[RELz] SkyUI

Post » Sat May 19, 2012 8:04 am

Thanks for the heads up Kratos. You can tell I'm addicted to custom HUDs. Blame DarN. :)
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Hayley Bristow
 
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Post » Sat May 19, 2012 10:24 am

Thanks for the heads up Kratos. You can tell I'm addicted to custom HUDs. Blame DarN. :smile:
DarN's UIs were BEAUTIFUL and made Oblivion far more playable. In fact, I reinstalled Ob the otherday, and couldn't figure out the UI at first, because I couldn't remember playing with the vanilla. DarN's was one of the first mods I installed every time I play OB.
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Andrew Perry
 
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Post » Sat May 19, 2012 9:15 am

DarN's UIs were BEAUTIFUL and made Oblivion far more playable. In fact, I reinstalled Ob the otherday, and couldn't figure out the UI at first, because I couldn't remember playing with the vanilla. DarN's was one of the first mods I installed every time I play OB.

DarN actually was with us when we first began our work on SkyUI. We originally were going to help him recreate DarN UI for Skyrim but then he disappeared and haven't heard from him since.
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Kristina Campbell
 
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Post » Sat May 19, 2012 8:19 am

Regarding the Magic Menu and Active Effects - we'll make sure you can get the information you need. I haven't looked at what is exposed through the Scaleform/Actionscript for these items, but I am well versed in uncovering and decoding the EffectItem class which acts as the base of all MagicItems (Spells, Enchantments, Potions, Shouts, Powers). So if the info isn't exposed, we'll expose it through SKSE's interface. There should be no reason we can't sort by effect name or effect type (from which you could figure things like frost, fire, lightnight, light, paralysis, conjuration) or by school.
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cheryl wright
 
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Post » Sat May 19, 2012 9:23 pm

i have to say i am really liking the direction skyui is taking i have skyrim for pc and the xbox 360 i prefer the pc version due to mods and customization i just started using skyui like a week ago and now cant live with out it my brother even installed it after he saw i was using it and asked what it was. I am looking forward to all the things this project has to offer. keep up the awesome work and thanks a bunch.
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Liv Brown
 
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Post » Sat May 19, 2012 5:33 am

I think I missed where we can hide the sneak eye?

Again great work guys, I've a link to this mod to all my FB friends who play Skyrim. (yes all 6 of them!)
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Louise
 
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Post » Sat May 19, 2012 7:46 pm

Regarding the Magic Menu and Active Effects - we'll make sure you can get the information you need. I haven't looked at what is exposed through the Scaleform/Actionscript for these items, but I am well versed in uncovering and decoding the EffectItem class which acts as the base of all MagicItems (Spells, Enchantments, Potions, Shouts, Powers). So if the info isn't exposed, we'll expose it through SKSE's interface. There should be no reason we can't sort by effect name or effect type (from which you could figure things like frost, fire, lightnight, light, paralysis, conjuration) or by school.

Thanks for the offer, we can definitely use the help getting more info before we release the Magic Menu. As for what is exposed through Scaleform/Actionscript, here is a list :

magicSchoolNamecastTimecastLevelmagicSchoolLevemagicSchoolPctspellCostunlocked0word0word1typetimeRemainingnegativeEffectname

So we do have the ability to sort by school but not by effect since we don't receive data for it.
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Kitana Lucas
 
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Post » Sat May 19, 2012 5:33 pm

At this time, this is just about the inventory. And there is no sneak eye:-) I am using other mod for that with no problems (sorry, no link).

I think I missed where we can hide the sneak eye?
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IM NOT EASY
 
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Post » Sat May 19, 2012 11:20 am

Thanks for the offer, we can definitely use the help getting more info before we release the Magic Menu. As for what is exposed through Scaleform/Actionscript, here is a list :
 magicSchoolName castTime castLevel magicSchoolLeve magicSchoolPct spellCost unlocked0 word0 word1 type timeRemaining negativeEffect name 
So we do have the ability to sort by school but not by effect since we don't receive data for it.

Thanks. SkyEdit has decoded quite a bit of the on-disk representation information. That should work pre-CK. Usually I use the CK information to decode this, but I think between the two corroborating bits of info I can decode the rest. Then I will work with Ian and we'll figure out the best way to expose it all to you.
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Roanne Bardsley
 
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Post » Sat May 19, 2012 1:31 pm

Thanks for the update guys. Could anyone give me a hint what the "SkyUIExtras\Configs\ValueWeightColumn\skyui.cfg" does?
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Budgie
 
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Post » Sat May 19, 2012 6:55 pm

Thanks for the update guys. Could anyone give me a hint what the "SkyUIExtras\Configs\ValueWeightColumn\skyui.cfg" does?
It makes the V/W column visible all the time since a few people requested that: http://static.skyrimnexus.com/downloads/images/3863-1-1324518649.jpg
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SiLa
 
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Post » Sat May 19, 2012 2:23 pm

Grouping by subtype should already be possible by editing the config (using sortAttribute @infoType, which contains the form type). The only question is where to put it, i.e. another state for the name column, or making the blank icon column header clickable, which would probably make the sort indicator appear slightly out of place. But making the sort indicator behave correctly with empty headers is on my TODO list.
Yup, that was what I needed. Right now I've simply set it to sort by type before sorting by name, will need a bit of adjustment for other columns though.
nameColumn.state1.label.text = 'NAME'nameColumn.state1.entry.text = @textnameColumn.state1.sortAttributes = nameColumn.state1.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | CAtiksENSITIVE}>
But this also shows what I presume is a bug, namely that everything under the weapons header has the same value for infoType. I'm guessing this is an easy fix since it already distinguises between the various weapon types for icons.

Also, would it be possible to get a list of all the constants and variables (e.g. NAME, WEIGHT, infoType, etc.) that can be used in the config file? It doesn't have to be organized or documented, for me atleast, as I'm sure their names will provide enough info to start tinkering away. :)

-kyoma
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Louise
 
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Post » Sat May 19, 2012 7:21 pm

Yup, that was what I needed. Right now I've simply set it to sort by type before sorting by name, will need a bit of adjustment for other columns though.
nameColumn.state1.label.text = 'NAME' nameColumn.state1.entry.text = @text nameColumn.state1.sortAttributes =  nameColumn.state1.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | CAtiksENSITIVE}>
But this also shows what I presume is a bug, namely that everything under the weapons header has the same value for infoType. I'm guessing this is an easy fix since it already distinguises between the various weapon types for icons.
For this you will have to use @weaponType to distinguish further, since everything in the weapon tab (except arrows) has the same form type.

Also, would it be possible to get a list of all the constants and variables (e.g. NAME, WEIGHT, infoType, etc.) that can be used in the config file? It doesn't have to be organized or documented, for me atleast, as I'm sure their names will provide enough info to start tinkering away.

This should be everything that's currently available:
Column types:ITEM_ICONEQUIP_ICONNAME ; gets the mini-icons and other special formattingTEXT ; generic columnsort options:ASCENDINGDESCENDINGCAtiksENSITIVENUMERICcategory flags:CAT_INV_ALLCAT_INV_WEAPONSCAT_INV_ARMORCAT_INV_POTIONSCAT_INV_SCROLLSCAT_INV_FOODCAT_INV_INGREDIENTSCAT_INV_BOOKSCAT_INV_KEYSCAT_INV_MISCentry attributes:@infoValue@infoWeight@infoPotionType ; Only differentiates between type of status bar should be shown, so not the full potion type yet (poison = health pot)@infoWeightValue@infoIsPoisoned@infoIsStolen@infoIsEnchanted@infoIsEquipped@infoArmor@infvckmage@infoSoulLVL@equipState@infoType ; As used by the game to categorize@formType ; The actual formtype@weaponType ; This type is used distinguish weapons. For non-weapons its not set@count@isStealing@negativeEffect@bestInClass@favorite@text

The localized strings ($ARMOR etc) are replaced by the game with strings found in Interface/Translate_%language%.txt
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Blessed DIVA
 
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Post » Sat May 19, 2012 8:46 am

For this you will have to use @weaponType to distinguish further, since everything in the weapon tab (except arrows) has the same form type.

This should be everything that's currently available:
...snip...
Excellent! Will start messing about. :) One question, when an attribute isn't set, can I assume it has a value of 0 (or maybe an empty string)? Or will it actually be undefined?
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Lisha Boo
 
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Post » Sat May 19, 2012 4:42 pm

Excellent! Will start messing about. :) One question, when an attribute isn't set, can I assume it has a value of 0 (or maybe an empty string)? Or will it actually be undefined?
It will be undefined, though the displayed value should simply be an empty string. But for sorting to work with columns that contain undefined values, we will have to make a few adjustments.
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Mr. Allen
 
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Post » Sat May 19, 2012 5:28 am

I don't know if some people already figured out, but is it possible to make SkyUI remembering the sorting column for each tabs? ( In my case I want to set Apparels and Weapon to sort by Equipped and the others to sort by name, but each time I switch tab the ordering resets to default )
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Jessica Colville
 
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Post » Sat May 19, 2012 8:33 am

I don't know if some people already figured out, but is it possible to make SkyUI remembering the sorting column for each tabs? ( In my case I want to set Apparels and Weapon to sort by Equipped and the others to sort by name, but each time I switch tab the ordering resets to default )

Yes it is definitely possible, we just haven't had time to implement it. We will look at it before releasing next patch.
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Pete Schmitzer
 
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Post » Sat May 19, 2012 8:03 am

It cant remember the way you sorted it last but i think you can change it to sort by equipped for armor and weapons by default

Find these 2 lines in your skyui cfg:
weaponView.primaryColumn = awNameColumnarmorView.primaryColumn = awNameColumn

And change them to this
weaponView.primaryColumn =equipColumnarmorView.primaryColumn = equipColumn

That should make armor and weapons sort by equipped when you open the inventory every time
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Dan Stevens
 
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Post » Sat May 19, 2012 1:41 pm

It cant remember the way you sorted it last but i think you can change it to sort by equipped for armor and weapons by default

Find these 2 lines in your skyui cfg:
weaponView.primaryColumn = awNameColumnarmorView.primaryColumn = awNameColumn

And change them to this
weaponView.primaryColumn =equipColumnarmorView.primaryColumn = equipColumn

That should make armor and weapons sort by equipped when you open the inventory every time
Odd, that didn't seem to work for me. And I could have sworn that's how I had done it back on the v1.0 release, too. :/

Edit: Turns out it was done differently in 1.0 after all (http://www.gamesas.com/topic/1317759-relz-skyui/page__view__findpost__p__19816286), but that method doesn't seem to work anymore either, at least not for me. Nor did combining it with the changed quoted above. Is there a way to bring back the default view having the quipped items in the weapons & armor views? It is awfully handy to not have to switch to it every time I bring up my inventory. :)
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Daniel Lozano
 
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Post » Sat May 19, 2012 6:38 pm

Okay first up, my apologies for the coming question but it is late at night where i live and i hat quit a few drinks so bear with me please. Today i noticed that when i open my inventory with SkyUI all items are aligned to the left, they are not in the middle so to speak. Normally the item picture is right in the middle above the item description? Is this a bug or something?
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Ross Thomas
 
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Post » Sat May 19, 2012 6:45 pm

Okay first up, my apologies for the coming question but it is late at night where i live and i hat quit a few drinks so bear with me please. Today i noticed that when i open my inventory with SkyUI all items are aligned to the left, they are not in the middle so to speak. Normally the item picture is right in the middle above the item description? Is this a bug or something?

The only thing I can think of off the top of my head is are you sure SKSE is installed and running properly (as in, starting the game via skse_loader.exe)? If so, are you sure SKSE is up-to-date with the latest version?
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Daddy Cool!
 
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Post » Sat May 19, 2012 7:32 am

The only thing I can think of off the top of my head is are you sure SKSE is installed and running properly (as in, starting the game via skse_loader.exe)? If so, are you sure SKSE is up-to-date with the latest version?

I start the game with skse_loader.exe version 1.4.2, which is the latest version so i guess that can not be the case then can it?
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Becky Cox
 
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Post » Sat May 19, 2012 9:28 am

Great mod, I really look forward to seeing the rest of the UI comparably overhauled. You might want to include uninstall and update instructions in your readme/description page though. I had no trouble just uninstalling 1.0 and re-installing 1.1 via NMM, but it wasn't exactly clear whether that was all I needed to do.
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OTTO
 
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Post » Sat May 19, 2012 12:45 pm

Great mod, I really look forward to seeing the rest of the UI comparably overhauled. You might want to include uninstall and update instructions in your readme/description page though. I had no trouble just uninstalling 1.0 and re-installing 1.1 via NMM, but it wasn't exactly clear whether that was all I needed to do.
Well, there isn't really anything special to do when uninstalling, so the instructions would be pretty short. But since the question has popped up a couple of times, might be good to mention it in the description.

As far as progress goes:
The magic menu itself is in place and working, now we just need more data to fill the columns with (spell damage, area, duration etc).

And container/barter... mh this is gonna be a bit trickier because we have to find/decide on a layout.
The easiest solution would just be to make some kind of tab or button that allows you to switch between the two inventories.
But then we have the itemcard and the 3d icon take up the whole right screen side, while we have to squeeze in everything on the left side...

I'd like to have a Fallout-style split view, so you have two inventory lists next to each other. But then the question is, what to do with the item card information.

So if anyone has any idea as to how the container view should look like, why not make a mock-up and post it (or just describe it verbally). It might inspire some ideas.

Edit:
My best idea at the moment would be something like this: http://i.imgur.com/CIrOt.jpg
So 2 columns at the top. 3 columns in the middle. The itemcard/3d icon column would of course be smaller (by 25%-50%).
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TRIsha FEnnesse
 
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Post » Sat May 19, 2012 10:26 am

I was thinking the Fallout-style split view taking up the top 2/3rds of the screen and the bottom third be used for a centered item card. The amount of horizontal space would allow you to make up for the "fatness" of the item card that it was previously allotted. You could just put the item picture to the left, then item description and such to the right.
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Tina Tupou
 
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