[WIPz] SkyUI

Post » Thu May 17, 2012 12:54 pm

Since there are not enough UI threads already, I thought I might add another one :)

The main goals of SkyUI are to rework the user interface and make it easier to use with mouse and keyboard, less wasteful of space and nicer to look at.

Overall we'll try to do that while keeping true to the existing style so everything looks as if it was there in the first place.
I'm saying we because I'm not in this alone. Currently the team consists of T3T for icons/art, and Kratos, Gopher and me for the programming. Also, Gibbed is working on a SKSE plugin to expose more game data to the interface, which we can then use to display individual weapon type icons and more.

The first menu we're taking on is the inventory. Here are a few screenshots that show the current status:
https://picasaweb.google.com/111359252630652788526/SkyUI?authuser=0&feat=directlink

The layout is loosely based on the mockup created by Wakeupbrandon.
Since my last progress report in the other thread the positioning has been mostly finished, the menu has been successfully converted to a single panel instead of two and keyboard navigation is working. There are still some pretty annoying issues to iron out, but overall it should hopefully be presentable soon. Unless the patch destroys all efforts of course :)

Oh and before I forget it, as a byproduct we also plan to release the decompiled and reconstructed (but unmodified) resources as sort of an unofficial UI SDK. Since we're busy doing changes at the moment, it would be good if we could find 1-2 more people to work on that part.

Anyway, I'll post new screens as progress is made. If you have comments/suggestions, feel free to share them.
User avatar
Tyrel
 
Posts: 3304
Joined: Tue Oct 30, 2007 4:52 am

Post » Thu May 17, 2012 1:13 pm

Well... my first suggestion is that the icons look too organic. I actually really like the sort of Celtic-Nordic geometric vibe the default UI has, so I'd love to see the icons done more inline with that aesthetic.

Second, I'd love to have attack speed displayed on weapons.

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).

That's all I've got right now.

[EDIT] Oh, I forgot to give some words of encouragement. Looks great! Yay! Also, please don't mistake my glibness for insincerity. It's the best revamp I've seen so far.
User avatar
Genevieve
 
Posts: 3424
Joined: Sun Aug 13, 2006 4:22 pm

Post » Thu May 17, 2012 8:12 am

Screenies look great. While interacting with containers and NPCs, I find that the "hot spot" (the clickable area) for the inventory categories doesn't cover all of the space it should. So inventories get accidentally closed with frustrating regularity. The buttons at the top might be a good solution to the issue, but will a mis-aimed click still close it? Looks good so far and I'm very much looking forward to seeing the finished product.
User avatar
Elea Rossi
 
Posts: 3554
Joined: Tue Mar 27, 2007 1:39 am

Post » Thu May 17, 2012 9:53 am

I think the links to the photos have some sort of issue. When I click on them they bring up an advertisemant for an x-rated chat in addition to the photo.
User avatar
JUDY FIGHTS
 
Posts: 3420
Joined: Fri Jun 23, 2006 4:25 am

Post » Thu May 17, 2012 7:42 am

I love the UI save the icons as ishmaeltheforsaken notes. They aren't horrible or anything, I just don't feel like they match the rest of the UI super well.
User avatar
I love YOu
 
Posts: 3505
Joined: Wed Aug 09, 2006 12:05 pm

Post » Thu May 17, 2012 11:37 am

Since there are not enough UI threads already, I thought I might add another one :)

The main goals of SkyUI are to rework the user interface and make it easier to use with mouse and keyboard, less wasteful of space and nicer to look at.

Overall we'll try to do that while keeping true to the existing style so everything looks as if it was there in the first place.
I'm saying we because I'm not in this alone. Currently the team consists of T3T for icons/art, and Kratos, Gopher and me for the programming. Also, Gibbed is working on a SKSE plugin to expose more game data to the interface, which we can then use to display individual weapon type icons and more.

The first menu we're taking on is the inventory. Here are a few screenshots that show the current status:
http://img5.imagevenue.com/img.php?image=03154_TESV2011_11_2923_00_41_58_122_381lo.jpg
http://img244.imagevenue.com/img.php?image=03154_TESV2011_11_2922_59_21_04_122_256lo.jpg
http://img224.imagevenue.com/img.php?image=03155_TESV2011_11_2922_59_02_69_122_1124lo.jpg

The layout is loosely based on the mockup created by Wakeupbrandon.
Since my last progress report in the other thread the positioning has been mostly finished, the menu has been successfully converted to a single panel instead of two and keyboard navigation is working. There are still some pretty annoying issues to work out, but overall it should hopefully be presentable soon. Unless the patch destroys all efforts of course :)

Oh and before I forget it, as a byproduct we also plan to release the decompiled and reconstructed (but unmodified) resources as sort of an unofficial UI SDK. Since we're busy doing changes at the moment, it would be good if we could find 1-2 more people to work on that part.

Anyway, I'll post new screens as progress is made. If you have comments/suggestions, feel free to share them.
Awesome, this looks to be the best made UI mod so far, the other two ones I have seen have some issue and don't look as polished. Do the sorting features work or is this a mock up? I hear there are issue with the crafting screens, that each need to be individually address and a one size fits all model does not work, are you making each optimized for itself? Other UI mod had an issue with delay as you move through catagories, does your mod have any delay as you move from items to magic,etc? Is your hud mod a separate download?

Are you planing on FWE/PN giant options menu mod for SR?
User avatar
Cat
 
Posts: 3451
Joined: Mon Dec 18, 2006 5:10 am

Post » Thu May 17, 2012 3:27 pm

Looks great. Needs to be scaled down by 50% imo.
User avatar
Leticia Hernandez
 
Posts: 3426
Joined: Tue Oct 23, 2007 9:46 am

Post » Thu May 17, 2012 2:28 pm

The icons are based on previous entries in the elder scrolls games Universal Interface. They're like easter eggs to series faithful.
User avatar
Chloe Lou
 
Posts: 3476
Joined: Sat Nov 04, 2006 2:08 am

Post » Thu May 17, 2012 7:15 am

The screenshots look awesome. Why'd you take them down?
User avatar
Dean Brown
 
Posts: 3472
Joined: Fri Aug 31, 2007 10:17 pm

Post » Thu May 17, 2012 10:18 am

Because there are people who still don't use adblockers and they're seeing some questionable ads on the image hosts we were using. We're looking for an alternative host.
User avatar
Carlos Rojas
 
Posts: 3391
Joined: Thu Aug 16, 2007 11:19 am

Post » Thu May 17, 2012 11:34 am

You haven't heard of imgur? Seriously? =P

www.imgur.com.

Free image hosting. No ads. Unlimited bandwith.
User avatar
FABIAN RUIZ
 
Posts: 3495
Joined: Mon Oct 15, 2007 11:13 am

Post » Thu May 17, 2012 2:39 pm

Thanks for the link. I'll pass it up to the bossman.

EDIT: We might be using Picasa.
User avatar
Jimmie Allen
 
Posts: 3358
Joined: Sun Oct 14, 2007 6:39 am

Post » Thu May 17, 2012 7:18 am

Look fantastic aside from the icons, as some others have noted. I'd like it if they followed Skyrim's Nordic/Celtic theme, as ishmaeltheforsaken said.
User avatar
Svenja Hedrich
 
Posts: 3496
Joined: Mon Apr 23, 2007 3:18 pm

Post » Thu May 17, 2012 8:21 am

As several has said, the icons are not up to snuff. They need to be more inline with the setting, Nordic/Celtic/something.
Not dizzing you T3T, you make great icons. Thanks for all your work in the past. just remake these a little to fit better in,
thank you.

@Sclangster - there is a similar mod out, and it has a feature that I personally see as absolutely necessary. It shows each
items V/W. This makes it a thousand times easier to decide what to pick up and what to ditch when over-encumbered deep,
deep down in that Dwemer fort.

Please, also make sure in the weapon and apparel menus that what you wear, is always shown at the top of the menu.
User avatar
Hayley O'Gara
 
Posts: 3465
Joined: Wed Nov 22, 2006 2:53 am

Post » Thu May 17, 2012 11:19 am

Will it be possible to group equipped items at the top of the item list? It's probably my most wanted feature. I hate having to scroll around to see what I'm wearing.
User avatar
Ashley Tamen
 
Posts: 3477
Joined: Sun Apr 08, 2007 6:17 am

Post » Thu May 17, 2012 6:03 pm

Awesome, this looks to be the best made UI mod so far, the other two ones I have seen have some issue and don't look as polished. Do the sorting features work or is this a mock up? I hear there are issue with the crafting screens, that each need to be individually address and a one size fits all model does not work, are you making each optimized for itself? Other UI mod had an issue with delay as you move through catagories, does your mod have any delay as you move from items to magic,etc? Is your hud mod a separate download?
The sorting works, it's not a mockup. Currently we only modify inventorylists.swf, not itemmenu.swf etc., so stuff like magic is unchanged. For barter we might have to make some adjustments, though I haven't thought too much about it yet tbh.Overall I'd like to attempt doing some kind of split-view barter menu. gonna have to see if/how that's possible.
Are you planing on FWE/PN giant options menu mod for SR?
Maybe with some additional manpower we could consider that. Pelinor, you around? :)
User avatar
El Goose
 
Posts: 3368
Joined: Sun Dec 02, 2007 12:02 am

Post » Thu May 17, 2012 5:16 pm

I could seriously see myself using this UI. Any chance you could add a damage/armor rating option to the list?
User avatar
Amy Masters
 
Posts: 3277
Joined: Thu Jun 22, 2006 10:26 am

Post » Thu May 17, 2012 6:06 am

I could seriously see myself using this UI. Any chance you could add a damage/armor rating option to the list?
It's already there as you can see https://picasaweb.google.com/lh/photo/Y9pseYNYlCRyDF5E2OTYDtMTjNZETYmyPJy0liipFm0?feat=directlink but only displayed when in the respective category.
User avatar
Solène We
 
Posts: 3470
Joined: Tue Mar 27, 2007 7:04 am

Post » Thu May 17, 2012 3:07 am

I'm in love with you guys now. What's stopping you guys from a full release? O.o
User avatar
JLG
 
Posts: 3364
Joined: Fri Oct 19, 2007 7:42 pm

Post » Thu May 17, 2012 4:27 pm

I'd get used to the icons.
User avatar
Laura Shipley
 
Posts: 3564
Joined: Thu Oct 26, 2006 4:47 am

Post » Thu May 17, 2012 2:22 pm

Overall I'd like to attempt doing some kind of split-view barter menu. gonna have to see if/how that's possible.

Any chance of being able to have multiple items on either side grouped in a single transaction (a la Morrowind or [I think] New Vegas)?
User avatar
Phillip Hamilton
 
Posts: 3457
Joined: Wed Oct 10, 2007 3:07 pm

Post » Thu May 17, 2012 12:15 pm

I'd get used to the icons.

Are the icons something that it would be relatively painless to replace independently of everything else? The icons as they are really are something that could (I won't say will until I've assessed the UI's ease-of-use first-hand) prevent me from using the mod. Obviously, I won't ask you to do more work just for my sake. But I'd love to know if, upon release, it would be possible for me to do up my own icons and just swap them out.
User avatar
Alyna
 
Posts: 3412
Joined: Wed Aug 30, 2006 4:54 am

Post » Thu May 17, 2012 5:39 am

What about putting the category names in a small font just above or under the icons? And then distinguish the currently active category through either making that icon and name larger, bolder, or brighter? (Which might mean making the unselected items slightly smaller and/or dimmer. It might also mean abbreviating ingredients.) I think slightly dimmed icons for the non-selected categories would be nice.
User avatar
Lisha Boo
 
Posts: 3378
Joined: Fri Aug 18, 2006 2:56 pm

Post » Thu May 17, 2012 11:38 am

"Gibbed is working on a SKSE plugin to expose more game data to the interface, which we can then use to display individual weapon type icons and more." -- Excellent news, from playing around with function calls within the in game scaleform player it seems that the functions available to be called are determined by which video is playing.. which seems strange (e.g. you can't call ShowTweenMenu from console.swf but you can from magicmenu.swf)
User avatar
koumba
 
Posts: 3394
Joined: Thu Mar 22, 2007 8:39 pm

Post » Thu May 17, 2012 4:39 am

I don't get the dislike of the icons they fit nicely imo.
Looking great guys as usual, keep it up :)
User avatar
Jenna Fields
 
Posts: 3396
Joined: Mon Dec 11, 2006 11:36 am

Next

Return to V - Skyrim