[WIPz] SkyUI

Post » Thu May 17, 2012 6:46 am

Looks pretty good. Like everyone else has said, the icons seem a little out of place, but it's not a deal breaker for me or anything.

I know this will be an unpopular question as people will misconstrue its meaning, but does the controller still work in your menu?

No, I am not suggesting that you "consolize" the menu or gear it towards controllers, nor would I want to use a UI like that, I am only asking whether or not a joypad can navigate the menus successfully by using the standard anolog stick for selecting menu items, A for toggling menu items, bumpers for switching between sub-tabs, and triggers for switching between full tabs. Just to be clear.
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Iain Lamb
 
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Post » Thu May 17, 2012 5:27 am

Third, it'd be great if equipped items could be displayed at the top of whichever section they're in (regardless of how you're sorting them... in armor, for example, sorting by weight, you'd have your equipped items sorted by weight and then everything else sorted by weight).

I'd like this, too... or a paper doll.


And weapon swing speed. And resistance totals near the armor on the bottom.
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marina
 
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Post » Thu May 17, 2012 9:51 am

I would rather have functionality first rather than trying to "localize" the UI so it fits in more cleanly with the world. A first pass on just getting something to show more information at once will expose the limitations and requirements of getting that far, which is important to find out sooner rather than later.

So, in this case, I say leave the skinning (and the complaints about skinning) for later and just try to make the most usable, PC-esque, non-console-limitation-ridden UI possible.


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?
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Ashley Tamen
 
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Post » Thu May 17, 2012 7:08 am

This is looking great! Just a few questions.

What about access to the other menus; magic, map, skills? It would be nice to have a small selection area at the top where you can switch to your magic/map/skill with just one click.

Also, I would like to see my magika and stamina along with health in the menu. It's nice when I am drinking potions during a fight.

Otherwise it is looking fantastic and a little customization with install is always a nice bonus in mods.
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SEXY QUEEN
 
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Post » Thu May 17, 2012 7:07 am

This is looking great! Just a few questions.

What about access to the other menus; magic, map, skills? It would be nice to have a small selection area at the top where you can switch to your magic/map/skill with just one click.

Also, I would like to see my magika and stamina along with health in the menu. It's nice when I am drinking potions during a fight.

Otherwise it is looking fantastic and a little customization with install is always a nice bonus in mods.

The ability to choose magic/map/skills from the same panel is on our TODO list. It probably won't be in our first release though since we our focusing on the Item menu first.
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emma sweeney
 
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Post » Thu May 17, 2012 12:39 pm

Watching a number of these UI threads now. This one looks nice as well. I like the layout and the icons.
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Jay Baby
 
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Post » Thu May 17, 2012 8:47 am

I highly prefer THESE icons

use these if you can, please. or just leave icons out so we can use these

http://www.skyrimnexus.com/downloads/file.php?id=1096
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Heather Dawson
 
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Post » Thu May 17, 2012 2:51 pm

I think you guys got a pretty good handle on what needs to be done.

I'd like to try the double click but not sure about it.

Would like to share my two biggest gripes with the UI.

1) question boxes (yes/no) that don't have button control and requires mouse input. Two ways to fix: Either make sure all questions can be answered with a button OR the cursor centers on the box when it pops up.

2) Accidentally taking all from a container. In my home i have massive amounts of stuff and without a "are you sure" prompt for the take all option it gets tedious placing everything I want in a container over and over again. I don't know how this can be solved because we obviously don't want that prompt on every single container.

I'll be keeping an eye on this one as it looks most promising. Thanks for your consideration and good luck.
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rae.x
 
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Post » Thu May 17, 2012 9:33 am

[snip]

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?
I think single click select, double-click equip/use would be perfect. A double-click isn't really any slower than a single click, but the distinction between selecting-in-inventory and equipping/using-from-inventory would really improve usability for me.

And I realise it won't fall under early release or basic functionality, but a "paper doll" character view (perhaps a selected item/paperdoll toggle in the viewing space?) would be an awesome addition.
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Roberta Obrien
 
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Post » Thu May 17, 2012 4:02 am

2) Accidentally taking all from a container. In my home i have massive amounts of stuff and without a "are you sure" prompt for the take all option it gets tedious placing everything I want in a container over and over again. I don't know how this can be solved because we obviously don't want that prompt on every single container.

Yes, please. So horrible when you tab R instead of E or if you think you are in your inventory and you press R (to remove an item) which happens to be take all if you are in the chest. Who came up with the idea of having that the same key by default... some evil interface designer lurking about out there?
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Jaki Birch
 
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Post » Thu May 17, 2012 2:43 pm

What about the favorite UI? I think its way to small and makes it difficult to use. Item sorting here would be perfect :)

Slarur
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electro_fantics
 
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Post » Thu May 17, 2012 7:00 am

What about the favorite UI? I think its way to small and makes it difficult to use. Item sorting here would be perfect :)

Slarur

SkyUI already has sorting functionality. You can currently sort by Name, Weight, Value, Damage/Armor. When you click on one of the headers to sort, the green arrow icon will update it's position next to the header and either face up or down depending on the sort. We are currently adding the equip sort feature to show equipped items on top.
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Claire Lynham
 
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Post » Thu May 17, 2012 4:40 pm

SkyUI already has sorting functionality. You can currently sort by Name, Weight, Value, Damage/Armor. When you click on one of the headers to sort, the green arrow icon will update it's position next to the header and either face up or down depending on the sort. We are currently adding the equip sort feature to show equipped items on top.

That's great, but i was talking about the Favorites UI, when pressing Q. Im choosing my shouts and spells from there too, but it's difficult when everything is just a mess there..
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Niisha
 
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Post » Thu May 17, 2012 4:11 pm

That's great, but i was talking about the Favorites UI, when pressing Q. Im choosing my shouts and spells from there too, but it's difficult when everything is just a mess there..

Ah, I misread what you typed. Sorting the Favorites UI is on the TODO list=).
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Evaa
 
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Post » Thu May 17, 2012 3:49 am

Yes, I misunderstood you. Sorting the Favorites UI is on the TODO list=).

Wonderful :)

I was wondering about something else..
Schlangster mentioned on the intro post, and i quote: "Also, Gibbed is working on a SKSE plugin to expose more game data to the interface."
Does this mean its possible to add somekind of a "hero stats" overview, showing the most essential stats, like total magic resistance, plus fire, frost, shock and poison resistance?

Slarur
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Jessica Nash
 
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Post » Thu May 17, 2012 5:47 pm

Well, if this gets released without any bugs, I'm gonna use it :D
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Jennifer Munroe
 
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Post » Thu May 17, 2012 6:05 am

Looks great! How will multiple containers work, though?
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Fluffer
 
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Post » Thu May 17, 2012 6:18 am

You have some http://www.skyrimnexus.com/downloads/file.php?id=667. It's quite good. (Blows away the vanilla version.) I'm looking forward to trying your mod upon release. I like your aesthetic. The font the other mod creator used in his or her images probably deterred many. However, when you install the mod your font doesn't change. It stays at your native setting. You won't have that issue. Your mod looks great in all the screens.

Beth could learn from both of these two modders. Great work. :)
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Auguste Bartholdi
 
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Post » Thu May 17, 2012 5:33 am

I'm not used to working with elder scrolls fans. I have modded for fallout for years and never seen such negativity for my work contained on two pages in a row.

I simply said get used to it because I honestly didn't know how to react to the rhetoric being used. The icons follow a style the team likes and frankly all I'm hearing is "more cletic" and frankly theres nothing cletic about the UI imo sans the pointer and the menu arrow.
I have no idea why people don't like the icons, I think they're great. :shrug:

Good to see you working your icon magic here. :)
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Emily abigail Villarreal
 
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Post » Thu May 17, 2012 1:17 pm

Love the UI so far and the Icons. Keep up the great work.
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Brooks Hardison
 
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Post » Thu May 17, 2012 6:05 am

I really like the UI. I'm also having problems with the icons, but I can see how any type of icon set would look odd in Skyrim's UI unless it was made of celtic symbols which don't tell you anything about the categories.
For the future, a set of icons that looks like the ones from the map/compass might be something to look into. It probably won't be perfect, but at least it would be a style that's already in the game, and not a completely new one.

About controls: Do you have any idea how you are going to do container menus? Because they were (and still are) the most annoying menus for me. I use Space to open a container, and I feel that I should also use Space to close it again, if I only want to have a quick look. And a mouse-click in the container menu should not *equip* the item, it should store it in the container or take it from the container. Things like these really drove me crazy, when I opened a container I always take the first item by accident if there's nothing interesting in it, and if I have a couple of armor items that I want to stow away, I end up wearing them.

Also, one thing I had wondered about yesterday: If we put the categories at the top while also keeping a vertical list, how are we going to switch with keyboard controls?
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Sudah mati ini Keparat
 
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Post » Thu May 17, 2012 2:17 pm

t3t is working on this too?

Hmmm ... here we all thought the UI would be done by Darn (I saw him around here a few times - not since the start). But you guys did good works on the fallout games, so I look forward to seeing more of this.

as a suggestion/request .... we need more info from the UI. There are several stats on weapons that do matter especially if you get into combat mods.

For Oblivion an indispensible mod for me is http://www.tesnexus.com/downloads/file.php?id=31855, which gives pop uo info on weapon speed, reach, damage rate, etc.

Also categories in each section would be nice.

Are you going to address anything about quests or maps?
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Sheila Esmailka
 
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Post » Thu May 17, 2012 6:27 pm

looks amazing, add in favorite :)
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Robyn Lena
 
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Post » Thu May 17, 2012 8:31 am

I like this mod -- sorting would address one of my big problems with the current interface.

From my point of view, the UI should easily tell me things that I, the player, should know, things like: which stuff is the heaviest, which has been recently added, which stuff do I have equipped, and so on... And, of course, sorting by weight will let me know which items are the heaviest.

That said, the existing interface has icons (and there are loading hints about them) and I cannot tell if those icons are still supported in the new ui. And I would have to examine your screenshots again to tell if I understand all the new icons (but I think I understand them).

But, also, I like the suggestion about a confirm for "take all" -- I think that that would save me a lot of grief and apathy. I think that we should get a confirm in two cases: If we have put anything into that container after we opened it, OR if we would be over-encumbered after taking everything.

Finally, I have to agree that a value/weight column can be very useful (and does not need any script extender support).
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sarah taylor
 
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Post » Thu May 17, 2012 3:19 pm

Have you guys also added categories to chests?

I mean, my chest in my house takes 5 minutes to scroll from bottom to top, it's impossible to find anything I want.
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kat no x
 
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