That's awesome. Perhaps some day, the game will be as customizable as suggested here.
#121
Posted 20 October 2012 - 07:26 PM
#123
Posted 20 October 2012 - 08:06 PM
#124
Posted 20 October 2012 - 08:57 PM
LOL, no worries, scrolling does mostly work, with two minor caveats that I've noticed so far:
1) The scrolling action is rather choppy and has some flicker.
2) There can be some cases when scrolling that the top row of elements aren't drawn correctly. Here's a screenshot to show what I mean. That "Weapon Skill: 70" should be over on the right side. If I nudge the scrollbar up just a little, it moves over and the correct item in the left column is displayed.
Fixed!
Not sure what you meant by choppy, but perhaps by fixing 2, I fixed 1 also?
#125
Posted 20 October 2012 - 09:53 PM
What's new:
- Added runtime 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 scroll bar.
- 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.
If you're updating from the last alpha, best just make a clean safe without SkyUI first to be sure that there are no bugs caused by improperly updated scripts.
Edit:
Oh, and Gopher made a nice video showcasing what we've got so far. Have a look! I think he loved the original MCM even more than I did, so you can probably expect some more videos as we get closer to a proper release
Edited by schlangster, 20 October 2012 - 10:29 PM.
#126
Posted 21 October 2012 - 03:46 AM
#127
Posted 21 October 2012 - 06:26 AM
#128
Posted 21 October 2012 - 06:36 AM
What do you think about this in-game load order?
Thats awesome! Can you toggle them or is it just read only? Not sure what it would do to deactivate a esp/esm with the game running.
#129
Posted 21 October 2012 - 06:43 AM
I'm pretty sure that would open the doors to the ultimate randomness.
Edited by sagittarius22, 21 October 2012 - 06:48 AM.
#130
Posted 21 October 2012 - 07:46 AM
Not sure what you meant by choppy, but perhaps by fixing 2, I fixed 1 also?
Yes, you did--thanks!
#131
Posted 21 October 2012 - 07:50 AM
Unfortunately you cannot toggle the mods, I'm not sure too what could happen if that was the case...
I'm pretty sure that would open the doors to the ultimate randomness.
Although, if SKSE opened some functions up, you may able to get the interface to hotload your plugins.
#132
Posted 21 October 2012 - 07:55 AM
Although, if SKSE opened some functions up, you may able to get the interface to hotload your plugins.
Yes you're right, that would be possible, but I'm not sure that's on their to-do list
#133
Posted 21 October 2012 - 08:08 AM
Their take on it is that those functions are inherently unstable, so they won't be added.Yes you're right, that would be possible, but I'm not sure that's on their to-do list
Edited by Mardoxx, 21 October 2012 - 08:12 AM.
#134
Posted 21 October 2012 - 08:09 AM
#135
Posted 21 October 2012 - 08:31 AM
- Issue where you could exit from ModList while it was transitioning to SubList
- Restoring index for ModList and SubList
#136
Posted 21 October 2012 - 08:41 AM
Yeah, I'm having fun with the MCM...
Edited by sagittarius22, 21 October 2012 - 08:41 AM.
#137
Posted 21 October 2012 - 08:59 AM
Another thought...I was going to create a "reset all to default" button and function, but it occured to me that other modders might want this, too, and you might able able to provide it as a built-in function? Not sure, but I thought I'd ask before I coded my own version.
On the operation of the Menu Option type...
the type of list we use requires confirmation to select the currently highlighted entry. For keyboard navigation, this leads to the issue that Enter both accepts dialog and selects the currently highlighted entry.
If you keep this menu style and change Enter so it automatically selects + accepts, there's the issue that the user might highlight some random entry when pressing Enter to close, which would unintentionally select the option... etc. I noticed this problem fairly late and we didn't come up with a better solution yet.
Right, but that's why I suggested Enter to select and close, and Tab to close without selecting.
#138
Posted 21 October 2012 - 09:29 AM
I can't see that'd be a problem, because all uninstall should do is unregister from everything (update, menu, sleep etc...) isn't it?Speaking of inherently unstable--the documentation suggests the possibility of creating an "uninstall" button for a mod, which I like. But is it safe to stop the quest that the currently-displayed config panel is attached to? (If you don't know the answer off-hand, I'll give it a try and find out.)
I think we were going to add this, but never got round to it. Can't remember. Maybe there was a technical reason also?Another thought...I was going to create a "reset all to default" button and function, but it occured to me that other modders might want this, too, and you might able able to provide it as a built-in function? Not sure, but I thought I'd ask before I coded my own version.
I changed it to this, but it didn't feel right, rationale being "I selected something. Oh no, I don't want that, I want this option instead" saves having to open the dialogue again.Right, but that's why I suggested Enter to select and close, and Tab to close without selecting.
Edited by Mardoxx, 21 October 2012 - 09:35 AM.
#139
Posted 21 October 2012 - 09:32 AM
#140
Posted 21 October 2012 - 09:40 AM
Edited by Mardoxx, 21 October 2012 - 09:40 AM.
#141
Posted 21 October 2012 - 09:43 AM
#142
Posted 21 October 2012 - 12:00 PM
#143
Posted 21 October 2012 - 12:02 PM
I was under the impression that uninstall options would take care of certain things that could otherwise leave the mod in a broken state when just disabling it. For the menu itself, you shouldn't have to take any special actions for removing it. After each reload, the config manager automatically purges any invalid registrations.Speaking of inherently unstable--the documentation suggests the possibility of creating an "uninstall" button for a mod, which I like. But is it safe to stop the quest that the currently-displayed config panel is attached to? (If you don't know the answer off-hand, I'll give it a try and find out.)
I intentionally left that out for now. I thought that having 2 dedicated events for defaulting (all and per option) would be overdoing it. If I had to pick one of the two, defaulting per option seemed more useful, so I went with that one. Also, from personal experience, I almost never use reset all. There's always some settings I want to preserve.Another thought...I was going to create a "reset all to default" button and function, but it occured to me that other modders might want this, too, and you might able able to provide it as a built-in function? Not sure, but I thought I'd ask before I coded my own version.
If you have a lot of options, I think it would make sense to add a page, or a menu option, with "Profiles"/"Presets". This would include a full reset in form of a "Default" preset.
-
The scenario I described was:Right, but that's why I suggested Enter to select and close, and Tab to close without selecting.
1. Highlight an entry with the mouse/right hand.
2. Click the entry to select it.
3. Move your left hand to keyboard E for Accept.
4. While you do that, you randomly move the mouse cursor over another entry by accident (you will not keep your right hand perfectly still after clicking).
5. Pressing E to accept now selects an entry you didn't want to select and closes.
Or maybe you DID want to select the other entry before closing. That is the problem. Two conflicting actions for the same key.
NiceIn-game load order viewer released thanks a lot to the SKSE-SkyUI teams without which it would not have been possible!
Edited by schlangster, 21 October 2012 - 12:05 PM.
#144
Posted 21 October 2012 - 12:29 PM
How do you get the colored icons? (as mentioned in Gopher's video).
I'm an idiot - released that there is a .bsa - and my previous installation of SkyUI (the .swf files in /interface) would override that. Tis fixed now =)
#145
Posted 21 October 2012 - 01:48 PM
Is it still recommended to use Weapons and Armor fixes with SkyUi to fix keywords as MisterPete suggested me when I was trying 2.2.4 beta or is it redundant with new 3.0 alpha version? I'm asking because that mod became too buggy for me to use.
SkyUI doesn't modify any Forms or their properties so it doesn't make that other mod redundant, but that doesn't mean to say you have to use it, or don't have to use it. It's completely up to you.
I neither endorse nor protest the installation of it
#146
Posted 21 October 2012 - 03:30 PM
#147
Posted 21 October 2012 - 03:45 PM
Also, NetConnection and NetStream and are not built in to Skyrim's flash VM, so you can't load assets from the net.
Edited by Mardoxx, 21 October 2012 - 03:52 PM.
#148
Posted 21 October 2012 - 03:49 PM
Pretty sure JPEG is not supported. PNG will probably work, but it won't look good.SWF and DDS (it might support PNG, GIF (unanimated) and JPEG but I am not sure)
So for images, DDS is the best choice.
#149
Posted 21 October 2012 - 03:55 PM
#150
Posted 21 October 2012 - 06:13 PM
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