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Workshop UI - Improving the current UI


Lucasistheman

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The rows/columnscould have little tabs at the top that would seperate the categories for different mods/sets maybe.

Having tabs with the rows/columns does add extra complexity to the system, but also functionality for the user. Using tabs as categories maintained by individual users rather than an individual mod would provide a nice filtering system for a user. Possible pre-defined filters could also be implemented (theoretically), such as: filter by object size (ascending/descending), cost, num. can craft etc.. Filters could be used to implement a favourites system in individual categories (rather than a separate favourites category).

 

User-defined categories would likely need data to be stored within additional files and while F4SE will likely provide support for data files, the interface itself will also likely have to be scripted to recognize the additional files and retrieve objects based on user configuration.

 

Filters for finding objects of a set seems possible, by filtering for keywords; however would rely on having the mod authors already pre-define the craftable objects with these keywords. But having a filter for finding mod-specific objects seems difficult, as I have not seen much mod-specific functionality in SKSE, NVSE or FOSE (though my experience using Script Extenders is limited).

 

Updated list :)

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Thought about some concepts in regards to a specific aspect of the current workshop system: settlement factors. By factors I'm referirng to the displaying of the number of settlers, beds, power, water etc. The factors currently are displayed as a single row across the entire screen and offer very little information except for the current value. The amount of information and the layout of this information should be improved, however there are multiple methods (which some conflict) to implementing improvements. I'm curious to learn how other users perceive the factors bar of the settlement UI; I personally find it plain and only displaying the most basic of factor information.

 

To amend this issue I thought that maybe a smaller grid-based display that can be toggled on/off by users that can be split into multiple pages, in which each page represents a single factor and the first page is the summary of all factors. Above the grid-based a single user-selected factor (default: size limit) can will be shown and will remain unchanged during page swap. Each page will allow more in-depth information regarding the factors, for example: the food page will show a list of all objects generating food and the amounts they produce.

 

I don't particularly focus on the factors during my game but I understand other users do; however not sure what others would want to potentially know.

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