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Deobfuscate the .swf files aka UI modding...a start


Mofakin

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If you want to change the Power Armor hud it's located in Textures6 /textures/interface/pa

 

I'm aware of all possible texture modifications, but this does not achieve to fix any key bindings, nor does it achieve to rearrange HUD/UI elements. Right now you're limited to makeshift things regarding modding the UI. We'll need the CK, we'll need FOSE4 and we'll need a complete UI source to be proparly capable of modifying the UI.

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Ha, sorry for the double post, but this is to important to put it inside a edited post...I've managed to edit the MainMenu.swf, obviously the game would not read the MainMenu.swf unless started a new game. The MainMenu.swf probably only handles the main menu in game, but the intro screen seems to use another MainMenu version? Proof of concept...

What do you mean when you say you had to start a new game? As in a new save or just restart the executable? The latter one seems obvious and the first one seems plain wierd, that's why I'm asking.

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Ha, sorry for the double post, but this is to important to put it inside a edited post...I've managed to edit the MainMenu.swf, obviously the game would not read the MainMenu.swf unless started a new game. The MainMenu.swf probably only handles the main menu in game, but the intro screen seems to use another MainMenu version? Proof of concept...

What do you mean when you say you had to start a new game? As in a new save or just restart the executable? The latter one seems obvious and the first one seems plain wierd, that's why I'm asking.

 

New game = new game.

Back in Skyrim some mods don't work right without a new game.

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If you want to change the Power Armor hud it's located in Textures6 /textures/interface/pa

 

I'm aware of all possible texture modifications, but this does not achieve to fix any key bindings, nor does it achieve to rearrange HUD/UI elements. Right now you're limited to makeshift things regarding modding the UI. We'll need the CK, we'll need FOSE4 and we'll need a complete UI source to be proparly capable of modifying the UI.

 

 

We can already rearrange elements of the UI? At least, I was able to do that just fine.

Or am I misunderstanding what you're saying?

 

Edit: I've also been able to change a few key bindings of the interface.

Edited by Oplosthee
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If you want to change the Power Armor hud it's located in Textures6 /textures/interface/pa

 

I'm aware of all possible texture modifications, but this does not achieve to fix any key bindings, nor does it achieve to rearrange HUD/UI elements. Right now you're limited to makeshift things regarding modding the UI. We'll need the CK, we'll need FOSE4 and we'll need a complete UI source to be proparly capable of modifying the UI.

 

 

We can already rearrange elements of the UI? At least, I was able to do that just fine.

Or am I misunderstanding what you're saying?

 

Edit: I've also been able to change a few key bindings of the interface.

 

 

You rearrange UI elements by hacking the x/y-translate options inside the .swf's with JPEXS. That's no mystery, things like that had already been achieved in Skyrim witrh Trilix and Sothink.

 

Reassinging the key bindings is just as easy as to replace the given keys inside the .swf's by hacking it with JPEXS, also no mystery.

 

What I'm trying is decompiling and getting access to script source, so I'm able to proparly modifie the .swf files in order to allow all keys to be redesigned to any place you want. A solution anyone would benefit from, and not just those that learned how to hack .swf's, specially since the information on how to do this was there to begin with.

 

What do you mean when you say you had to start a new game? As in a new save or just restart the executable? The latter one seems obvious and the first one seems plain wierd, that's why I'm asking.

 

I'd say read the quoted sentence again and figure, what is there not to understand?

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I was playing around with RABCDAsm (damn that is nice!) and managed to get some basic edits done to attempt to hard-"fix" these keys according to my binding preference (QWES).

 

I noticed in the interface swf files the references to what I assume are the hard-coded keys:

 

this.AcceptButton = new BSButtonHintData("$STORE","E","PSN_A","Xenon_A",1,this.onAccept);

 

So I messed around with just changing the "E" to "D" for me are rebuilding with RABCDAsm, it was successful in updating the text but not the button itself. I assume the keycodes map to "PSN_A","Xenon_A" but I can't find a lookup table for reference to know what to change my mapping to (if this is the right answer).

 

Basically all I really want is to change all "E" => "D" and "Q" => "A" references in the various files (I think around 7 IIRC). Anyone try something like this?

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I was playing around with RABCDAsm (damn that is nice!) and managed to get some basic edits done to attempt to hard-"fix" these keys according to my binding preference (QWES).

 

I noticed in the interface swf files the references to what I assume are the hard-coded keys:

 

this.AcceptButton = new BSButtonHintData("$STORE","E","PSN_A","Xenon_A",1,this.onAccept);

 

So I messed around with just changing the "E" to "D" for me are rebuilding with RABCDAsm, it was successful in updating the text but not the button itself. I assume the keycodes map to "PSN_A","Xenon_A" but I can't find a lookup table for reference to know what to change my mapping to (if this is the right answer).

 

Basically all I really want is to change all "E" => "D" and "Q" => "A" references in the various files (I think around 7 IIRC). Anyone try something like this?

 

Well, you're on the right path mate. However, you will need to edit every corresponding .swf file for any given UI type. Containers use there individual set of keys. Crafting stations use their individual set of keys etc. You will need to edit all of those. As I said, for the moment I found a solution by utilizing my Razer mouse. I'm also quite confident they will fix this with the next patch, so a Mod might not be needed at all. There's an abundant amount of complaints pretty much everywhere about the key cusotmization options...they can't ignore this.

 

All efforts should be focused to find tools that allow to uncompile the .swf's into a recompilable format. So far JPEXS and Sothink in combination do quite a good job. I managed to recompile most of the the smaller .swf files. But those with huge amounts of .as scripts, I need to find the Tween ressources used fore this on the internets. And somehow I believe Schlangster and team are already ahead of me...however, learning the code in advance can never do any harm, if you're planing to modifie the UI later on.

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Any one of you want to make a small mod that moves the compass to center top instead of the bottom? Power armor can stay where it is because you get a new hud but I always find a compass works better at the top of the screen than the bottom. Something you could do if you get frustrated with trying to figure out the rest of the .swf if you want.

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