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Text color for dialogue topics


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If the dialog color is set by a flash form, you will need to decompile the swf into a fla file, edit it, then recompile it. There should be tools available on the internet to do this.

 

EDIT: I think I've found the setting! Now I just need to figure out how to edit it.

EDIT2: I've extracted the action script and edited it. But, I need a recompiler...

Edited by steve40
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This is driving me nuts also. I'm really getting tired of straining to read dialog with Lydia. Whoever decided that grey on black was a viable option for text, in a menu that is CONSTANTLY being accessed is an idiot.

 

 

PLEASE,PLEASE, PLEASE. Somewhere there is a trigger that says, "this text has been clicked on so change the color from white to grey". Where is it? I know there's a lot of great modders here who have done some truly fine work dealing with dialog menus. Someone must have a clue. I don't. I have a fair amount of experience modding environments and a little bit of scripting but absolutely no dialog experience. I was probably the first person to add a mailbox to the mail system in FONV and I did it without help but I am having NO LUCK with this issue. I don't care if it's a global affect or if it only effects Lydia.Just point me in the right direction, I have no idea where to start and my searches have turned up zilch. I will share whatever I come up with here.

 

What color would you like instead of grey?

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I have successfully decompiled the .swf file. I obtained a .fla and several .as. Now the hard part will be understanding where the color codes are stored.

 

EDIT: I had not read your previous post. I have all the Adobe suite for work, so I can recompile if needed.

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If the dialog color is set by a flash form, you will need to decompile the swf into a fla file, edit it, then recompile it. There should be tools available on the internet to do this.

 

EDIT: I think I've found the setting! Now I just need to figure out how to edit it.

EDIT2: I've extracted the action script and edited it. But, I need a recompiler...

 

Can you point me to the action script? I think I've found it too, but I'm not sure. Is it DialogueMenu.as? How the hell are colors coded in these files? I was expecting classic RGB hex codes.

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In DialogueCenteredList.as line 18:

 

aEntryClip.textField.textColor = aEntryObject.topicIsNew == undefined || aEntryObject.topicIsNew ? (16777215) : (6316128);

 

You need to change the number "6316128" (wdColorGray625) to another color. "16777215" is "wdColorWhite". Basically the code in line 18 says "if the dialogue is new or undefined use white text, otherwise use light grey text".

 

Color codes are here:

 

WD Color Enumeration Codes

 

I get errors when trying to recompile, but I don't know what I'm doing really... :confused:

 

I did manage to edit dialoguemenu.swf directly and make the fonts bigger. Unrar the attached file into DATA\INTERFACE.

Alternatively, I can edit the black background and change its color no problem. But what color background would work well with that light grey text? (see my next post, I made the background red)

Edited by steve40
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Ok, so when I try to recompile the dialoguemenu fla file I get a bunch of errors about missing properties and methods. I think it might need some other libraries. I see there's a "sharedcomponents.swf" and a "fonts_en.swf" in "Skyrim - Interface.bsa". But how do I add these as libraries for the dialoguemenu fla file???
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You've made incredible progress, this is the right track here. I will try to experiment too and see if I can come up with something about the recompiling issue.

 

When I open the file in Adobe Flash, I get an error saying I'm missing a font, is there someplace where you can download Skyrim fonts in a manageable format and install them on your system?

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I get that font error too. The missing font is part of "fonts_en.swf". From doing a google search I'm starting to think that after decompiling, the resulting scripts need a lot of manual corrections to make them work properly.

 

I examined dialoguemenu.swf file using Sothink SWF Decompiler.In the window pane on the right side, under "Action" , clicking on "sprite 55" reveals the DialogueCenteredList script.

Looking at the p-code and raw data of the script, I've worked out that the raw data that needs to be changed is:

 

P-code: _push 6316128

Raw data: 96 05 00 07 60 60 60 00

 

Where 60 60 60 is the hex value for grey (see here).

 

That's where I hit a brick wall. I tried using a hex editor but couldn't find this sequence. I also tried the demo version of Sothink SWF Editor but I still couldn't find this code sequence :wallbash:

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I get that font error too. The missing font is part of "fonts_en.swf". From doing a google search I'm starting to think that after decompiling, the resulting scripts need a lot of manual corrections to make them work properly.

 

I examined dialoguemenu.swf file using Sothink SWF Decompiler.In the window pane on the right side, under "Action" , clicking on "sprite 55" reveals the DialogueCenteredList script.

Looking at the p-code and raw data of the script, I've worked out that the raw data that needs to be changed is:

 

P-code: _push 6316128

Raw data: 96 05 00 07 60 60 60 00

 

Where 60 60 60 is the hex value for grey (see here).

 

That's where I hit a brick wall. I tried using a hex editor but couldn't find this sequence. I also tried the demo version of Sothink SWF Editor but I still couldn't find this code sequence :wallbash:

 

Yes you're right about the corrections, it's been confirmed by an author of SkyUI whom I exchanged a couple of PMs with. He pointed me to this repository which contains all decompiled files, already fixed for use. Sadly there's no dialoguemenu in there, but maybe the files can be examined to understand the situation better.

 

EDIT: correction, it also contains the dialoguemenu!

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