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TheComfyCushion
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Skywind UI Elements

Didn't see how this would fit in the other subforums, so I'll post it here.

Since we know it's possible to replace the ui elements in skyrim with ones we've made, have we considered maybe doing that?

I've got some mockups of how it could look. I'm currently researching how to accomplish it. Please share your thoughts.

 

Tajnarasha
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It's a neat little touch.

It's a neat little touch. Definitely separates the UI from Skyrim a little bit. Ultimately it would be great if we could give places their own distinct markers like the cities in the vanilla game :)

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That is the idea. I just

That is the idea. I just haven't done them yet. Is there a list of the map points that are/wil be in the game?

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I would say its a great idea

I would say its a great idea IF theres a way to separate UI for Skywind and Skyrim. I guess it might be the problem - then its a good idea for a plugin :)

E: Also - if you gonna do this - maybe you could try to make it even more "morrowindish" - you know - change the shape a bit etc.

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There is a limitation with

There is a limitation with adding new map markers, though, as they are hardcoded into the game I believe. However, Dragonborn has redoran and telvanni map markers to use, though. I like the idea of having a separate hud and ui style, though.

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It would be useful to modify

It would be useful to modify the conversation menu so that it was more like Morrowind, or maybe even ESO because they made it in Skyrim that the dialog fades away before you give your answer and it can be inconvenient at the best of times (in Skywind) :P This video might help you though: http://www.youtube.com/watch?v=Ti586N7L7Oc

Jobe wan kenobi
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These look great! I imagine

These look great! I imagine Ebonheart could be pretty easy because you could use the Imperial Symbol used for Imperial camps in Skyrim. 

TheComfyCushion
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Thanks, LASentry! That's

Thanks, LASentry! That's going to be a huge help. The duration of the convo text is likely a number tucked away in the code I don't know where. It'd take some investigation by a person familiar with the engine to figure that one out, methinks.

 

iceflame542, the .swf containing the icons has a certain number of icons in it that can be replaced. It may be possible to add additional icons to that file. I can try looking into it. If it's just a matter of adding icons to the .swf, there is theoretically no limit to the number of custom icons we could use. But if it is hard-coded into the engine it would also require modifying the game itself to read those extra icon "slots," which is something beyond my ken, I'm afraid.

However, there is plenty of space in the vanilla file to make the icons neccessary for Skywind.

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I believe the game is
I believe the game is hardcoded to draw from the swf file, so I believe replacing icons is doable, hence all the color map marker mods, but I'm pretty sure adding is impossible I could be (and hope im) wrong
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I remember Zilav talking

I remember Zilav talking about map markers before, and told us that the map markers were flash file type or something. Maybe he can enlighten us on if it's doable or not.

If it's truly limitations from the exe, well maybe Ormin can take a look at it, and see if that limitation can be removed, if not, well, we're screwed and stuck with it.

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I thought that Dwemer ruins

I thought that Dwemer ruins could at least use the Skyrim dwemer icon instead of the Nordic ruin icon though :P

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Which would allow the tombs

Which would allow the tombs to use the Skyrim ruin icon.

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I was tempted to do a review

I was tempted to do a review of the map markers.

To change the icon of a location, I think it just needs to edit the marker in the cell and one of the tab has a type drop down list.

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I actually thought about

I actually thought about removing all of the Vivec map markers, except for Vivec Foreign Quarter and the Palace of Vivec.

The Vivec map markers are a mess, and who would bother to use the little boats if you can just fast travel everywhere.

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Mehh wrote:I actually thought
Mehh wrote:

I actually thought about removing all of the Vivec map markers, except for Vivec Foreign Quarter and the Palace of Vivec.

The Vivec map markers are a mess, and who would bother to use the little boats if you can just fast travel everywhere.

I agree
Jobe wan kenobi
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Mehh wrote: I actually

Mehh wrote:

I actually thought about removing all of the Vivec map markers, except for Vivec Foreign Quarter and the Palace of Vivec.

The Vivec map markers are a mess, and who would bother to use the little boats if you can just fast travel everywhere.

Yeah I agree. They clutter up the map quite a bit.

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Map markers are used not only

Map markers are used not only for map, but for discovery purpose too. Not everyone played morrowind.

They look like mess now because there is no objects lod on map. Skyblivion has the same situation with Imperial City and markers for every district, but it has objects lod and markers are very appropriate there pointing to district gates.

In short, they must stay. Maybe moved a bit and/or change icon.

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Alright, so... Since SWF

Alright, so...

Since SWF Decompiler isn't cooaperating, and I don't have any other software I can use to modify .swf file, I'm just going to plow ahead on making the icons and worry about implementing them later.

So here's the idea for towns and villages. For every settlement that isn't the council seat of a house (Balmora, Aldruhn, Sadrith Mora) or Vivec, the location with be marked on the map by an icon representing the House or organization with which that place is affiliated. See below.

The only one I'm iffy about is the tribunal temple icon. I couldn't find anything other than the tribunal symbol that really fit.

The council seats will have custom icons, and Vivec will obviously have a bunch of icons all it's own. Unless the map situation there has changed.

LASentry
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Make the tribunal temple icon

Make the tribunal temple icon a triangle pointing downwards with the daedric text inside it :) You don't have to make the text really small so it fits, it doesn't even matter if it gets cut off - as long as it is recognizable as daedric text.

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Nice work TheComfyCushion

Nice work TheComfyCushion :)

Can you make a icon for the smaller town settlements?

Daedric ruins and Dwemer ruins please :)

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Am I the only one who can't

Am I the only one who can't see the image TheComfyCushion posted?

LASentry
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You have to open the image in

You have to open the image in a new tab

Jobe wan kenobi
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Tried that already.

Tried that already.

LASentry
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then it's you

then it's you :P

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Well that's annoying

Well that's annoying

Mehh
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I have the same issue with

I have the same issue with Firefox and Chrome, but it opened just fine in Internet Explorer. I was able to see them for like 3 seconds, before a really really annoying video ad played, and annoyed me to the point that I closed the browser.

TheComfyCushion
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Let me just attach the image

Let me just attach the image this time.

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Image icon Map_Icons1.png64.2 KB
Tajnarasha
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This is lovely! 

This is lovely! 

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Oh wow this is great! amazing

Oh wow this is great! amazing job. Little things like this will really make it stand apart from Skyrim. I'm so excited to see them in game!

LASentry
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Yay, my tribunal idea -

Yay, my tribunal idea - exactly what was in my mind, better in fact! Are you going to make black versions? Also it would be cool if the Ghost Gate had a special icon and maybe a few other places like Vivec, idk.

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Alright, here's a few

Alright, here's a few more.

Yeah, LASentry. There are going to be a few location-specific icons. There's plenty of space.

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Image icon Map_Icons2_1.png134.99 KB
Ravanna
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this is brilliant good job

this is brilliant good job :)

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perfect

perfect

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This is extremely nice The

This is extremely nice :)

The one thing that "bothers me" is shipwreck. It looks like a drakkar which is good for vikingish (whaa?) skyrim but i would say that the morrowind icon should be closer to the shape of the ship that we leave at the beggining of the game (the prison ship). Correct me if i'm wrong.

Other than that it really looks great!

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that's an imperial prison

that's an imperial prison ship, i do not know what the dunmer ships are like - in fact, it has been said many times that "dunmer weren't meant to be on ships" as they feel sick a lot.

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Yup, but the ship you

Yup, but the ship you actually encounter in morrowind are mostly imperial/morrowind, not nord (i do realise they make an appearence though)

also, the stern in this (and other ships that are around Vvardenfell) is a bit telvanni-like - so i would even risque saying that it might be imperial ship build in morrowind. And the fact that one race does not belong on the seas doesnt mean they cannot have unique looking ships... I really want to use a racial slur to prove the point but that might not be the best idea ever ;)

Anyway - any ship is better then drakkar - that was placed as a skyrim icon for obvious reason. I know it's not the most important issue on the world and as i said, i love Comfy's work - but in my opinion every detail is important and worth improving - and as long as I'm not missing something - this one probably should :)

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ok, yeah that makes sense. as

ok, yeah that makes sense. as for ui, it'd be cool to have a dialog system more like morrowind - maybe something like eso where you can see the last thing the npc said.

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Wow they look amazing, the

Wow they look amazing, the only one that needs changing is the Hlaalu one in my opinion. It looks a bit strange.

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There are enough Skyrim map

There are enough Skyrim map markers for us to replace, but the issue is, who knows how to do it? If we do replace them, wouldn't this also affect Skyrim?

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If it is figured out how to
If it is figured out how to replace them then keep it an optional mod of it affects skyrim aswell? Or maybe there is a way you could script them to be toggable like what digi did with the quest markers? Personally if you have to replace skyrim ones then that's fine with me I know ill download this, it looks great so far!
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See, I'm of the opposite

See, I'm of the opposite opinion, LASentry. I feel like the game would benefit from a streamlined, Skyrim-esque dialogue system.

Take all the generic info responses on the sidebar and give them to guards and inkeepers, and turn the quest and interaction dialogue into the call and response format from Skyrim. We wouldn't even have to change the dialogue, just take the blue text and write it out as clickable questions that the NPCs respond to.

I always had trouble with the dialogue system in Morrowind. I could never keep myself from clicking though the sidebar stuff to see if any of it was new or pertained to my current objective. Wasted a lot of time in those dialogie menus...

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TheComfyCushion wrote: See,

TheComfyCushion wrote:

See, I'm of the opposite opinion, LASentry. I feel like the game would benefit from a streamlined, Skyrim-esque dialogue system.

Take all the generic info responses on the sidebar and give them to guards and inkeepers, and turn the quest and interaction dialogue into the call and response format from Skyrim. We wouldn't even have to change the dialogue, just take the blue text and write it out as clickable questions that the NPCs respond to.

I always had trouble with the dialogue system in Morrowind. I could never keep myself from clicking though the sidebar stuff to see if any of it was new or pertained to my current objective. Wasted a lot of time in those dialogie menus...

 

great idea! streamlining doesnt mean we have to let something out. and guards always felt so bland, so why not give them those generic dialogue topics?

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Aside from a few options that
Aside from a few options that still need conditions it has already been streamlined for the most part, most of the generic repeated lines have all been moved to a single dialogue option (what do you know about?) Which then branches into all the generic questions if you so choose to ask one, leaving only quest or personal npc dialogue options in the main conversation ui, so basically what your saying has already been done, except for moving them all to guards or inkeepers which would require a bunch more conditions and an unnecessary amount of work, they have simply moved to the one neat generic question topic
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It still seems like the NPCs

It still seems like the NPCs still have way too many things in their dialogue options, like Little Secret, Little Advice, Services, and a bunch of others. Half the people in Morrowind want to tell you the exact same thing about Caius Cosades. Those are generic responses that can be mitigated to non-quest NPCs, can't they? Especially the Caius Cosades info. Quest markers and the journal do a better job of telling you who and where he is than having every NPC give you the same canned response about him.

The dialogue options just seem incredibly cluttered.

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TheComfyCushion wrote: It

TheComfyCushion wrote:

It still seems like the NPCs still have way too many things in their dialogue options, like Little Secret, Little Advice, Services, and a bunch of others. Half the people in Morrowind want to tell you the exact same thing about Caius Cosades. Those are generic responses that can be mitigated to non-quest NPCa, can't they? Especially the Caius Cosades info. Quest markers and the journal do a better job of telling you who and where he is than having every NPC give you the same canned response about him.

The dialogue options just seem incredibly cluttered.

 

My favorite thing is when NPCs begin to refer to themselves in the third person and tell you what everyone else is saying about them as though they were one of the locals. 

LASentry
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You don't get it, I just mean

You don't get it, I just mean so that you can see what the NPC said last, like in ESO. Can't people read?

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Calm down, now. That may be

Calm down, now. That may be what you meant, but that's not what you said. You said you'd like to see the dialogue system be more like morrowind, and then you said you'd like to see the feature from ESO where you can see the last thing the NPC said. The way you wrote it, it looked like two different statements.

Besides, that doesn't invalidate what we're talking about.

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Calm down? I was never riled

Calm down? I was never riled up... But anyway, now you know what I mean. Thoughts on it?

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We were having a discussion

We were having a discussion only tangentially related to what you said, but you responded as if we were directly answering your post the entire time. And then you asked if we can read, which is an aggressive, if not downright insulting response. So, yes, I asked you to calm down. If you didn't mean to sound that way, try to take care with your wording. It's easy to convey an attitude you don't mean to convey in text.

As to the issue you're asking; it's definitely logical for the game to display the dialogue you're meant to respond to if you don't have audio for the dialogue. Is there a way to make the subtitles stick around longer? That might be the easiest way to do it.

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This whole thing was over and

This whole thing was over and then you brought it back, what the heck. First of all, I was not responding to all of those comments, I came late, I was only replying to the first couple of responses. I asked if you can read because no one was able to use their common sense and actually think about it. Now you're being extremely condescending and precocious towards me, if that's not insulting, I do not know what is. End of discussion, keep up the great work. Edit: we're all friends now :)

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Ok, so I've had a go at

Ok, so I've had a go at seeing if we can add in NEW map markers, and came a cropper as well.

This is a well discussed topic on this website, and alas nobody as far as I can see has done it.

http://morroblivion.com/forums/skyrim/skywind-mod-releases/6534

http://morroblivion.com/forums/skyblivion/skyblivion-develop...

http://forums.nexusmods.com/index.php?/topic/685053-advanced...

Unfortunately I think our only method would be if Zilav decoded where the information for Map Markers is within the Skyrim.esm and add it as a group to TES5Edit

I think the way it gets registered in the "map.swf" then gets associated with a class like;

Object.registerClass("DLC02MiraakTempleMarker", Map.Marker)

I tried adding a new one to the "map.swf" but not sure if I really did it properly. I was hoping that it would somehow get registered with the "TNAM - Type" for map markers, so that it would be selectable. Of course that didn't work, some values are hard-coded I think somewhere.

Now if we can find this class and also a reference to "DLC2 -- Temple of Miraak" which is in the "TNAM - Type" of Map Marker for a map reference object, then we will be away laughing. Something like an evil villian...mwhahahaha

So we are looking for "DLC02MiraakTempleMarker" and "DLC2 -- Temple of Miraak", both in the same proximity, maybe in scripts, more likely in the Skyrim.esm or Update.esm. Its not in Dragonborn.esm, because those map markers are available without loading it.

What is more likely, is that we have to edit the existing Skyrim locations. Another reason for a semi standalone version.

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