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Is a mod like Sky_UI possible in Fallout 4 with the current Script extender?


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Like the title says, would it be technically possible to make a mod like Skyrim's Sky_UI for Fallout 4? Or is the Script Extender still too basic to accomplish what the Sky_UI team made?

 

I'm contemplating whether I should limit my current mod plans to just a simple UI overhaul or if I should aim high and go for a total revamp.

 

Right now I'm working on a fairly extensive item tagging and icon mod for all items in the game, but what I'd really like to do is redo the whole interface. I know many love the Pip-Boy and that the UI is so tightly integrated with the game. For me, however, the Pip-Boy UI is just a waste of valuable screen space.

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The Pip-Boy is such a part of the game it seems kinda wrong somehow, although I have no doubt there are many people who'd happily do without it. You are of course correct that it's a waste of screen space (which is why I zoom in on the screen itself). If such a mod is possible, I'd request a full version and a lite version, with the lite version keeping the Pip-Boy and being limited to the workshop menu :smile:

 

Be prepared for a horde of angry useless entitled responses if you make a mod that does away with the Pip-Boy though, that'll definitely trigger 'em!

 

 

Aim high and make what YOU want to see in the game!

 

 

EDIT: All of that and I didn't answer your question...but that's 'cuz I don't know :(

Edited by digitaltrucker
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You can alter the pipboy FOV to allow for closer/more space utilizing. F1/2's pipboy was well done, covering all the screen and providing needed information. If you do get around, a very popular (and much needed mod) is a complete workshop interface rework. That thing is awful..

 

To answer your question, have you tried contacting the dev team for F4SE ?

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The Pip-Boy is such a part of the game it seems kinda wrong somehow, although I have no doubt there are many people who'd happily do without it. You are of course correct that it's a waste of screen space (which is why I zoom in on the screen itself). If such a mod is possible, I'd request a full version and a lite version, with the lite version keeping the Pip-Boy and being limited to the workshop menu :smile:

 

Be prepared for a horde of angry useless entitled responses if you make a mod that does away with the Pip-Boy though, that'll definitely trigger 'em!

 

 

Aim high and make what YOU want to see in the game!

 

 

EDIT: All of that and I didn't answer your question...but that's 'cuz I don't know :(

 

I'm absolutely sure that a lot of people would get upset if I made a UI mod that completely removed the Pip-Boy :) but like you said, I'd be wise to do what I want to do rather than trying to please everyone else.

 

The biggest problem with keeping the pip-boy (as far as I can tell) is that it would require a lot of additional work. Seeing as most monitors use 16:9 resolution and the Pip-Boy is using a 4:3 (?) resolution it would mean that I'd have to make two separate mods. If I made a UI design that fit into a 4:3 resolution I wouldn't be able to use the additional space 16:9 provides. Thus requiring me to create two completely different designs/mods.

 

Then again, changing the screen size of the Pip-Boy in game model to 16:9 might solve that problem...

 

 

I don't have the time to check myself, but couldn't you just alter the pip-boy's FOV such that it covers the entire screen? In saying that, it has been a while since I've played around with that setting.

That was my thought as well. However, the Pip-Boy would still use the wrong resolution (4:3 instead of 16:9) resulting in a lot of dead space on both sides of the screen.

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You can alter the pipboy FOV to allow for closer/more space utilizing. F1/2's pipboy was well done, covering all the screen and providing needed information. If you do get around, a very popular (and much needed mod) is a complete workshop interface rework. That thing is awful..

 

To answer your question, have you tried contacting the dev team for F4SE ?

I haven't, I wouldn't even know what to ask for specifically. I think I'll have to take a close look at the interface .ba2-file(s) to know what I might need from F4SE before bothering them with questions :) I just saw that Sky_UI relied heavily on SKSE so I just presumed my mod would as well.

 

And yeah, the workshop interface might be the worst UI I've ever had the displeasure of using. What makes it even worse is that I really like building settlements. The "Place Everywhere" mod makes settlement building bearable.

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"That thing is awful..." and "might be the worse UI I've ever had the displeasure of using".

 

My lady and gentle fellow, I have but one response: never has a greater FO4 truth been expressed.

 

That crap (my apologies to the developer of it, but reality is reality) doesn't need to be overhauled. It needs to be completely scrapped and redone from scratch. I kid you not, I would PAY without hesitation for that mod (if done well, of course).

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"That thing is awful..." and "might be the worse UI I've ever had the displeasure of using".

 

My lady and gentle fellow, I have but one response: never has a greater FO4 truth been expressed.

 

That crap (my apologies to the developer of it, but reality is reality) doesn't need to be overhauled. It needs to be completely scrapped and redone from scratch. I kid you not, I would PAY without hesitation for that mod (if done well, of course).

I think the easiest (albeit not ideal) solution is to modify the current free cam mode (tfc command in the console) making it a merge between the no collision mode (tcl command in the console, enabling the playing to move around the settlement freely while still being able to place down objects naturally.

 

Or, you know, a new game engine ;)

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"That thing is awful..." and "might be the worse UI I've ever had the displeasure of using".

 

My lady and gentle fellow, I have but one response: never has a greater FO4 truth been expressed.

 

That crap (my apologies to the developer of it, but reality is reality) doesn't need to be overhauled. It needs to be completely scrapped and redone from scratch. I kid you not, I would PAY without hesitation for that mod (if done well, of course).

I think the easiest (albeit not ideal) solution is to modify the current free cam mode (tfc command in the console) making it a merge between the no collision mode (tcl command in the console, enabling the playing to move around the settlement freely while still being able to place down objects naturally.

 

Or, you know, a new game engine :wink:

 

What is the use of tfc for the workshop menu? What we discuss is a new menu, that allows more items to be shown, in a different way. TFC and freecam provide little help.

 

New engine? Sure, the next skyrim might have one. Hope you enjoy your new iD tech software, unable to handle large environments, no mods, and all that. Stop asking for a new engine, start asking for better programmers.

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What is the use of tfc for the workshop menu? What we discuss is a new menu, that allows more items to be shown, in a different way. TFC and freecam provide little help.

 

New engine? Sure, the next skyrim might have one. Hope you enjoy your new iD tech software, unable to handle large environments, no mods, and all that. Stop asking for a new engine, start asking for better programmers.

 

 

I see, I thought we were talking about the UI (in relation to the Workshop mode) in terms of how you build things not in the way the graphical interface looks.

 

Changing the HUD should be easier than changing how the building mechanic works though... Haven't really looked at the files that govern the Workshop HUD (should be a .swf-file right?).

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