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SkyUI Interface SKSE

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#1
schlangster

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Previous discussions: Thread #1 - Thread #2 - Thread #3 - Thread #4 - Thread #5 - Thread #6

SKY UI

Current version: 2.2

SkyUI @ Skyrim Nexus


For more details, check out our Nexus description.
Feel free to share comments or suggestions in this thread.

---------------------------
Latest news:

The Skyrim edition of the Mod Configuration Menu is functional enough to get some first feedback from other modders.

In case you don't know what this mod configuration menu is: It's a framework that allows you to build custom menus that look like this.

Gopher was nice enough to make a video showcasing what we've got so far. Have a look!

I uploaded a testing package here: SkyUI 3.0-alpha2 SkyUI 3.0-alpha1
The current documentation can be found in our GitHub wiki.

Requirements:
Skyrim Beta 1.8.145
SKSE Beta 1.6.2

I'd appreciate it any modders out there could give it a try and see if you manage to build a custom menu with it based on the documentation we provide so far.

Update #1

Some modders already showed off awesome stuff:

So far, so good!


This is definitely not what you guys intended with this... but I had a little fun :tongue:

Thanks for making something happen so fast, and keep it coming! :)

Update #2

Updated the testing package to SkyUI 3.0-alpha2. Purpose remains the same - getting feedback from other modders about the mod configuration menu.

What's new:
  • Added type checks to the Set*Option functions. If you pass the wrong option type, you get an error message in the papyrus log.
  • Fixed option list scrolling when dragging the scrollbar.
  • Option IDs are now truly unique (before, they were only unique for each page). This means you no longer have to check for the current page in any other event but OnPageReset. You can still use CurrentPage though, if you prefer organizing all events by page. But it should make changing and reorganizing pages easier if you don't, since you only have to change one event.
  • Cleaned up the SkyUI config menu by removing testing options, properly organizing the options and disabling the Active Effect widget for now, since it's not done yet.

Edited by schlangster, 20 October 2012 - 10:13 PM.


#2
Chesko

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Giggity giggity goo-goo. :drag:

Thanks for all of your work. Closely following widget framework development.

Edited by Chesko, 14 September 2012 - 03:58 PM.


#3
sagittarius22

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Would it be possible to have an optional download with this type of layout?

http://skyrim.nexusmods.com/mods/12625

#4
schlangster

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Would it be possible to have an optional download with this type of layout?

http://skyrim.nexusmods.com/mods/12625

Not sure what you mean. If the person who made that decided to redesign the complete interface in a similar style, and upload the result, then you could download it.

#5
sagittarius22

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He made it only for the sleep/wait menu, I was just asking if it would be possible to have the same textures... Anyway, I'll see if he decides to continue his work!

#6
schlangster

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It would be possible, yes. But I'm not an artist, so I can't create something like that.

#7
sagittarius22

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No problem, this was just a question, I'm not an artist myself, only a scripter :cool:

#8
schlangster

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Progress:

http://imgur.com/a/xaOAQ#2

As you can see, those are the first useful options added to the control panel, most importantly to change the list font size in-game.
It took a while to rework the whole menu so it waits until the overrides from Papyrus have been sent. I also reduced the number of unnecessary updates to basically zero, though I doubt you'll see a difference as it was already fast enough before.

Anyway, this means the goal of moving all the installer options to an ingame control panel is finally reached. Of course there's still lots of work to on the panel until it's ready for release, so don't expect anything soon :)

Edited by schlangster, 17 September 2012 - 02:59 PM.


#9
sialivi

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I notice the 3D Item settings in one of the screenshots, which reminded me of something that has always bugged me. Would it be possible to introduce another 3D Item setting for controlling the perspective or focal length to make it less isometric?

#10
Chesko

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3D Item? As in, little 3D meshes inside little item cards that we can move around and manipulate? *squeeeeeee* Edit: Ah, I see now, it refers to the item card object in the inventory, not the Widget Framework. Either way, in-game options are most welcome.

Edited by Chesko, 17 September 2012 - 03:47 PM.


#11
schlangster

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3D Item? As in, little 3D meshes inside little item cards that we can move around and manipulate? *squeeeeeee* Edit: Ah, I see now, it refers to the item card object in the inventory, not the Widget Framework. Either way, in-game options are most welcome.

Maybe one day! :)

In the meantime, something *almost* as revolutionary: http://imgur.com/a/7Vtye#0
Noticed it? The bottom bar icons actually show the currently mapped key! (useful by-product: Papyrus Input.GetMappedKey(string name) for skse)

Edited by schlangster, 23 September 2012 - 09:39 PM.


#12
AndalayBay

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Maybe one day! :smile:

In the meantime, something *almost* as revolutionary: http://imgur.com/a/7Vtye#0
Noticed it? The bottom bar icons actually show the currently mapped key! (useful by-product: Papyrus Input.GetMappedKey(string name) for skse)


Nice!!! :banana: :bunny: Very sweet.

#13
ishmaeltheforsaken

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I don't remember if you've said anything about this particular topic: is there any way for you to make it so that the "give this item" is NOT the same key as "take all items"?

By default, the key is R to give an item or take all, while the key is E to take just the selected item.

Could, maybe, E be take all and R be take one, without changing the behavior in Give mode?

Another thing that I know has been requested but I can't recall if you've said anything one way or the other: can "take all" be made to only act on the current category (weapons, food, misc, etc)? If the player actually wants everything, the All category is still there.

Is there a "give all" button? That would be useful.

#14
schlangster

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I don't remember if you've said anything about this particular topic: is there any way for you to make it so that the "give this item" is NOT the same key as "take all items"?
By default, the key is R to give an item or take all, while the key is E to take just the selected item.
Could, maybe, E be take all and R be take one, without changing the behavior in Give mode?

I think we should be able to change this now, yes. Mardoxx noticed the other day that modifying the functionality itself should already be possible in AS, we just never realized it because the function handling the take all was called onXButtonPress. Go figure :)

Another thing that I know has been requested but I can't recall if you've said anything one way or the other: can "take all" be made to only act on the current category (weapons, food, misc, etc)? If the player actually wants everything, the All category is still there.
Is there a "give all" button? That would be useful.

I haven't looked into that. It would require decoding the function that currently handles the Take All, then re-implementing another version of it that supports operation on subsets of the inventory. Anyway, it's queued.

Edited by schlangster, 23 September 2012 - 10:43 PM.


#15
Mardoxx

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Nah, we realised, we just liked watching the world burn :biggrin:
But yeah, pretty embarrassing, it was staring us in the face all this time!

In other news: Skyrim: No longer 50 Shades of Grey! http://imgur.com/a/Y8lwQ

#16
Chesko

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Nah, we realised, we just liked watching the world burn :biggrin:
But yeah, pretty embarrassing, it was staring us in the face all this time!

In other news: Skyrim: No longer 50 Shades of Grey! http://imgur.com/a/Y8lwQ


I'm F5'ing this topic constantly.

#17
schlangster

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I don't remember if you've said anything about this particular topic: is there any way for you to make it so that the "give this item" is NOT the same key as "take all items"?

Alright, fixed:
http://imgur.com/a/WAQAY#0

As you can see, a some of the common SkyUI shortcuts are now shown in the bottombar. The iconart is not completely polished yet.

For the container view, we've modified the navigation a bit.

Player: ( E M1 M2 ) Give, ( F ) Favorite
Other: ( E M1 M2 ) Take, ( R ) Take All

Then, by holding shift, you enable equip mode, which changes behaviour to:

Player: ( E M1 M2 ) Equip/Use, ( F ) Favorite
Other: ( E M1 M2 ) Take+Equip/Use, ( R ) Take All

So in normal mode E and mouse buttons are used to exchange items, in equip-mode they're used to equip/use stuff.
This solves: Same hotkey for give and take ( E ), mouse buttons no longer behave differently depending on which tab you are in, Store ( R ) no longer results in accidental Take All ( R ).

Edit: Another thing I added is the direct switch between magic and inventory menu. Either by pressing Alt or using the quick inventory/magic keys, which now work without having to close the other menu.

Edited by schlangster, 24 September 2012 - 09:36 PM.


#18
ishmaeltheforsaken

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Excellent!

To clarify, the Alt key flipping to the magic menu is only when you're in the PLAYER INVENTORY (after selecting it in the Tab menu or having pressed I), and NOT when opening a container? In a container, Alt still quick-tabs between viewing PC inventory to give items and container contents to take items?

#19
schlangster

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Yes, correct. It's only to switch between player inventory and player magic menu.

Edited by schlangster, 24 September 2012 - 09:47 PM.


#20
hadanelith

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I love you to death right now. Release ETA for this amazing, amazing improvement?

#21
Corrodias

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Is this the real life? Is this just fantasy?
Oh, my, why am i so excited about a simple usability enhancement? I suppose many of us have had those moments where we accidentally press the wrong key because Skyrim keeps switching them on us, and if it was "take all", you might as well reload a save.

#22
Mardoxx

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Caught in a landslide.

No ETA as of yet, as mentioned earlier the features we're working on need thoroughly looking at and reviewing before even a private beta :(
It will be worth the wait though :smile:

Edited by Mardoxx, 25 September 2012 - 11:12 AM.


#23
qwert

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great job!!!!

#24
Dr. Smith

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Is there a "give all" button? That would be useful.


Give all, hands down, worth an update by itself.

Even better though, would be if you could Take All and Give All in ONLY the specfic category you are in--so if you click on food you are only depositing all of your food/taking all the food. This would make inventory management so much easier. In fact, I was pretty disappointed that this wasn't already in the game.

Edited by Dr. Smith, 25 September 2012 - 11:41 AM.


#25
Shocco

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Love this mod, but are there any plans on changing the crafting menu? We're stil stuck with the Vanilla 'Strip' it's a real pain to use the forge.

#26
schlangster

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Maybe one day. Doing the crafting menu would be a bit of work since we can't just our current item menu (too many categories).

Also, progress: http://imgur.com/a/HCrjX#0
A new option type for custom key bindings.

Since the latest SKSE beta has just been released for testing, our current goal is to get out a testing package for our current build as well, so other modders get a chance to start experimenting with the control panel.



#27
ishmaeltheforsaken

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Hey, do you guys see any possible way of allowing mod authors to control what color text is displayed on item descriptions?

For example, if an item had a requirement for wearing it, I might want to detail that requirement in the description and display it in red if the PC doesn't meet the requirement.

#28
Eldiran

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These screenshots look amazing! I didn't even know SkyUI was still being developed, but now I'm crazy excited for the next version. Thank you guys for developing it!

#29
Mardoxx

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Hey, do you guys see any possible way of allowing mod authors to control what color text is displayed on item descriptions?

For example, if an item had a requirement for wearing it, I might want to detail that requirement in the description and display it in red if the PC doesn't meet the requirement.

Not really, item descriptions are statically created from the CK, aren't they?

#30
ishmaeltheforsaken

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Not really, item descriptions are statically created from the CK, aren't they?


Yes, but I (understand I have no idea how the UI works at all) thought maybe you'd be able to change how the item card displays the text based on other parameters... like, put HTML tags in the description and SkyUI could use that information to change the final output.

TOTALLY JUST TALKING OUT OF MY ASS HERE XD


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