Modding the GUI

Post » Tue May 15, 2012 2:17 am

Ok i found it. There is a place in the File menu where you have to set the Scaleform GFX scripts. They said to add it in the preferences but it seems that doing so doesn't update that other part (2 place to set up same thing with one not working is not very clever). Anyway, I only get one error now:
dialoguemenu.swf_as\DialogueMenu.as, Line 57	There is no method with the name '__get__instance'.
and this one should be related to the instance of the dialog you are in. So there might be a higher control somewhere to set this property as it should be. Whatever the case is, it also works in game!!!!

Even though I can't not change the fonts like you do it seems, I can get them to other fonts from my computer. So basically, it works. Now to make a UI that works with my multi-screens display.


Hey, on DialogueMenu.as, Line 57, just change "__get__instance()" to "instance()" without changing what is around it.

Just removing the getter should do it.

I've been recompiling them easily using the udk clik folder, but I'm a bit pessimistic about the hole thing... If bethesda doesn't give us a good knowledge about how they structured it ( c++ <--> as2 interaction ), we're gonna have to play the big guessing game.
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Kelvin
 
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Post » Mon May 14, 2012 11:37 pm

I did it!!

Rescaled the dialog menu for my screen!!! The main this is the change the document layout and then fiddle a bit to find the right spot to put the menus :)

So I now can work on making a full set of UI for large resolution screens!

Hey, on DialogueMenu.as, Line 57, just change "__get__instance()" to "instance()" without changing what is around it.

Just removing the getter should do it.

I've been recompiling them easily using the udk clik folder, but I'm a bit pessimistic about the hole thing... If bethesda doesn't give us a good knowledge about how they structured it ( c++ <--> as2 interaction ), we're gonna have to play the big guessing game.
Well I fear it might change how the dialog relate to the person you are talking to if you do that (well I have to try right?). I have no clue how it works when flash is not compiling things. All I know is that the proper dialog appears, you can click the options and so on, I have to test with a more chatty person to see if I get the options derived from saying certain things too. Just to make sure everything works as intended.
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Elizabeth Lysons
 
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Post » Tue May 15, 2012 2:18 am

I have no idea what's going on, but it sounds like progress is being made. Nice work, all of you! :D
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Claudz
 
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Post » Tue May 15, 2012 11:38 am

I did it!!

Rescaled the dialog menu for my screen!!! The main this is the change the document layout and then fiddle a bit to find the right spot to put the menus :)

So I now can work on making a full set of UI for large resolution screens!


Well I fear it might change how the dialog relate to the person you are talking to if you do that (well I have to try right?). I have no clue how it works when flash is not compiling things. All I know is that the proper dialog appears, you can click the options and so on, I have to test with a more chatty person to see if I get the options derived from saying certain things too. Just to make sure everything works as intended.


Don't worry, those two expressions ( __get__instance() and instance() ) mean the same thing in this code. I think they made a mistake in their singleton implementation.
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Benji
 
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Post » Tue May 15, 2012 1:23 am

Don't worry, those two expressions ( __get__instance() and instance() ) mean the same thing in this code. I think they made a mistake in their singleton implementation.
Well seems that the key TAB doesn't work when I change this. I need to make sure it was working before though. Otherwise everything works fine.

http://ismeldalasombra.free.fr/2011/11/default.jpg
http://ismeldalasombra.free.fr/2011/11/after.jpg

On a last note, http://www.skyrimnexus.com/downloads/file.php?id=216 decompiled from the swf.
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Tyrone Haywood
 
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Post » Tue May 15, 2012 10:20 am

Well seems that the key TAB doesn't work when I change this. I need to make sure it was working before though. Otherwise everything works fine.

http://ismeldalasombra.free.fr/2011/11/default.jpg
http://ismeldalasombra.free.fr/2011/11/after.jpg

On a last note, http://www.skyrimnexus.com/downloads/file.php?id=216 decompiled from the swf.

Thanks for providing the decompiled FLAs!
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Lawrence Armijo
 
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Post » Tue May 15, 2012 10:54 am

The Skyrim GUI uses Adobe Flash and Scaleform. The code is written in ActionScript 2.0.
So, this may be the wrong place to ask, but I figure it's incredibly relevant so I might as well try, and you seem to know alot about this. If my video drivers fail and then recover 20 seconds later ALOT while in the menu's of the game (Skills section, loading screens, and pause/quest menu mainly) could that be an issue with my Adobe Flash or something? Should I try reinstalling/updating all of these to potentially fix the issue?

Thanks for any info! (With my random question :P)

Also, great work so far on this! I can't wait to see what you guys can do. I loved UI mods for Fallout, and Skyrim's UI is so much more complex, and has alot more potential to be something incredible!
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Laura Samson
 
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Post » Tue May 15, 2012 12:23 pm

Huzzah! DarN is back! Hopefully we'll get something to enjoy soon.

On a side note, what I would like to see for the UI is Colored Map Icons:
I can't find the textures in any of the .bsa files as it was for FO3 and Oblivion, so I assume that the icons are now part of the .swf files of the UI, which makes me sad :( . Otherwise, I would have done it myself.

I was wondering if we could please get a release for smaller fonts soon? Just that would quench my thirst for a while...

EDIT:

FYI, I am a complete nOOb in UI modding but I tried changing the color of the icons that I saw as .dds files. Here's what I observed: In game, the color of the icons were changed successfully. When I pointed at something, my E icon was green (as I putted it). However, in the main menu or any other menus, the E icon was still black.
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Shelby Huffman
 
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Post » Tue May 15, 2012 8:20 am

I feel a little bit frustrated at this point to figure out, that you can't modifie the UI with simple changes in some .xml files. I wish DarN and Ismaelda best of luck in their efforts, you guys rock.

I'm crossing thumbs that you will create a UI that's worthy of a game like Skyrim. DarN for president...:D
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Mark Hepworth
 
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Post » Tue May 15, 2012 12:07 am

Well seems that the key TAB doesn't work when I change this. I need to make sure it was working before though. Otherwise everything works fine.

http://ismeldalasombra.free.fr/2011/11/default.jpg
http://ismeldalasombra.free.fr/2011/11/after.jpg

On a last note, http://www.skyrimnexus.com/downloads/file.php?id=216 decompiled from the swf.


It's amazing how just adding in a serif font makes such a difference.

Already looking better!

:)
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Sheila Esmailka
 
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Post » Mon May 14, 2012 10:41 pm

It's amazing how just adding in a serif font makes such a difference.

Already looking better!

:)
Well its not much adding a new font as much as not having the one used by Beth and being unable to do otherwise but get a font to replace it.

Now for the unlife of me I can't get the inventory parts to work in game. Even the simple conversion to fla and back to swf make the game crash instantly...
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Ladymorphine
 
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Post » Tue May 15, 2012 6:38 am

Now for the unlife of me I can't get the inventory parts to work in game. Even the simple conversion to fla and back to swf make the game crash instantly...
What tool are you using to convert to fla? You have an actual copy of Flash don't you?
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Brian Newman
 
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Post » Tue May 15, 2012 10:34 am

What tool are you using to convert to fla? You have an actual copy of Flash don't you?
I use Trillix Flash Decompiler and I use Flash Pro CS5 to edit the FLAs. So yes it is an "actual copy of Flash".
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Heather Dawson
 
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Post » Tue May 15, 2012 4:24 am

DarN is back! Yeah! Now the Skyrim UI will face true modding power!
Really glad to see you -and of course the others as well- working on an improved Skyrim UI, keep it up!
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Nienna garcia
 
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Post » Mon May 14, 2012 9:55 pm

Have you tried to contact Pete Hines? Maybe he will help you with your font issue.
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Agnieszka Bak
 
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Post » Tue May 15, 2012 12:07 pm

What flash player version are the default .swf's compiled to? Also, Oblivion take ScaleForm for using that awful AS2.0.
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Trevor Bostwick
 
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Post » Tue May 15, 2012 12:02 pm

For the time when you guys figure out how to mod the ui, there is a guy in the forum who talks sense
http://www.gamesas.com/index.php?/topic/1266556-usage-of-screen-real-estate-in-skyrims-interface/
or just his facts
http://img3.imageshack.us/img3/5679/skyriminterface.jpg

By the way, good luck figuring out how to mod the ui )))
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Connor Wing
 
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Post » Tue May 15, 2012 11:23 am

Would there be any way to produce a quick fix to the UI to make lists begin at the top of the screen instead of half way down? This is one of my biggest gripes with it (one among so many).
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Nicholas C
 
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Post » Tue May 15, 2012 6:57 am

What flash player version are the default .swf's compiled to? Also, Oblivion take ScaleForm for using that awful AS2.0.
They are done with the CS4. Some of them crash Flash CS5 if i try to save them as CS5 files...

Would there be any way to produce a quick fix to the UI to make lists begin at the top of the screen instead of half way down? This is one of my biggest gripes with it (one among so many).
Well this is coded with ActionScript and I guess it would be possible if I was able to actually use the swf files i made from the fla in the game when it comes to the Inventory. None of them are working properly and they crash the game. So I'm missing something I guess to make them work. I know DarN uses some other program to edit the swf and manage to make them work in the game.
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Oscar Vazquez
 
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Post » Tue May 15, 2012 6:40 am

I get mine to work fine without crashing the game, however they certainly do not look right. I tried opening and saving "dialoguemenu.swf" just for fun, and now all dialogue is replaced with the default system font, and there's a huge blue and green button in the corner saying "TEXT". I can't select topics or exit. Something tells me the various input managers are not included in the saved file, which would also explain the warnings about non-existant ScaleForm files when I compile the .swf (FocusHandler, GlobalFunc, UIComponent). Is there any way to include these?
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lauren cleaves
 
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Post » Tue May 15, 2012 12:20 pm

There is a bunch of settings in the skyrim.ini (when it is saved via console 'saveini') that looks like they are related to the UI
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Jessica Raven
 
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Post » Tue May 15, 2012 10:16 am

What flash player version are the default .swf's compiled to? Also, Oblivion take ScaleForm for using that awful AS2.0.
This is what confuses me. I know all of this was developed with CS4, but when you open the SWF files, you can see that they are version 10. I would have thought that CS4 would used an older version. Not being a Flash developer, I don't understand the difference between the version number of the tools used and the version number of the actual produced output. To make matters worse, the UDK Scaleform demo video show them telling people to be sure to use Flash 8, whatever that means.
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Marnesia Steele
 
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Post » Mon May 14, 2012 10:34 pm

I get mine to work fine without crashing the game, however they certainly do not look right. I tried opening and saving "dialoguemenu.swf" just for fun, and now all dialogue is replaced with the default system font, and there's a huge blue and green button in the corner saying "TEXT". I can't select topics or exit. Something tells me the various input managers are not included in the saved file, which would also explain the warnings about non-existant ScaleForm files when I compile the .swf (FocusHandler, GlobalFunc, UIComponent). Is there any way to include these?
Well the Dialogmenu is the one I succeeded to change to scale properly for multi-screen users. This one is easy and I don't even have any issue like you have but had to change the font of course. You can include scaleform though Flash. You have to do it for every fla from the UI though. I did some cork on the loadingmenu too but there the fonts change makes it look ugly... It's only the inventory accessible menus that I can't make working at all in the game even without changing anything.

This is what confuses me. I know all of this was developed with CS4, but when you open the SWF files, you can see that they are version 10. I would have thought that CS4 would used an older version. Not being a Flash developer, I don't understand the difference between the version number of the tools used and the version number of the actual produced output. To make matters worse, the UDK Scaleform demo video show them telling people to be sure to use Flash 8, whatever that means.
Yes that's why I thought the files were in flash 8 and that my program was selecting automatically the latest version of flash. But it seems they did it in flash 10 with AS 2.0 and the CS4. They are good like that :)
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Jamie Lee
 
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Post » Tue May 15, 2012 8:40 am

Evident from fontconfig.txt, ScaleForm generates a gfxfontlib.swf at runtime, which is why there isn't one in the BSA. Makes sense for localisation and stuff. I'm working on making one manually which I can then include in the interface folder, so I can use the game's fonts when compiling the various menu files. I've tried decompiling fonts_en.swf, but somehow the .fla file ends up broken if I do. It looks like I can extract the fonts, though, but I don't know how happy they are about us throwing them around over the web.

Isamelda, have you remembered copying the "inventory components" folder to whichever folder you are working on the inventorymenu.fla in?
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Michael Korkia
 
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Post » Tue May 15, 2012 9:06 am

Evident from fontconfig.txt, ScaleForm generates a gfxfontlib.swf at runtime, which is why there isn't one in the BSA. Makes sense for localisation and stuff. I'm working on making one manually which I can then include in the interface folder, so I can use the game's fonts when compiling the various menu files. I've tried decompiling fonts_en.swf, but somehow the .fla file ends up broken if I do. It looks like I can extract the fonts, though, but I don't know how happy they are about us throwing them around over the web.

I had that issue too with the fonten.swf for I http://www.skyrimnexus.com/downloads/file.php?id=216 and got one fla (usable this time) with each font and each character as a graphic in it.

So that mean you are able to construct a font set from a graphic package?
Isamelda, have you remembered to include the "inventory components" folder to whichever folder you are working on the inventorymenu.fla in?
I had it in my folder but i renamed it as there is lot of other folders containing the as scripts. I guess that makes sense though do i use the fla or the swf files? I guess I'll put both to make sure.

Well tested it (inventorymenu), with the "Inventory Components" folder having both the swf and fla and it stills crash when I open the inventory...
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Chris BEvan
 
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