Modding the GUI

Post » Tue May 15, 2012 6:35 am

Ismelda, are you using the ScaleForm that comes with the UDK? If so, do the following:

1. Copy fonts_en.swf and fonts_console.swf from Data\Interfaces, to whichever folder you are working with the menus in.

2. Make a .txt called fontconfig.txt in the folder you are working in, and put the following text in it:

Spoiler

[FontConfig]
fontlib "fonts_console.swf"
fontlib "fonts_en.swf"
map "$ConsoleFont" = "Arial" Normal
map "$StartMenuFont" = "Futura Condensed" Normal
map "$DialogueFont" = "Futura CondensedLight" Normal
map "$EverywhereFont" = "Futura CondensedLight" Normal
map "$EverywhereBoldFont" = "Futura Condensed" Bold
map "$EverywhereMediumFont" = "Futura Condensed" Normal
map "$DragonFont" = "Dragon_script" Normal
map "$SkyrimBooks" = "SkyrimBooks_Gaelic" Normal
map "$HandwrittenFont" = "SkyrimBooks_Handwritten_Bold" Normal
map "$HandwrittenBold" = "SkyrimBooks_Handwritten_Bold" Normal
map "$FalmerFont" = "Falmer" Normal
map "$DwemerFont" = "Dwemer" Normal
map "$DaedricFont" = "Daedric" Normal
map "$MageScriptFont" = "Mage Script" Normal
map "$SkyrimSymbolsFont" = "SkyrimSymbols" Normal
map "$SkyrimBooks_UnreadableFont" = "SkyrimBooks_Unreadable" Normal

3. Open the menu .fla file and run it with the ScaleForm launcher. You should notice that you are no longer prompted to change the font from $something, and the game's font should show up in the menu.

I also know why you are getting all these error messages (by the way do NOT compile in AS3.0, it's AS2 you want). It's tricky to explain, but it's because of a conflict between the intrinsic classes "Selection" and "Mouse", and their ScaleForm counterparts (trust me... I know Flash). Naming them SelectionX or MouseFoo would solve it, but that would require rewriting the whole damn thing. I'll try to solve it and post about it if I figure out how.

EDIT: Ah, you also need to decompile some headers/shared objects for any of the menus to work. I just managed to get the inventory working without crashing. I'll make a tutorial thread once I make sure it's working completely.
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Amy Siebenhaar
 
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Post » Tue May 15, 2012 1:32 am

I don't know if this has been mentioned yet, but one of the things I feel Skyrim is sorely lacking is an Active Effects hud element, such as the one used in Oblivion. I appreciate the increased duration of Alteration self buffs, but hate the lack of feedback about their presence and duration.

Also, my quest journal is an absolute mess. I wish there was a way to categorize them.

I want to learn to mod the UI. Should I start by reading about Flash and ActionScript?
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Sammygirl
 
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Post » Mon May 14, 2012 9:58 pm

I've updated the OP with more info from the UI developer. It contains information about the various errors people are seeing and what you might be able to do about it. He also suggests that if someone was brave enough, they could code a new HUD, without Scaleform, and it should work.
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Yung Prince
 
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Post » Tue May 15, 2012 12:14 pm

To be honest, I love how the UI and inventory screen look right now; its clean and easy to find what you're looking for (I actually rather like the font Bethesda used for dialog and menus, too. ^_^). I also really like the 3D viewer of items/weapons and the stats card under it. Main thing I'd like to see is just more functionality built in, Being able to show (and hide) damage/armor, weight, and value stats for all items in the selected category at will (without completely getting rid of the current item viewer) would be great, as would being able to toggle between the current 3D item viewer and a 3D view of yourself (a la Oblivion). Smaller font sizes on the category lists, item lists, and HUD (without going too small; I think that would make the clean appearance of the lists become cluttered. This is also why I mentioned extra functions mentioned above ought to have a toggle setting rather than be static). Categories in the Favorites (optional, of course), would be great for us that use hybrid classes (I'd personally like to be able to separate my favorite weapons from favorite spells, for example). Above all else, I think on-screen display of current buffs and debuffs with time remaining on each (like in Oblivion or WoW) is a must as well. Improved mouse precision would be great if doable, too.

Just my two cents, anyways. :)
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Andres Lechuga
 
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Post » Mon May 14, 2012 10:44 pm

He also suggests that if someone was brave enough, they could code a new HUD, without Scaleform, and it should work.

He is crazy :)

Can we reach this guy? Who is he? I'll do some tests, but if I could program an AS3 interface for the critical pieces using externalinterface, I would probably be up for it. The big question is to know how they structured the data flow between flash and c++.
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Lynne Hinton
 
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Post » Tue May 15, 2012 5:33 am

I would love it if, when trading with a merchant, the system was a bit more like Fallout or at least Oblivion As in, it would at least ask me before selling something. I almost sold away my most valuable weapon, and I would have had to buy it back at full price. At the very least give us a buy-back menu like in Oblivion where we can re-purchase items for the same price we sold them.
Also, I have noticed that it's difficult to know how many items are in any menu. Be that a dialogue, backpack, or merchant menu, you can never really tell if there's anything beyond that last item unless you scroll down. This has led me to miss certain dialogues that would have been useful to me because I never knew they were there.
And another thing (darn you and your awful menu choices, Beth), the buttons used to equip/store/sell items are confusing and not well-mapped. Occasionally I'll put on an item instead of sell it, or I'll store an item instead of wearing it.

Maybe they made some of these choices because they thought, "Well if they don't like it, they can fix it themselves."
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Ysabelle
 
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Post » Tue May 15, 2012 4:55 am

The relevant .as files for the errors in the first post appear to be in the UDK: C:\UDK\UDK-2011-10\Development\Flash\CLIK\. They extended some of the internal classes (System.capabilities.numControllers), but the extensions are http://www.scaleform.com/documents/gfx_3.3_extensions.pdf. http://gameware.autodesk.com/scaleform/support/documentation. I don't know how to make the compiler stop complaining about the extended internal classes, though.

Not sure if that helps any; my knowledge of flash authoring is close to zero...
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Dawn Farrell
 
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Post » Mon May 14, 2012 11:48 pm

The relevant .as files for the errors in the first post appear to be in the UDK: C:\UDK\UDK-2011-10\Development\Flash\CLIK\. They extended some of the internal classes (System.capabilities.numControllers), but the extensions are http://www.scaleform.com/documents/gfx_3.3_extensions.pdf. http://gameware.autodesk.com/scaleform/support/documentation. I don't know how to make the compiler stop complaining about the extended internal classes, though.

Not sure if that helps any; my knowledge of flash authoring is close to zero...

What error do you still get?
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OnlyDumazzapplyhere
 
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Post » Tue May 15, 2012 12:26 pm

I haven't actually tried building any of this. The post is just to point the people who probably are actually building it to the files it looks like they'd need.
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mike
 
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Post » Tue May 15, 2012 7:46 am

Mine suggestion is being able to click on anything of the GUI with a mouse. I hate having to switch between the mouse and keyboard. i just want to click and go.
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BrEezy Baby
 
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Post » Tue May 15, 2012 7:10 am

Just a tiny thing, perhaps removing the need to "Ok" every time you want to make a hide into leather?
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Sammie LM
 
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Post » Tue May 15, 2012 7:36 am

Just a quick message to say thank you!
Going to make alot of people happy, to see you back modding and modding the UI already!
Great to see work in progress.

Thank you!

I don't have anything really to add since I am still unable to play the game yet.

I merely wanted to echo my thanks for stepping you and taking on this project, DarN. I've heard a lot of bad things about the GUI for Sitting on PC and it us by far the thing I am dreading using next weekend when my PC is hopefully completed. So, thanks again.
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lilmissparty
 
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Post » Tue May 15, 2012 6:36 am

My pleasure. :)

Now if I could just get these to compile without spewing errors all over. I got the CLIK stuff, but it still complains. :banghead:
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Mike Plumley
 
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Post » Tue May 15, 2012 3:11 am

I hate the fact that

- While walking around, you can't see:

Your health,
Diseases,
Active effects,
Equiped weapons + Poison.

- Your Gold is not shown when you want to pay for a carriage,
- Looting containers: the Armor Rating (+/-) indicator only compares to your currently equiped apparel, not to the stongest armor of the same type that you own. Useless when you want to pick up a shield and you only see the AR of your equiped two handed bow!
- Menu's start from the bottom, where they are obscured by that taskbar thingy.
- Selected items in menu have a larger font.....sometimes. Doesn't work right when you've selected a small-font item with your mouse. It's confusing, broken.
- You always have to scroll when looting slain enemies with more than 4 items in their inventory, or you'll miss a lot of loot.

Please modders, fix this thing. :(
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Jenna Fields
 
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Post » Tue May 15, 2012 9:00 am

I hate the fact that

- While walking around, you can't see:

Your health,
Diseases,
Active effects,
Equiped weapons + Poison.
Some of these will be possible to fix. I'm not sure yet of the level of access the menus have to some vars like diseases and such. A Script Extender would probably be able to fix that though.

- Menu's start from the bottom, where they are obscured by that taskbar thingy.
- Selected items in menu have a larger font.....sometimes. Doesn't work right when you've selected a small-font item with your mouse. It's confusing, broken.
Please modders, fix this thing. :(
On it. :P
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herrade
 
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Post » Tue May 15, 2012 10:47 am

A Script Extender would probably be able to fix that though.
I touched on that subject in another thread. I remember I had to launch the game through a 3rd party player-made program in order to utilize most of the benefits of mods, but this time around, we don't use a Bethesda launcher. I do not have the technical knowledge to even understand how the SE worked for Oblivion, but is having Steam as part of the equation this time around going to hinder that?
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Jade Muggeridge
 
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Post » Tue May 15, 2012 10:32 am

I touched on that subject in another thread. I remember I had to launch the game through a 3rd party player-made program in order to utilize most of the benefits of mods, but this time around, we don't use a Bethesda launcher. I do not have the technical knowledge to even understand how the SE worked for Oblivion, but is having Steam as part of the equation this time around going to hinder that?
They added an exception for FOSE, so I think they'll do the same for Skyrim.
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Rachie Stout
 
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Post » Tue May 15, 2012 1:31 am

They added an exception for FOSE, so I think they'll do the same for Skyrim.
Okay, that's great to hear then. I didn't play FO, so this is my first Bethesda+Steam experience.
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His Bella
 
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Post » Mon May 14, 2012 9:36 pm

On it. :P

I know you don't want us to send money. Can we at least send snack food or tasty beverages? :D

I may be able to help with the modding equivalent of grunt work (testing, editing text, etc.), but I don't think we're at that stage yet.

I am desperate for a workable UI.
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Joie Perez
 
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Post » Tue May 15, 2012 6:29 am

Well, someone has figured out how to do it:

http://www.skyrimnexus.com/downloads/file.php?id=279

We just need that person to come over here and educate us.
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Ebou Suso
 
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Post » Tue May 15, 2012 12:44 pm

Well, someone has figured out how to do it:

http://www.skyrimnexus.com/downloads/file.php?id=279

We just need that person to come over here and educate us.

Just downloaded that, works a treat.
Hopefully he/she will be willing to help out :]
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Steve Smith
 
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Post » Mon May 14, 2012 10:24 pm

I touched on that subject in another thread. I remember I had to launch the game through a 3rd party player-made program in order to utilize most of the benefits of mods, but this time around, we don't use a Bethesda launcher. I do not have the technical knowledge to even understand how the SE worked for Oblivion, but is having Steam as part of the equation this time around going to hinder that?
Steam will not present an issue; special case code on Valve's end actually isn't even needed in this case as the runtime is completely unprotected. This will mean no achievements by default, but I've also set up a way that will work via the vanilla launcher and allow the script extender and achievements at the same time.
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Julie Serebrekoff
 
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Post » Tue May 15, 2012 12:11 pm

Steam will not present an issue; special case code on Valve's end actually isn't even needed in this case as the runtime is completely unprotected. This will mean no achievements by default, but I've also set up a way that will work via the vanilla launcher and allow the script extender and achievements at the same time.
I'm guessing that, because of the way Bethesda set this up, for the most part most modders and people using mods will be screwed out of achievements anyway. Even accidentally opening your console is said to disable achievements (I accidentally hit the tilde key when I pressing all the other keys on my keyboard trying to figure out how to close the dang books!), and generally speaking we end up having to use the console from time to time.

The only way I can see around this is keeping a separate install of Skyrim specifically for achievements.
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Cat
 
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Post » Tue May 15, 2012 2:05 am

I'm guessing that, because of the way Bethesda set this up, for the most part most modders and people using mods will be screwed out of achievements anyway. Even accidentally opening your console is said to disable achievements (I accidentally hit the tilde key when I pressing all the other keys on my keyboard trying to figure out how to close the dang books!), and generally speaking we end up having to use the console from time to time.

The only way I can see around this is keeping a separate install of Skyrim specifically for achievements.

Actually, not quite. This was true in New Vegas, but it is not true [consistently at least] for Skyrim. I am able to walk around TGM and still get achievements.
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sam
 
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Post » Tue May 15, 2012 11:42 am

Currently nothing disables awarding achievements. New Vegas set a flag if you typed something in to the console, but this flag doesn't exist in Skyrim, and the code for awarding achievements does not have any checks in it (other than making sure Steam is initialized properly and etc).
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Emmi Coolahan
 
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