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[RELz] SkyUI

SkyUI Interface MCM 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 - Thread #7 - Thread #8 - Thread #9 - Thread #10


SKY UI

Current version: 3.0

SkyUI @ Skyrim Nexus

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

Documentation for mod authors can be found in our GitHub wiki.
There's also a download link for SkyUI SDK package, which contains the files required to compile SkyUI-based scripts.

Edited by schlangster, 04 January 2013 - 02:03 PM.


#2
schlangster

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Cont.:
MCM vs MOD CONFIG
The winner is... MOD CONFIGURATION
http://i.imgur.com/ITtvl.jpg

#3
Señor Cinco

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Are there plans to incorporate the " v/w " tab, like the previous versions?

#4
optimaldeath

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Why did they remove it?

Also I am wondering if it is good enough to use at the moment, I just find the extra control being a mod user rather irresistible, hate using the console, feels naughty.

Edited by optimaldeath, 27 December 2012 - 09:18 PM.


#5
DayDreamer

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Are there plans to incorporate the " v/w " tab, like the previous versions?

Why did they remove it?

Also I am wondering if it is good enough to use at the moment, I just find the extra control being a mod user rather irresistible, hate using the console, feels naughty.

They didn't remove it, but you have to turn it on. Look in the upper right, click on the pull down menu. You can now turn off/on columns. Cool!

it's good enough, but remember it's beta. We have had very fast fixes to issues (thanks again), but there will still be issues. Keep testing.

#6
Mardoxx

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Also I am wondering if it is good enough to use at the moment, I just find the extra control being a mod user rather irresistible, hate using the console, feels naughty.

Why do you need to use the console?
(or do you mean games console.. even so, question still stands! :P)

it's good enough, but remember it's beta. We have had very fast fixes to issues (thanks again), but therewill still be issues. Keep testing.

There's one issue with children's clothing displaying as $Clothes instead of the correct string.

Other than that it's virtually bug free, but please prove me wrong! :D

Edited by Mardoxx, 27 December 2012 - 09:39 PM.


#7
DayDreamer

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Another suggestion: with all the extra columns, in barter I'm finding my eyes sweeping back and forth across the long columns. Any chance we could have configurable column re-ordering? Or move the common fields that don't change (weight, value, value/weight) to the left of the icons?

#8
Mardoxx

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Another suggestion: with all the extra columns, in barter I'm finding my eyes sweeping back and forth across the long columns. Any chance we could have configurable column re-ordering? Or move the common fields that don't change (weight, value, value/weight) to the left of the icons?

No, they display the order they show in the toggle list.
The amount of effort and time required to make columns properly re-sizeable/re-ordable would just not be worth it, also it wouldn't work nicely with controllers and as it is now, everything works perfectly whether you use kb+mouse/controller.

Edited by Mardoxx, 27 December 2012 - 09:54 PM.


#9
Señor Cinco

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They didn't remove it, but you have to turn it on. Look in the upper right, click on the pull down menu. You can now turn off/on columns. Cool!

it's good enough, but remember it's beta. We have had very fast fixes to issues (thanks again), but there will still be issues. Keep testing.

Ah! Thanks DD!...o/

I will be looking for that when I play, later this evening.

Great stuff. I couldn't play without it.

#10
optimaldeath

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Why do you need to use the console?
(or do you mean games console.. even so, question still stands! :tongue:)


I just mean for things like iHUD and changing settings, just a pain, if there is nothing totally wrong beyond children's cloths, seems like i shall download it.

#11
marrax

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Arrow damage isn't shown in the weapons tab. This means that arrows can't be sorted by damage.

#12
Mardoxx

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Arrow damage isn't shown in the weapons tab. This means that arrows can't be sorted by damage.

Update to beta 2.

I just mean for things like iHUD and changing settings, just a pain, if there is nothing totally wrong beyond children's cloths, seems like i shall download it.

iHUD needs updating by gopher before it can be used truly safely, shouldn't be long now though.

Edited by Mardoxx, 27 December 2012 - 11:57 PM.


#13
Shasow

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Did the new updates from Alpha 6 fix the issue with mods that hide enemy health bars on the screen?

#14
Mardoxx

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Did the new updates from Alpha 6 fix the issue with mods that hide enemy health bars on the screen?

When the HUD widget framework is released you'll have to use our hudmenu.swf.
Any mod that also modifies this file (or hudmenu.gfx [it's the same file only with compressed, exported assets]) will therefore not be compatible with SkyUI.

For the time being we've removed the widget framework because it's not finished. So any HUD mods will currently be compatible with 3.0, this will not be the case in the future.

Seeing as all most of these other HUD mods is resize meters/change the cross hair, we'll probably give some similar/better options in the future.

The only HUD mod which should/will always work with SkyUI, that I know of, will be iHUD.

Edited by Mardoxx, 28 December 2012 - 12:05 AM.


#15
Shasow

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When the hud Widget framework is released you'll have to use our hudmenu.swf
Any mod that also modifies this file will therefore not be compatible with SkyUI.

For the time being we've removed the widget framework because it's not finished. So any HUD mods will be compatible with 3.0.

The only HUD mod which should always work with SkyUI will he iHUD.

SkyUI 2.2 and No Enemy Healthbars or iHUD works perfectly fine. But with SkyUI 3.0 alpha6, the enemy health bars are not being affected.

Edit: No Enemy Healthbars doesn't use hudmenu.swf. Never mind, it uses hudmenu.gfx, which I suppose is pretty much the same thing.

Edited by Shasow, 28 December 2012 - 12:05 AM.


#16
Mardoxx

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Edit: No Enemy Healthbars doesn't use hudmenu.swf.

Yes it does, hudmenu.gfx
I should have made that more clear

But for the time being, you'll be ok.

Edited by Mardoxx, 28 December 2012 - 12:05 AM.


#17
Elementroar

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For me, the shortcut keys - space to go to the search bar, shift to change from inventory and magic screen - are not working. Setting up hotkeys for mods using the Mod Config screen also isn't working. The keys are being registered; when I click to change say, Predator Vision's hotkeys, the new keys I pressed do show up as the new hotkeys; but they're not responding when I use them later.

I have the latest SKSE installed.

I'm using Mod Organizer to load the game, I have Script Dragon installed, and am using Hialgoboost. Which all might be causing something so I'm laying out there in case any of these can cause a conflicts with keybinds/shortcut keys.

Edited by Elementroar, 28 December 2012 - 07:22 AM.


#18
MaGISTraTe

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For a moment you got me and I thought it was the famous 3.0 to be released :smile: But.. did it get out of Alpha and into Beta, am I reading right?

Edited by MaGISTraTe, 28 December 2012 - 07:23 AM.


#19
DeSetuede

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For a moment you got me and I thought it was the famous 3.0 to be released :smile: But.. did it get out of Alpha and into Beta, am I reading right?


Yes it's in BETA, that's what I'm using now, just a simple .bsa and .esp file.

#20
Mardoxx

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Elementroar, what's your papyrus/skse log say
See if it works without hialgo boost (you'll need to delete or move the dll's)

Edited by Mardoxx, 28 December 2012 - 07:42 AM.


#21
Elementroar

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I didn't run with the papyrus logging enabled in my ini, but here's the skse log:

Spoiler


Trying without Hialgo right now

Found the solution, it's exactly like the 'new dialogue' bug - the one where if you have a new NPC, they can't be spoken to unless you save and reload at least once. I needed to just save and reload and all the shortcut keys worked. Did this while still loading through Mod Organizer with HialgoBoost.

Edited by Elementroar, 28 December 2012 - 08:16 AM.


#22
Mardoxx

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Interesting, thanks for finding a solution.

#23
Sjors_Boomscors

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Is it possible at the moment or in the near future to change the Skyrim main page background? The current black background is a bit plane, I like to give it a more Skyrim, Oblivion or Morrowind feeling on the fly, by use of an ingame SkyUI option.

#24
MaGISTraTe

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I just installed the latest beta, it's even more awesome than it was before (and I thought 2.2 was lovely); I simply love the new colors in the inventory AND the potential the whole thing has to support further add-ons, also thank you for including the "Min Quantity to trigger how many" that REALLY bugged me so far (would it be possible to up it to 999 though?).

if I may suggest though, even though most of it is already pretty understandable, it could use a bit more tooltips things such as "Item Card" and "3D Item" aren't clear on game effects (not to me at least). BTW what is the "Gift Menu"?

Also, I was wondering, would it be possible to include a "Skills Page" on MCM (something to use instead the vanilla skill interface), it doesn't have to have perks selection ability, just some kind of resume (e.g. Alteration 75, Destruction 50, One Handed 40 etc... to get a quick glance to each skill and its progression towards the next level).

Edited by MaGISTraTe, 28 December 2012 - 09:09 AM.


#25
marrax

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Some more issues I noted:

1. Items with no value (as opposed to items with zero value) get sorted "high".

I have a Rusty Arrow in my inventory and when I sort weapons by value, the Rusty Arrow which shows "-" as its value gets sorted to the bottom of the list. I'd expect it to sort to the top of the list ahead of all the zero-value items.

2. There is a unique Scroll Of Storm Thrall in the Soul Cairn, which is essentially an infinite-duration Summon Storm Atronach. In the scrolls tab its duration is listed as '-<something very big>'. I'm not sure there's much you can do about that, just pointing it out.

3. I can't remember if this is the same deal with the default UI or not, but in the Shift (Equip) menu, pressing E will also equip as well as M1/M2. But this is an 'invisible' option, which is not shown up in the list of available keys/buttons in the status bar.

#26
Mardoxx

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MaGISTraTe, They're just to offset the inventory/magic menu's 3D item icon and the info card that's below it. Mainly for people with muliple-monitors.
The gift menu is the one you see when talking to that woman in helgen, when giving food/clothes to children (I think), and when planting stuff.
For the quantity menu limit, 0 disables it (I.e. E only takes/puts one item, apart from when taking weightless items, it takes them all [gold, for instance]) why would you need it as 999?
Someone could add a stats page, I don't see why not.

marrax, items with undefined values get pushed to the bottom of the list. e.g. sorting by weight, those with no weight get pushed to the bottom of the list, with the lightest item at the top, heaviest just before those with no weight. Otherwise you end up with a load of useless items before you get to ones with useful values.
The bottom bar button art is like that to distinguish between being able to equip to just your left hand or being able to equip to either. M1 E / E M1 M2 would look bad.
As for that scroll, I'll look in to it. Same sort of thing happened with that sailors thingy active effect, iirc.

Edited by Mardoxx, 28 December 2012 - 09:21 AM.


#27
MaGISTraTe

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Thanks for the clarification, I thought we needed a 999 to basically disable the "how many", but if 0 disables it completely it won't be needed.

#28
Duredhel

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I just upgraded from Alpha6 to Beta2 and noticed that the hotkey to toggle equip while in the trade UI has changed from "Shift" to "???". My Run/Walk key is still Mouse5 so the Shift key should still be free for SkyUI to use. I've read through the supplied readme and it doesn't seem to reference setting this hotkey. Can anyone provide me a hint?

Thanks!

#29
marrax

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items with undefined values get pushed to the bottom of the list. e.g. sorting by weight, those with no weight get pushed to the bottom of the list, with the lightest item at the top, heaviest just before those with no weight. Otherwise you end up with a load of useless items before you get to ones with useful values.


Can't check now as I'm at work, but as long as this is also the same when sorting in reverse (items with undefined weight/cost/etc. get lumped at the bottom when sorting in descending as well as in ascending order) then okay, that works.

#30
Mardoxx

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Druedhel, I don't think that should be failing, it should default to whatever is the keyboard key for Run in controlmap.txt. Never thought anyone would ever map that to a mouse button. Even so, it shouldn't be failing I wouldn't have thought. I'll look in to it for you.
Binding Run back to Shift should be a workaround for now. Can you try rebinding it to Shift and then back to Mouse5 and see what happens? I don't think that'll work though because it will probably remove the keyboard context when you rebind for mouse.

marrax, yeah it should always push items with undefined elements to the bottom when sorting by that element, regardless of sort direction.

Edited by Mardoxx, 28 December 2012 - 03:26 PM.



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