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AdoringFan
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This is a needed change.

This is a needed change.

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Ehamloptiran
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All Map Markers have been

All Map Markers have been added to the map.swf (They need better vector graphics later, as for now they are just PNG), now just need the tes5edit changes to all Map Markers in the game to reflect the list I provided earlier. I am attaching the map.swf to this post for testing purposes. Place into <SkyrimDir>\Data\interface\map.swf.

https://drive.google.com/file/d/0BzqpBc4MrAMXWl9HSF9DLXNMem8...

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I PM'ed you with updates

I PM'ed you with updates already :)

Ehamloptiran
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zilav wrote:

zilav wrote:

I PM'ed you with updates already :)

I got them thanks, what I meant is someone needs to change all the map marker index numbers, I will probably do it tomorrow if no-one else beats me to it

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^

^

Will this affeck Skyrim markers?

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Mehh wrote:

Mehh wrote:

^

Will this affeck Skyrim markers?

No, that was the whole purpose of this exercise, was the create unique markers for Skywind. So it uses index numbers 60+

Ehamloptiran
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Updated all map markers to

Updated all map markers to use the new icons, where possible, some new icons are still required. But the plugin contains all map markers, so will be easy to update in future

https://drive.google.com/file/d/0BzqpBc4MrAMXTHVqOHVZZ000MU0...

There is still a problem with undiscovered icons, they appear as discovered for some reason (Looking into it) and the "You are Here" marker appears to be wrong.

The following new icons will be required, if anyone feels like creating them, please make sure they are vectorised (in flash or svg is fine)

Egg Mine
Shack
Town/Settlements
Burial Ground
Grove
Castle
Altar
Landmark
GhostGate

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I have a request according

I have a request according those. Much like in Skyrim, I'd like each town and bigger settlement to have their own, unique icon. That is important for a few reasons.

First, with how varied Morrowind architecture is it's simply impossible to make a normalized icon for all of them. The styles are way more different from each other than in Skyrim, and even Skyrim had it unique for each.

Another reason is that from what I've heard from Nahlo, discovery music depends on the type of map marker. No idea if that's how it actually works, but we're planning to have different and original discovery jingles for every town (except only Gnaar Mok and Hla Oad - they have the same one). If that's actually the case, we need unique icons just for that reason.

And of course if they're unique for each town it would be much easier to navigate. Ash camps also need their own unique icons.

If you'd be willing to implement this I can get some concept artist who could design those for us, so that it takes a bit off of your workload, and also makes them more artistically pleasing. Gotta see who's good with vectors.

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Thankfully, there is an

Thankfully, there is an easier way to set the map marker discovery track, no new types or anything required.

Ehamloptiran
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Dragomir wrote:

Dragomir wrote:

I have a request according those. Much like in Skyrim, I'd like each town and bigger settlement to have their own, unique icon. That is important for a few reasons.

First, with how varied Morrowind architecture is it's simply impossible to make a normalized icon for all of them. The styles are way more different from each other than in Skyrim, and even Skyrim had it unique for each.

Another reason is that from what I've heard from Nahlo, discovery music depends on the type of map marker. No idea if that's how it actually works, but we're planning to have different and original discovery jingles for every town (except only Gnaar Mok and Hla Oad - they have the same one). If that's actually the case, we need unique icons just for that reason.

And of course if they're unique for each town it would be much easier to navigate. Ash camps also need their own unique icons.

If you'd be willing to implement this I can get some concept artist who could design those for us, so that it takes a bit off of your workload, and also makes them more artistically pleasing. Gotta see who's good with vectors.

I was hoping to get some opinions on unique icons for towns, as I am more than happy to set that up, there still needs to be further discussions about other icons, what other things should be unique, ie. I want Ghostgate to have its own unique icon. Are there other places people want a unique icon? We can have 196 new icons all up.

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I made a thread a short while

I made a thread a short while ago about my take on the dialogue system, since skyrims simply isnt complex enough for morrowind-level depth.

https://tesrenewal.com/forums/quests-and-npcs/conversation-ui

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TheDjango wrote:

TheDjango wrote:

I made a thread a short while ago about my take on the dialogue system, since skyrims simply isnt complex enough for morrowind-level depth.

https://tesrenewal.com/forums/quests-and-npcs/conversation-ui


I wouldn't exactly call Morrowind's dialog very deep or complex...
like 75% of it is just copy pasted from one npc to the next, and could probably use a lot of pruning.
https://www.youtube.com/watch?v=LEI4yS7sFEw

https://www.youtube.com/watch?v=KHa8c2EPFNY

Ehamloptiran
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We currently are looking at

We currently are looking at redesigning the UI for skywind. We have someone who knows Actionscript quite well, and we have the original source files for all the UI elements in Skyrim. As part of this redesign we will look at the dialogue system, but we are still heavily tied to what information the engine provides, so a lot of what we do will be pure cosmetic changes. I am also looking into SKSE for adding new UI elements and mods such as Frostfall and others that add new elements.

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As far as cluttered dialog

Deleted Comment.

225sam
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As far as cluttered dialog

As far as cluttered dialog goes, I agree its quite cluttered. Allow me to make a suggestion, What if instead of making SO many dialog options what if there was an advice option, you click advise and all of the "Little Secret" Little Advise" "Services" etc all appear only when you ask the NPC for advise, This way you could still have all the information without the clutter, What do you guys think?

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Ehamloptiran wrote:

Ehamloptiran wrote:

Updated all map markers to use the new icons, where possible, some new icons are still required. But the plugin contains all map markers, so will be easy to update in future

https://drive.google.com/file/d/0BzqpBc4MrAMXTHVqOHVZZ000MU0...

There is still a problem with undiscovered icons, they appear as discovered for some reason (Looking into it) and the "You are Here" marker appears to be wrong.

The following new icons will be required, if anyone feels like creating them, please make sure they are vectorised (in flash or svg is fine)

Egg Mine
Shack
Town/Settlements
Burial Ground
Grove
Castle
Altar
Landmark
GhostGate

Do we still need these?  Also, do we have a list of other icons that we'd like to see? 

On another note, I noticed that Scaleform might be required for editing some elements.

http://www.nexusmods.com/skyrim/mods/216/?

It sounds like you've already got it working, but for future reference, I believe I still have an active license to Scaleform if we end up needing it.

Ehamloptiran
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Kreisher wrote:

Kreisher wrote:

Do we still need these?  Also, do we have a list of other icons that we'd like to see? 

Yes we still need them, nobody is currently working on new icons. They need to fit the existing theme used for the time being which you can see in one of the previous posts, except black and white, and the undiscovered icon is just the inverse, as for other icons, we still need to discuss, as Dragomir has suggested, unique icons for Towns/Settlements are a possibility. I would also like to see unique icons for each of Vivec's cantons (Right now it looks funny seeing the Vivec face all over Vivec). And maybe unique icons for some of the more unique places in the world.

Kreisher wrote:

On another note, I noticed that Scaleform might be required for editing some elements.

http://www.nexusmods.com/skyrim/mods/216/?

It sounds like you've already got it working, but for future reference, I believe I still have an active license to Scaleform if we end up needing it.

Scaleform is required, but a very specific version, we have all the necessary components (A subset of the scaleform code) required to compile working swf's for Skyrim. As we cannot modify the engine source, we can't change the version of scaleform that is used.

Kreisher
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I spoke with Dragomir briefly

I spoke with Dragomir briefly about compiling a list of towns / settlements.  We plan to start early this week.  I'll also take a crack at the other icons.  

Do we know what version of Scaleform Skyrim uses?  I've had a dev account with them since 2007 (ish).  There's a chance I can download older versions from their site.  

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I dont know the exact version

I dont know the exact version, but its not really a concern since we have all the code necessary to recompile the swf's. Having the full scaleform will actually not help in this instance due to the fact we are tied to what the engine provides us.

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Well that's good news.  

Well that's good news.  

I got curious and started digging around trying to find more info after my post. It looks like Skyrim was using a version of Scaleform from 2009 (so probably 3.0).  The only older version I was able to dig up was a beta of 2.1.  When Autodesk bought them in 2011 they stopped shipping versions older than 4.0, which means I don't think I could get a copy even I had a key.

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Along with everything here I

Along with everything here I would like for the in game map to be improved in such a way as region color and for it to be zoomed in more so the map seems bigger. As for the skyrim UI, I would just want a dumner theme change instead of Nordic symbols and the black background.

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RustyPirate wrote:

RustyPirate wrote:

Along with everything here I would like for the in game map to be improved in such a way as region color and for it to be zoomed in more so the map seems bigger. As for the skyrim UI, I would just want a dumner theme change instead of Nordic symbols and the black background.

Not sure what the plans are for the map, there have been a few suggestions thrown around such as using a paper style map, but no final say on what it will look like, as for the actual UI. We are doing a complete overhaul, including color schemes. What I would like to have come out of this, is a template UI that people can use to create different themes (Not sure if that will happen). Anything you see in screenshots on this thread is just pure testing. Everything is subject to change.

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Here's my first set of icons

Here's my first set of icons based to complete the list.  Any feedback is welcome.  I'll also be taking a stab at other common / important locations like guilds and shops.  

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Old-school player here: I'd

Old-school player here: I'd like the ability to turn off quest markers entirely. Part of the fun for people like me was figuring out where I should go. The compass should stay though as original Morrowind had a mini-map which you could easily tell which direction your character was facing :)

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I'm pretty sure they're

I'm pretty sure they're working to do that. The option to turn them off should hopefully be there and the journal entries will be as they were in Morrowind.

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Ehamloptiran wrote:

Ehamloptiran wrote:

 We are doing a complete overhaul, including color schemes. What I would like to have come out of this, is a template UI that people can use to create different themes (Not sure if that will happen). Anything you see in screenshots on this thread is just pure testing. Everything is subject to change.

Does a new UI mean simple graphical changes?  i.e. colors and shapes.
or does it mean more serious changes, like the way menus are set up, and what is displayed, etc.?
I don't mind a change of the base graphics for something Morrowind themed, I encourage it in fact, but beyond that I hope any changes will be completely optional, as I'd rather play with Skyrim's menus and such as they are.

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There will be some major

There will be some major changes on the new UI that can be turned off. So it will be based on preference.

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Awesome!  I love the graphics

Awesome!  I love the graphics changes, but I loathe the idea of any functionality changes within the UI.

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TheComfyCushion wrote:I'm

TheComfyCushion wrote:

I'm working on figuring out a system of icons for the cantons of Vivec city, but it may end up that we just have to label all the cantons with the general vivec icon.

Do you think it'd be possible only to have the only icon being the crossing to the Foreign Quarter? I feel like having all of those different icons (even if the work had gone into making them different for each canton) wouldn't only detract aesthetically but in terms of gameplay, destroying the worth of exploration and the public transport system. I'm personally somewhat of an anti fast-travel purist, but I think even from outside of this perspective having so many so near, if avoidable, should be avoided.

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Hey, folks. Sorry I've been

Hey, folks. Sorry I've been gone. I'm going back to school to learn computer programming.

Anyway, what"s the progress on all this? Have we cracked the code on UI changes? Just let me know what I need to do to help out.

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Hey TheComfyCushion

Hey TheComfyCushion

I tried to make one as well, its the icon for vivec city, hope you like it and will use it, i dont care if you dont, and feel free to use it like a concept or something like that.

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I have a few questions/

I have a few questions/ requests.

1; is it possible that when before the game starts for the first time it says: do you wish to start your game in morrowind or skyrim?

2. Will any mods not work skywind that you guys know of? I know that it is in early alpha but I was just wondering.

3. In skyrim, your character never says where he/she is from. The only info on your family we get is that they are far away from skyrim. Could this mean that your family lived 200 years ago in morrowind?

You guys are so awesome. If I knew anything about modding I would help in any way i can.

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Not sure if it has been

Not sure if it has been discussed and I haven't read every single post, but I saw someone saying it would be an optional plugin, but why not make it be something you can turn on and off through MCM? Just go to the start menu and turn it on there. Unless there is a way to make it automatically be on when you are in morrowind, so it turns off when you go back to skyrim. Is there a way to change the entire UI? Menus and all, I am sure it would be a huge undertaking but it would be cool to have a menu system more like Morrowinds. Maybe even show your character in the menu. (That was one feature that I thought should have been left in Skyrim.)  And are custom icons for spell/potion effects? 

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Vivec City Icon

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Okay, I'm going to commit a

Okay, I'm going to commit a bit of necromancy here, because I don't think this has been fully resolved. Does anyone, ANYONE, have access to all the work that was done for the the UI update?

I feel like this is a detail we shouldn't overlook.

I don't have the software necessary to modify the swf files to get this stuff running, but if I can get element dimensions, I can size the UI elements to fit into the swfs, and put together whichever ones we might be missing.

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this necromancy is for a good

this necromancy is for a good cause.

You'll have to do some digging (using google search) for previous posts by others, Eham was working on something, i dont believe he finished it, as usual, but if this leads u to pursue him personally, you may get somewhere.

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Im in support of an overhaul.

Im in support of an overhaul. Its for a great cause and will give character to skywind, make it more than just a 'skyrim mod'. hopefully people will see it as a standalone game. I have the same opinion about the UI too.

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Count me in, it would


Count me in, it would definately diversify the game from skyrim, like Project Brazil did to Fallout NV. I'm still interested in how the character dialogue screen would work..

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TheDjango wrote:

TheDjango wrote:


Count me in, it would definately diversify the game from skyrim, like Project Brazil did to Fallout NV. I'm still interested in how the character dialogue screen would work..

Yeah, a new dialogue screen would be the creme da la creme.

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ErikChristensen wrote:

ErikChristensen wrote:

TheDjango wrote:


Count me in, it would definately diversify the game from skyrim, like Project Brazil did to Fallout NV. I'm still interested in how the character dialogue screen would work..

Yeah, a new dialogue screen would be the creme da la creme.

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Well... I have Macromedia

Well... I have Macromedia Flash 8 Professional, but I think that's a bit outdated.

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I sent Eham a Pm a month ago.

I sent Eham a Pm a month ago. But considering his "Last Seen" stat says over 4 months ago, I don't think we can count on him coming back any time soon.

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He's doing stuff with DA:I.

He's doing stuff with DA:I.  He's on the DA:I Nexus, and the Unreal Engine 4 forums.

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