Requests
Started by
Deazurain
, Apr 09 2013 03:09 AM
99 replies to this topic
#11
Posted 09 April 2013 - 08:45 AM
#12
Posted 09 April 2013 - 12:01 PM
Actually I was trying to convey the idea that IF you develop an option where your mod could be part of SKYUI as well as a standalone.
The options would be either a module for SKYUI , AND/OR integrated into SKYUI, OR standalone (not needing SKYUI at all...)
That would give a much broader userbase for you to access. I know I would drop using Categorized Favourites in favour of something like this.
I'm sure that just approaching Gopher or the rest of the SKYUI team would reap dividends, and they would probably jump to assist.
Like I said, a GREAT idea, and if you did some of the suggested tweaking (not just my own ideas! ) it could shoot for MOTM.
B
PS: You actually LIKE the vanilla IF? You need professional help, laddie!
Edited by Brett41, 09 April 2013 - 12:04 PM.
#13
Posted 09 April 2013 - 12:16 PM
I like the idea behind the original menu because as I said it feels like you are searching through your bag, checking the items to find what you want. SkyUI makes me feel like an accountant, rather than an adventurer, who has to plow through tonnes of spreadsheats day in day out. For me it breaks the flow of skyrim.
I would like to see some of the improvements that SkyUI makes though like combining items that have the same rounded value. Another thing I would like to be able to do is mark items permantently as junk so that they can be sold easily. Also, storing all your ingredients in a container should be as easy as turning your bag upside down instead of picking them all out one by one.
Edited by Deazurain, 09 April 2013 - 02:52 PM.
#14
Posted 09 April 2013 - 02:40 PM
There is a mod "SkyUi Away" ( http://skyrim.nexusmods.com/mods/29440 ) that hides the changes of skyui and keeps the original aspect of the game BUT the MCM menu is still there. I wold also suggest/request an MCM option. Also i wold suggest/request an option to change the hotkeys. For example i wold like to change my loadout with ctrl+1 and save it with shift+1.
Edited by mkta, 09 April 2013 - 03:43 PM.
#15
Posted 09 April 2013 - 03:04 PM
Needs options added so that the binds only apply to weapons/armor OR both.
#16
Posted 09 April 2013 - 03:12 PM
And why would you need that if we ignore the visual problem?
#17
Posted 09 April 2013 - 06:03 PM
I think Enix means so that we can load a certain two-handed configuration (two spells one might want to use, or two swords, etc) WITHOUT touching armor, or maybe switch armor without touching the weapons. I can think of a lot of situations where the former would be of use to me... not so sure about the latter. Maybe if I'm spellcasting and want to switch to a higher-magicka regen armor configuration but not mess up my spells... I dunno.
Why would that cause visual problems? I'm genuinely curious, I have no idea how the internal workings of this stuff works.
Oh, and since I'm leaving a comment anyway: love this mod. Will make spellcasting & switching to/from my bow so much easier.
Why would that cause visual problems? I'm genuinely curious, I have no idea how the internal workings of this stuff works.
Oh, and since I'm leaving a comment anyway: love this mod. Will make spellcasting & switching to/from my bow so much easier.
#18
Posted 09 April 2013 - 06:04 PM
I would like this too. There are times where I only want to switch out my weapons or toggle my helmet. This mod would be perfect if it were separate from the default hot keys!
#19
Posted 09 April 2013 - 06:51 PM
I'm thinking of a way to update the loadout from one to another. It is possible code wise but the way I see it, I will have to compare the item in every slot with the item that has to be equipped.
Saving your loadout takes about two seconds, this is caused by the fact that I have to check 31 different slots for apparel, 2 slots for weapons and 1 slot for shout and power.
Restoring the loadout takes about half a second to a second because I only loop through the apparel that was equipped. If the loadout consists of 8 pieces of armor and 1 weapon, the code will unequip everything at once and then do 9 function calls to equip the loadout.
The restoring functionality would also take 2 seconds if I would have to check what items are equipped in the current state (so that slots that were saved as 'empty' can be cleared). And I didn't want that
Saving your loadout takes about two seconds, this is caused by the fact that I have to check 31 different slots for apparel, 2 slots for weapons and 1 slot for shout and power.
Restoring the loadout takes about half a second to a second because I only loop through the apparel that was equipped. If the loadout consists of 8 pieces of armor and 1 weapon, the code will unequip everything at once and then do 9 function calls to equip the loadout.
The restoring functionality would also take 2 seconds if I would have to check what items are equipped in the current state (so that slots that were saved as 'empty' can be cleared). And I didn't want that
#20
Posted 09 April 2013 - 11:05 PM
Just putting out there for thought, I don't know what it takes to program a mod like this, so please excuse my ignorance. That said, I was reading what Jordman was proposing below. I was wondering if we can keep our normal Skyrim hotkeys and use the Alt-#'s for the load out. Here's what I'm thinking; Is it possible to detect if a key is held down for a period of time, like what we have to do for shouts? If so, is it possible to use a long held ALT-# to LoadOut. let say Alt-1. For Instance, if I held ALT-1 down for maybe 3-4secs it would loadout "1: Melee loadout, for example shield and sword". It would store it in memory as "Alt-1". To access ALT-1. I would just tap those keys quick, like a short shout. Therefore, we can use the std. Skyrim hotkeys to augment or add Spells and Weapons. I could be crazy.
This mod, to me, should be a Skyrim Essential. I'll use it no matter what, ... Thanks for sharing.
Edited by Conquistatore, 09 April 2013 - 11:07 PM.



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