Ethreon Posted June 4, 2016 Share Posted June 4, 2016 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?). Correct. And if you used it more than 5 min., can't deny it's bad. Link to comment Share on other sites More sharing options...
crimsonmatrix Posted June 5, 2016 Share Posted June 5, 2016 Quick question: How's the power armor pipboy menu driven? I mean, if I'm not mistaken, that one is just flat out projected onto the screen, right? That could be a good starting point for getting rid of the pipboy completely if its possible to force the power armor version of it every time. I might be completely off the mark here, but it was the first thing to pop to my mind as I read the OP. Link to comment Share on other sites More sharing options...
Spherikal Posted June 5, 2016 Author Share Posted June 5, 2016 Quick question: How's the power armor pipboy menu driven? I mean, if I'm not mistaken, that one is just flat out projected onto the screen, right? That could be a good starting point for getting rid of the pipboy completely if its possible to force the power armor version of it every time. I might be completely off the mark here, but it was the first thing to pop to my mind as I read the OP. That's a very good observation. I've never used the Power armor in my playthroughs so I haven't realized this was the case. Should be a lot easier to override the default Pip Boy HUD with the one used by the Power armor and then tweak that HUD instead. Maybe. Haven't gotten a chance to take a close look at all the .swf-files yet so dunno what the code is for using the Power armor HUD is. Hoping for something like if "Power Armor" then "Power_armor_hud.swf" Of course it wont be that simple, but your point is an excellent starting point none the less! Link to comment Share on other sites More sharing options...
crimsonmatrix Posted June 5, 2016 Share Posted June 5, 2016 Glad I could spark an idea! Link to comment Share on other sites More sharing options...
NorthWolf Posted June 5, 2016 Share Posted June 5, 2016 (edited) I've gone through the interface files lightly but I haven't seen any indication that the logic behind the regular vs. power armor Pipboy is stored in there. From an architectural standpoint I would be extremely surprised if logic like that would be done through the UI middleware. That said, I did try to investigate potential implementations. This might be useful even though I didn't really get to the point of a full implementation: After some searching around I found that the PowerArmorPerk (0001F8A9) will change the behavior of accessing the Pipboy if you add it to your character outside of power armor. To be precise: your character will no longer attempt to bring up the Pipboy and the lower horizontal element (Stimpack, Radaway, Perks, etc.) will display properly, but the other UI elements do not display at all. Presumably they would render properly but they're projected onto the Pipboy screen (which your character isn't holding up). It's still fully functional as you might expect -- using WASD or the arrow keys seems to navigate properly, etc. The perk appears to be one of the primary indicators for the game that a player is in power armor as it's used pretty heavily and seems to be what the animations are referencing to change their behavior (presuming that's what the IDLE form type is, somebody more experienced feel free to correct me). The idea behind that being you might be able to spoof the player being in power armor when they try to access their Pipboy, though the obvious problem is finding whatever the engine uses to decide the player should have the power armor UI. If you're unlucky it might not be doable through Papyrus because you don't have a way to spoof it depending on what the engine is looking for. Ultimately I couldn't find anything that would change my UI or HUD -- I tried some other obvious stuff like PowerArmorRace and meddling with SystemPowerArmorQuest, though I'm currently under the impression they're leftovers from a different implementation Bethesda tried when they were doing power armor. You might have more success. All that rambling aside, I'm guessing the most elegant solution is still going to be through F4SE. I don't actually imagine this would be a terribly challenging hook compared to the other cool stuff they do, but I could be 100% wrong and it could be like pulling teeth for all I know. I might see what else I can dig up because it would be legitimately nice to have a UI that isn't locked to the Pipboy. As a total aside I really agree with Ethreon. The build mode UI is probably the worst of the various UIs in the game. I can live with everything else but that thing is just painful every time you want to do anything. I would assume that since everything is done through Scaleform it would be as easy as editing the SWF but if it was that easy I would think one of the many talented people on the Nexus would have already done it. Not sure. Edited June 5, 2016 by NorthWolf Link to comment Share on other sites More sharing options...
unforbidable Posted June 7, 2016 Share Posted June 7, 2016 I am a huge fan of this idea. The pip boy makes sense only for things such as status (health, effects) and data (map, quests, notes). Who would a person change his attire via Pip boy? How do people without a pip-boy change their clothes? I know this concept goes back to Fallout (1) but it always bothered me. Link to comment Share on other sites More sharing options...
omega9380 Posted June 8, 2016 Share Posted June 8, 2016 I'm having similar problems editing SWF files. After decompiling them into FLA/ActionScript files and making my edits, I publish them (Im using Flash Pro CS6) and the file sizes are all wrong. Thru some trial and error, I discovered that when Adobe publishes the FLA back into SWF, it does not embed the script files with the SWF. Ive been loosing hair trying to figure out how to properly edit and recompile the SWF, but so far I'm stuck with editing SWFs that do not contain ActionScripts (Such as the Quest animations and the SPECIAL animations). If anyone knows how to do this properly, please share! It is entirely possible that we will need the source files from Bethesda themselves before a proper UI mod can be created. Link to comment Share on other sites More sharing options...
NorthWolf Posted June 8, 2016 Share Posted June 8, 2016 I'm having similar problems editing SWF files. After decompiling them into FLA/ActionScript files and making my edits, I publish them (Im using Flash Pro CS6) and the file sizes are all wrong. Thru some trial and error, I discovered that when Adobe publishes the FLA back into SWF, it does not embed the script files with the SWF. Ive been loosing hair trying to figure out how to properly edit and recompile the SWF, but so far I'm stuck with editing SWFs that do not contain ActionScripts (Such as the Quest animations and the SPECIAL animations). If anyone knows how to do this properly, please share! It is entirely possible that we will need the source files from Bethesda themselves before a proper UI mod can be created. I responded to your post regarding that problem here. I assume my guesswork was inaccurate but I wanted to make sure you had tested it before I try to figure out the source of the problem you're experiencing. Link to comment Share on other sites More sharing options...
omega9380 Posted June 10, 2016 Share Posted June 10, 2016 @Northwolf, I tried what you sent me, but ran into the same issue. I opened the SWF using SoThink after publishing it via Flash and compared it to the original. The "Action" folder, which contains all of the AS3 script files, was not there in the published version. I don't understand why Flash doesn't embed the scripts into the SWF. Link to comment Share on other sites More sharing options...
NorthWolf Posted June 11, 2016 Share Posted June 11, 2016 @Northwolf, I tried what you sent me, but ran into the same issue. I opened the SWF using SoThink after publishing it via Flash and compared it to the original. The "Action" folder, which contains all of the AS3 script files, was not there in the published version. I don't understand why Flash doesn't embed the scripts into the SWF. Alright, sorry that didn't help. If I have the time I'll try to see if I can come up with another suggestion as to what's going wrong. Link to comment Share on other sites More sharing options...
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