maybe it′s an option to release it for V 1.2, and hope that Bethesda will fix the bugs that caused by this patch soon. I can live with the problems caused by patch V 1.2, but I can′t stand the awful UI any more... Stopped playing the game since a few days, I′ll make a fresh restart when the UI-Mod comes out.
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louise tagg
 
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Post » Thu May 17, 2012 6:53 am

[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.
Alright, thanks. I've tested it myself now and it's still working (and ESC exits the menu).

One thing that might be removed again for now is the equipped items on top. I know it has been requested and it seems practical at first, but after testing it a bit, it's rather annoying to me. Let's say you have a list with 100 entries, and you're at position 80. Now if you equip something down there, the item is moved to the top (so it disappears), and the whole list is updated to everything moves one entry towards the bottom, which means you don't recognize it anymore (the whole list changes in an instant). You have to rescan everything with your eyes, and I find it irritating, even if its just a single page that's reordered. At some later point we can add it back as a configurable option.
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Angelina Mayo
 
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Post » Thu May 17, 2012 10:40 am

Alright, thanks. I've tested it myself now and it's still working (and ESC exits the menu).

One thing that might be removed again for now is the equipped items on top. I know it has been requested and it seems practical at first, but after testing it a bit, it's rather annoying to me. Let's say you have a list with 100 entries, and you're at position 80. Now if you equip something down there, the item is moved to the top (so it disappears), and the whole list is updated to everything moves one entry towards the bottom, which means you don't recognize it anymore (the whole list changes in an instant). You have to rescan everything with your eyes, and I find it irritating, even if its just a single page that's reordered. At some later point we can add it back as a configurable option.
How many item viewable at once are there in the current version? The 36 item view at once was great, but a config version would be best as some people may not have as good eye sight as others.
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Devils Cheek
 
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Post » Thu May 17, 2012 6:47 am

I think it's convenient schlangster, but not functional due to the facts you mentioned.

Following this thread closely, can't wait to try it out.
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Jennifer May
 
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Post » Thu May 17, 2012 5:22 pm

One thing that might be removed again for now is the equipped items on top. I know it has been requested and it seems practical at first, but after testing it a bit, it's rather annoying to me. Let's say you have a list with 100 entries, and you're at position 80. Now if you equip something down there, the item is moved to the top (so it disappears), and the whole list is updated to everything moves one entry towards the bottom, which means you don't recognize it anymore (the whole list changes in an instant). You have to rescan everything with your eyes, and I find it irritating, even if its just a single page that's reordered. At some later point we can add it back as a configurable option.

I feel the same way.
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Anthony Rand
 
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Post » Thu May 17, 2012 9:57 am

Alright, thanks. I've tested it myself now and it's still working (and ESC exits the menu).

One thing that might be removed again for now is the equipped items on top. I know it has been requested and it seems practical at first, but after testing it a bit, it's rather annoying to me. Let's say you have a list with 100 entries, and you're at position 80. Now if you equip something down there, the item is moved to the top (so it disappears), and the whole list is updated to everything moves one entry towards the bottom, which means you don't recognize it anymore (the whole list changes in an instant). You have to rescan everything with your eyes, and I find it irritating, even if its just a single page that's reordered. At some later point we can add it back as a configurable option.

I have no idea how practical this is in the scripting, but from a usability standpoint I think what you want is the option of having equipped items show up in a fixed header. So you can always see what you've got equipped as you scan the inventory; equipped items show up twice (once in the fixed header and once inline in the list). So changing what you have equipped only changes what shows up in the header and doesn't affect the sorted list at all. The one issues is that there could be some issues with how much screen real estate this eats up at low resolutions.
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Nick Swan
 
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Post » Thu May 17, 2012 9:35 am

Or do that but don't have the top elements fixed. However some cheeky hacking would have to be done so that when list elements get pushed/popped from the top of the list, the list itself doesn't move!
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Anna S
 
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Post » Thu May 17, 2012 7:34 am

Just add a checkbox (or similar) if items should be at the top or not.
I'd go for equipped items at the top any day. The "QD inventory" I'm using atm have it that way, and I think it's perfect.

Another feature I'd like is a "last opened category" memory (if it's possible/not already in).
E.g. I'm showing only potions and exit the inventory. When I open the inventory again, I'd like the same screen, only potions, to still be opened and at the position where it was the last time, instead of going back to a default category. Why? Because it's more common for me to want to go back to the same category than not.
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TRIsha FEnnesse
 
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Post » Thu May 17, 2012 10:15 am

[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.

Have you tried lockpicking yet? With the default key bindings the movement keys don't work and you can't exit the screen without successfully picking the lock or using all your picks. So not a good idea...
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Ria dell
 
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Post » Thu May 17, 2012 5:03 am

Alright, thanks. I've tested it myself now and it's still working (and ESC exits the menu).

One thing that might be removed again for now is the equipped items on top. I know it has been requested and it seems practical at first, but after testing it a bit, it's rather annoying to me. Let's say you have a list with 100 entries, and you're at position 80. Now if you equip something down there, the item is moved to the top (so it disappears), and the whole list is updated to everything moves one entry towards the bottom, which means you don't recognize it anymore (the whole list changes in an instant). You have to rescan everything with your eyes, and I find it irritating, even if its just a single page that's reordered. At some later point we can add it back as a configurable option.
Then what about having a duplicate entries for equipped items--once at the top so you can see all equipped items easily, and then again where's it's actually sorted to so you can see it amongst everything. Best of both worlds, imo. Though if it's only one way or the other, I'd rather just have my equipped items together.

Kinda like the above user said, but I don't feel like there's any reason to have my currently equipped stuff "stickied" to the top of the screen as I scroll through the list. Just having it at the top together for easy viewing is enough for me.
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Nicole Elocin
 
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Post » Thu May 17, 2012 7:55 am

Wrong topic.. n/m
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Stacyia
 
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Post » Thu May 17, 2012 3:36 pm

The first 7 slots in the inventory list could be reserved for equipped items. (slots: left hand, right hand, armor, gloves, boots, ring, amulet)
Those "equipped item" slots could be duplicates of the entries further down in the list and could just be blank if nothing is equpped in the slot. This would prevent the list from jumping around when you equip/unequip things. Might be easier to do this way than having a sticky list that is always visible while scrolling.

Have you tried lockpicking yet? With the default key bindings the movement keys don't work and you can't exit the screen without successfully picking the lock or using all your picks. So not a good idea...
No, i didn't try that. Yet the mod should still be fine because inventory and lockpicking UIs are different files. But thanks for the info, i guess i'll have to roll back the Interface.bsa too, then.
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Eliza Potter
 
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Post » Thu May 17, 2012 2:03 am

Alright, thanks. I've tested it myself now and it's still working (and ESC exits the menu).

One thing that might be removed again for now is the equipped items on top. I know it has been requested and it seems practical at first, but after testing it a bit, it's rather annoying to me. Let's say you have a list with 100 entries, and you're at position 80. Now if you equip something down there, the item is moved to the top (so it disappears), and the whole list is updated to everything moves one entry towards the bottom, which means you don't recognize it anymore (the whole list changes in an instant). You have to rescan everything with your eyes, and I find it irritating, even if its just a single page that's reordered. At some later point we can add it back as a configurable option.
Only resort the list when it's opened fresh or you switch categories (or explicitly request a resort by clicking a column header if that's how things work)?
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Nicholas
 
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Post » Thu May 17, 2012 6:17 pm

They look nice.
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Shelby Huffman
 
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Post » Thu May 17, 2012 11:58 am

Only resort the list when it's opened fresh or you switch categories (or explicitly request a resort by clicking a column header if that's how things work)?
Agreed. I've noticed the vanilla game remembers the last location within each category by default and I would hate to lose that functionality.
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CHANONE
 
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Post » Thu May 17, 2012 10:49 am

Do the team have any plans regarding the World Map?

I will admit that I liked the LOD world map thing that they touted so much pre-release. However, a month later, I've come to hate it. It's always covered in clouds so I can't actually see anything. If the clouds are removed, everything's pretty damn ugly. Framerate is also less than stellar because of all the 3D topography that's being rendered.

I'd really like a return of a traditional, flat, 2D world map. Any chance of that happening?
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Richard Dixon
 
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Post » Thu May 17, 2012 4:07 am

I'd really like a return of a traditional, flat, 2D world map. Any chance of that happening?
I felt the same way as you at first, but after removing the clouds I started feeling a lot better about it. A flat 2D map would have to be a texture like Oblivion's. The new 3D map however is based on the distant LOD meshes and so if modders change the way skyrim looks, the map should update itself without any problems to reflect the changes.

It'd be nice if someone could mod in a 2D map like morrowind's that auto-updated depending on what mods you had installed, but I don't see that happening. 2D maps are easier to read, but Skyrim's map at least will auto-update like Morrowind's map where Oblivion's map didn't.
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Undisclosed Desires
 
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Post » Thu May 17, 2012 12:07 pm

Do the team have any plans regarding the World Map?

I will admit that I liked the LOD world map thing that they touted so much pre-release. However, a month later, I've come to hate it. It's always covered in clouds so I can't actually see anything. If the clouds are removed, everything's pretty damn ugly. Framerate is also less than stellar because of all the 3D topography that's being rendered.

I'd really like a return of a traditional, flat, 2D world map. Any chance of that happening?

Yes, we plan on updating all menus but focus heavily on 1-2 at a time to make sure we have a stable/functional release. We are very close to releasing a test release of SkyUI with the new inventory menu. We hope that this will help knock out any remaining bugs(if any) and provide us with more feedback for a proper release. There has been a ton of testing so far and things are looking quite good. With that said, there is still time to add your feedback regarding what should change/add before the test release.
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joannARRGH
 
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Post » Thu May 17, 2012 1:23 pm

Agreed. I've noticed the vanilla game remembers the last location within each category by default and I would hate to lose that functionality.

This functionality has not been touched and will work just as it would in vanilla.
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Olga Xx
 
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Post » Thu May 17, 2012 6:35 am

Yes, we plan on updating all menus but focus heavily on 1-2 at a time to make sure we have a stable/functional release. We are very close to releasing a test release of SkyUI with the new inventory menu. We hope that this will help knock out any remaining bugs(if any) and provide us with more feedback for a proper release. There has been a ton of testing so far and things are looking quite good. With that said, there is still time to add your feedback regarding what should change/add before the test release.

A test release would be amazing! Any idea for an ETA, or just when it's ready? Hehe :P
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Kelly Osbourne Kelly
 
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Post » Thu May 17, 2012 8:57 am

I have no idea how practical this is in the scripting, but from a usability standpoint I think what you want is the option of having equipped items show up in a fixed header. So you can always see what you've got equipped as you scan the inventory; equipped items show up twice (once in the fixed header and once inline in the list). So changing what you have equipped only changes what shows up in the header and doesn't affect the sorted list at all. The one issues is that there could be some issues with how much screen real estate this eats up at low resolutions.

I like this as an alternate idea if the other way doesn't work. Maybe make an area to the massive waste-of-space on the right? I don't need 80% of the screen for a 3D view of one item.
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how solid
 
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Post » Thu May 17, 2012 5:40 pm

Who will get a test version? Maybe it′s a good idea to release a beta or a WIP version, to get as many feedback as possible.

By the way, I would test it with joy! ;-)
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Sarah MacLeod
 
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Post » Thu May 17, 2012 1:03 pm

Looks great cheers I do have a question though. Is this compatible with a gamepad?
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Amanda savory
 
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Post » Thu May 17, 2012 12:23 pm

If you need a guinea pig I'm up for it :)
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Dylan Markese
 
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Post » Thu May 17, 2012 5:08 am

Only resort the list when it's opened fresh or you switch categories (or explicitly request a resort by clicking a column header if that's how things work)?
Just put a header over the equippedness column. Click to sort, like any other.

On a similar note: while I agree that a column actually displaying value/weight is overdoing it, a way to sort by that ratio is all anyone really wants. Maybe put a dummy header between the two columns, just a % symbol or similar, to allow that.
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N3T4
 
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