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[RELz] SkyUI

SkyUI Interface SKSE

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#121
Povuholo

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So far, so good!

That's awesome. Perhaps some day, the game will be as customizable as suggested here. :tongue:

#122
schlangster

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That's awesome. Perhaps some day, the game will be as customizable as suggested here. :tongue:

Sorry, but 16384 options is the limit. We believe in streamlining.

#123
MadCat221

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So far, so good!

Niiiiiice. :thumbsup:

#124
Mardoxx

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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
schlangster

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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 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
insane0h sval

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How do you get the colored icons? (as mentioned in Gopher's video).

#127
sagittarius22

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What do you think about this in-game load order?

#128
charon711

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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
sagittarius22

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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.

Edited by sagittarius22, 21 October 2012 - 06:48 AM.


#130
DreamKing

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Not sure what you meant by choppy, but perhaps by fixing 2, I fixed 1 also?


Yes, you did--thanks!

#131
reiella

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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
sagittarius22

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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 :biggrin:

#133
Mardoxx

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Yes you're right, that would be possible, but I'm not sure that's on their to-do list :biggrin:

Their take on it is that those functions are inherently unstable, so they won't be added.

Edited by Mardoxx, 21 October 2012 - 08:12 AM.


#134
sagittarius22

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Well this is not an issue for me, thanks :cool:

#135
Mardoxx

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I've fixed the following bugs:
  • Issue where you could exit from ModList while it was transitioning to SubList
  • Restoring index for ModList and SubList
Has anyone noticed any other bugs/problems?

#136
sagittarius22

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My in-game load order is improving slowly, clicking on a DLC will show the official trailer :biggrin:
Yeah, I'm having fun with the MCM...

Edited by sagittarius22, 21 October 2012 - 08:41 AM.


#137
DreamKing

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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.)

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
Mardoxx

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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 can't see that'd be a problem, because all uninstall should do is unregister from everything (update, menu, sleep etc...) isn't it?

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 think we were going to add this, but never got round to it. Can't remember. Maybe there was a technical reason also?

Right, but that's why I suggested Enter to select and close, and Tab to close without selecting.

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.

Edited by Mardoxx, 21 October 2012 - 09:35 AM.


#139
sagittarius22

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In-game load order viewer released thanks a lot to the SKSE-SkyUI teams without which it would not have been possible!

#140
Mardoxx

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Please may you not link directly to the 7z, but rather, link to this thread (or something) because it's not really for general release and it will be updated regularly. Pretty cool though!

Edited by Mardoxx, 21 October 2012 - 09:40 AM.


#141
sagittarius22

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Oh right I'll do that!

#142
Starfis

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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.

#143
schlangster

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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 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.

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 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.

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.
-

Right, but that's why I suggested Enter to select and close, and Tab to close without selecting.

The scenario I described was:
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.

In-game load order viewer released thanks a lot to the SKSE-SkyUI teams without which it would not have been possible!

Nice :) Be aware though, as Mardoxx said, that this is an alpha version. We are still in the process of refining the API, so there might be new updates at any time that change pretty much everything if it turns out to be necessary.

Edited by schlangster, 21 October 2012 - 12:05 PM.


#144
insane0h sval

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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
Mardoxx

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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
sagittarius22

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Which files can we load using the LoadCustomContent() function, other than SWF files?

#147
Mardoxx

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SWF and DDS (it might support PNG, GIF (unanimated) and JPEG but I am not sure)
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
schlangster

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SWF and DDS (it might support PNG, GIF (unanimated) and JPEG but I am not sure)

Pretty sure JPEG is not supported. PNG will probably work, but it won't look good.
So for images, DDS is the best choice.

#149
sagittarius22

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Thank you :banana:

#150
gyshall

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You guys own.


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