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SkyUI interface mod for Skyrim.
"LoadCustomContent()" Would it be possible to use this to add multiple icons/images to one page?
Would be handy to have a "AddImageOption()" btw ^^
It would let you place images in the same way as "Add****Option()" would do with text or empty spaces, keeping the original image size :)
Example:
Code: AddTextOption("My text :)", "")AddImageOption("Icons/Icon01.png")
Or: AddTextOption("My text :)", "" , , "Icons/Icon01.png")
Result: My text :) [Icon]
Ah, and I'd also like to know if it's possible to have an Input Message box? :)
Thank you
I find the mis-aligned value/weight float column not very readable at first glance. For example:
__20.83
_____25
__46.17
____118
Please show all values with the same number of decimal digits.
Would be nice if the number of digits was configurable. I think i'd set it to zero (i.e. round to integer values), as it was in version 2.2 IIRC.
BTW, i first filed this as https://code.google.com/p/skyrimui/issues/detail?id=71. Please make that issue tracker read-only if it is no longer used.
Thanks!
Config menus owned by mod index >127 disappear from the mod list after the next reload.
I get this message after loading savegame:
Your Papyrus INI settings are invalid. Please fix this, otherwise SkyUI will stop working at some point
In my skyrim.ini iMinMemoryPageSize and iMaxMemoryPageSize are not declared.
iMaxAllocatedMemoryBytes is set to 4000000000
This warning doesn't occur with version 3.1 in the same conditions.
Piece of related code :
if (Utility.GetINIInt("iMinMemoryPageSize:Papyrus") <= 0 || Utility.GetINIInt("iMaxMemoryPageSize:Papyrus") <= 0 || Utility.GetINIInt("iMaxAllocatedMemoryBytes:Papyrus") <= 0)
Error("Your Papyrus INI settings are invalid. Please fix this, otherwise SkyUI will stop working at some point.")
return
endIf
Item card doesn't translate $Stolen string.
The AE HUD disappears while the player is swimming. It does return once the player is back on land so it is a very minor issue.
When started without SKSE, the filter intercepts any key input, which makes it impossible to exit the menu via keyboard.
Allow OPTION_FLAG_DISABLED to trigger OnHighlight.
And
OnHighlightST( int a_flag )
Sometimes you still want to tell the user what the control does and / or why that control is disabled event though they cannot change it's value.
Open inventory menu with some stolen, enchanted and favorited items. Hover over the items and they shift left slightly.
Same thing happens, but to a lesser extent, in the config option list.
I want to install SkyUI with NMM but I always get this error:
"There was an error registering this mod: SkyUI - SkyUI_4_1Error: Access to the path was denied."
Other Mods can be installed without a problem. What could be wrong? SKSE is installed?
Thanks
Open an inventory menu
Press down once
First index is highlighted, but not selected
Okay this isn't an issue but i was wondering is there an option that removes the Separator in the middle of a page of the MCM?
I've looked at the options but couldn't find it :/
The control names for these keys aren't set. Will probably have to move back to assigning the keycodes via config.
This can be done any time, as the component has simple input and output to and from Papyrus.
It's not clear, that they mark read books/scrolls.
Try an emblem instead?
Not sure when it happened, but after playing for a couple hours I opened a container and a book was missing its icon. So I went into my inventory and saw this
The two spell books that have icons I have not yet learned, the other spell books that have icons I have learned. I'm guessing I've ready most of the books in my inventory already (if not all).
Also, the icons are "spreading" (must have enough items in tab to be able to scroll. Scroll down one, and the icons move up to still next to the proper item, but the spot it was just in doesn't refresh--so the icon is where it was and where it should be. Seen here
It's easy to tell what I mean if you 'flip' through these pictures in order (like put them in a folder, open the first one in a viewing (not editing) program) and hit the right directional button to go to the next one.
Notice in the last two screenshots (8 + 9) that there are now scroll icons next to the two books named "Smith: ..."
On all tabs, the main (and first) column can only be sorted in two ways by the name, others filters are sorted in a single way (ascending).
Each time, I try to invert the way of sorting items, the "name" filter comes back.
On the "clothing" tab, the class can only be sorted in single way.
Beta 2 installed this afternoon.
Buying/selling at Raven Rock, merchant gold displayed as 40,923, my gold at 495193, values did not change as items were bought and sold. Armor calculations also did not change as items were selected. Carryweight adjusted appropriately.
This issue did occur in Beta 1, or if it did I didn't notice it (and it's something I would have noticed).
I received an error message in Beta 1 that my papyrus settings were invalid; I returned them to default and the message disappeared. Reference to help in the FAQ resulted in no topic present. Default settings have, at least in Soltheim, not resulted in gameplay problems.
I'm also receiving a message that I have an incompatible menu file (mapmenu.swf). That message is new in 3.2. It may refer to map.swf installed by NACMIM - Colored Holds - Compass quest markers and Holds-26822-1-4, doesn't appear to adversely affect gameplay.
Is there a function that lets me open up a menu with selections directly?
Because i Used AddMenuOption() and it's a filter menu, so when i select "Filter By Letter"
I'd like to display an other menu directly with "A,B,C.....X,Y,Z" in it.
(I have around 200 selections in the main selection window so it needs a filter)
Papyrus:
AS:
Concatenation happens before replacement. Given: "$HELLO" is key to the string "Hello".
Debug.Trace( "$HELLO" + " world" )
Results in "$HELLO world" and not "Hello world". If you need concatenation for localized strings store each portion as a string var and use that.
String sConcatHello = "$HELLO"
Debug.Trace( sConcatHello + " world" )
They don't sort properly and labels aren't assigned to food properly
If the first column is full of icons with one of those icons belonging to a conjuring spell (for example), and if I recast a conjuring spell, then that icon goes into the second column since SkyUI is still removing the icon from the first column. Once the original icon has been removed from the first column, recasting the spell will create the icon in the first column since SkyUI recognizes that there is now an opening.
Picture example:
http://i.imgur.com/cHwJZ5v.jpg
http://i.imgur.com/wPWdaR4.jpg
When spamming* a shrine for a blessing, the blessing icon can move to the second column even when the first column has a few extra spaces for icons left.
*One doesn't necessarily have to spam, as seen in the example in paragraph 1. However, if there are, for example, 2 open icon slots in the first column, then spamming the shrine ~3 times tends to make the blessing icon appear in the second column.
Picture example of shrine spamming when there are multiple free icon slots in the first column:
http://i.imgur.com/kAvqoLI.jpg
http://i.imgur.com/S43hXf3.jpg
I'm not sure if the explanations you both gave in my "Second AE HUD line not merging into first until reloading save" report apply to this as well, thus making this not an issue, but I figured I'd report it anyway.
Armor Rating and Damage text boxes are not aligned correctly and seem too far away from the other text boxes.
Carry weight bunches up if you carry lots, so does gold.
Seeing as this information changes for each item, perhaps make them bunch up next to player gold?
In a boss fight, I cast a lot of various spells and shouts, which led to a high amount of AE widgets/icons. This led to a second AE display line due to the amount of widgets. However, once some of my effects wore off, the second line stayed behind instead of sliding into the first line. Once I saved/reloaded, the second line was gone and instead was in the first line, like it should've been.
For example:
Here how it is before reloading the save:
http://i.imgur.com/ZOcFbtg.jpg
How it was after reloading the save:
http://i.imgur.com/C2ezzNG.jpg
Allow the player to Take/Store All items within a specific category in containers
Menu options uppercase strings, if using a mixed case translate string key such as $MyString this gets uppercased, to $MYSTRING before being passed through the translator.
This means if you don't have both the mixed and upper case translate strings, you'll get $MYSTRING printed instead of your corresponding translated value.
Slider Options can't have translate strings.
Prices shown in the item list differ from their correct values as shown in the item card.
Equip column now has the sort icon over it, when it shouldn't
Unlocking a word of a shout doesn't cause it to glow blue in the item card any more. Something to do with it selecting the active index twice when you unlock a word.
When Adding a new page to "Pages"
Like:
Pages = new string[4]
Pages[0] = "Mining"
Pages[1] = "Herbalism"
Pages[2] = "Hunting"
Pages[3] = "About"
If you use 2 times the same letter in the start of a word using CAPS, the second word won't have CAPS in game, to fix this use a space at the start of the word instead.
Like:
Pages = new string[4]
Pages[0] = "Mining"
Pages[1] = "Herbalism"
Pages[2] = " Hunting"
Pages[3] = "About"
HUD Menu loads after papyrus has initialised if the Missing Content dialogue appears when continuing a game, making the check return undefined.
Scroll to where 2 items in a row have the same color icon then scroll up
The icon colors don't reset properly.
Active effects Hud disappears when swimming
Vertical and horizontal values aren't updated when moving sliders. 0 is always showed.
The real assigned value can be seen once directly when exiting the dialog box.
Get out and coming back to the advanced menu shows 0 on both parameters.
The 'blind" values are still saved and the feature works has intended.
Localize strings for v3.0.
If for example, you go from a dialogue with many options, 7 (ABCDEFG), to a dialogue with fewer, 5 (12345), it displays the 5 options with the remaining entries from the previous list, (12345FG).
I'm not sure if this can be reproduced or if it is even worth to report, but here it is anyway:
When I spammed a shrine of Azura, thus obtaining the same blessing again and again very quickly, the AE widget for the shrine blessing didn't show up except for the countdown meter. I managed to only have this happen once, as all other times I tried this spamming technique (of which, I'm not sure why a player would be spamming in the first place), the AE widget showed up fine.
Any version checks without SKSE will always fail and produce misleading error messages.
Reported this symptomatically on the forums; digging a little has revealed what I believe to be the cause.
If the MGEF itself has a condition, this is correctly checked. But if a condition is applied within the spell definition's effect item, SkyUI doesn't seem to notice.
I don't know offhand if there's an example of this in the vanilla game, but the Bound Weapon spells in Balanced Magic generate numerous icons. http://skyrim.nexusmods.com/mods/2275
This does not trigger the OnPageReset event when a ToggleOption is clicked.
Version: 3.4
Don't know if these are vanilla or Sky UI issues.
I'm not using any mod altering these spells and took a look in the CK to figure out if I could find something which defines the destruction spells categories; without success.
*Edit: the Blizzard wrong generic icon appears in fact since the latest USKP 1.3.2a update; I think it comes from this fix:
"The blizzard spell's damage value was being augmented by the caster's spell resistance when this should not have been happening. (Bug #10532)"
So I guess spells icons association is set in the CK and not in Sky UI, but can't figure out which parameter is involved.
Highlight an item
Change sort order
Active item doesn't update
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