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Text color for dialogue topics


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Ok, I basically have done it. Now the new dialogue topics show in a different color, the only problem is those color codes don't seem to work. I tried the 128 code (dark red) but I got a blue text. Anyway, we're closed.

 

The repository contains files already modified for correct recompiling, so they can be edited and recompiled at will.

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Hey, nice work. Strange about the color codes though! How do I download the files from the repository, I couldn't seem to find any download links except for SkyUI itself?

 

I'll be offline for the next 12 hours or so, got a busy day tomorrow.

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Hey, nice work. Strange about the color codes though! How do I download the files from the repository, I couldn't seem to find any download links except for SkyUI itself?

 

I'll be offline for the next 12 hours or so, got a busy day tomorrow.

 

You need Git, here: http://git-scm.com/

 

Then you'll type "git clone https://code.google.com/p/skyrimui/" to get a local copy of the repository.

 

I know, strange stuff. It's a command line utility, originally for Unix.

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There's a problem I somehow didn't notice at first. It's there even without editing anything, just compiling the file from the repository. There is a TAB:exit string in the wrong colors appearing ingame on the bottom right when dialogue is loaded.

 

http://www.deathless.it/tab.jpg

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:dance: We've done it! Great teamwork! :dance:

 

 

http://static.skyrim.nexusmods.com/downloads/images/14718-1-1338707996.jpg

 

 

Ok, here's what I've done:

 

1) I figured out that you can use hex colors in actionscript 2, so dark red is "0x660000".

2) I substituted the missing Futura font for "Futura MdCn BT" which I had on my system (it's the same font I think).

3) I opened the SkyUI team's dialoguemenu.fla in Flash and edited Shape 21 (the "tab to exit" placeholder thingy). The alpha on this shape was set to 100%, I just set it back to 0% on the green and blue bits.

4) I saved the modified dialoguemenu.fla as a CS4 document.

 

I've attached the fixed script, modified dialoguemenu.fla and the compiled dialoguemenu.swf files for you to check out.

Thanks for uploading the SkyUI files, that saved me a bit of hassle. Kudos.

Maybe we should put together a small mod with this, with various color and font size options?

Edited by steve40
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Great! I had noticed some other actionscripts in the UI used hex color codes with 0x (for instance the Steal command color is in hex code, if I'm remembering correctly), but I hadn't tried it out yet.

 

Good job on the tab exit string!

 

Yeah I think a small mod would be useful to some people. I say, let's experiment with some different colors and see what combinations to include in the mod, what do you think? The best option would be to make a mod you can download with NMM, and a script asks you which color combination to install.

 

Heh, I noticed you're from Australia, I'm from Italy. I guess we're not exactly in the same time zone ;).

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Maybe we could have, say, four or five color combos, with a regular or large font option. I find the font size for the conversation topics to be a bit small and hard on my eyes. We could possibly use another color for the unread text too.

 

I'm not sure how to do an installer script for NMM (I never use it). Another option might be to simply have each option in a separate rar archive (which should work with NMM), then people could just download/install whichever option they like after checking out the screenshots?

 

How about we each make up a few different dialogue menus and then pick the best ones to upload? I'm sure we'll get a few requests from players for different color schemes once the mod is released!

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Maybe we could have, say, four or five color combos, with a regular or large font option. I find the font size for the conversation topics to be a bit small and hard on my eyes. We could possibly use another color for the unread text too.

 

I'm not sure how to do an installer script for NMM (I never use it). Another option might be to simply have each option in a separate rar archive (which should work with NMM), then people could just download/install whichever option they like after checking out the screenshots?

 

How about we each make up a few different dialogue menus and then pick the best ones to upload? I'm sure we'll get a few requests from players for different color schemes once the mod is released!

 

Ok, I've actually compiled 4 schemes right now (light blue over grey, which you can see above, red over grey, blue over grey, gold over grey). I'll try out some more. I'm using the font I've attached earlier.

 

I like the regular/large option idea!

 

We can upload the separate files, then I'll see if I can come up with a script, since I use NMM and love mods with a scripted installation process.

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Another idea: to me, having such a big difference in brightness for the highlighted line is completely useless. Two reasons: if you're using the mouse, you can see the cursor's position over the text; if you're using the keyboard, the chosen line is pointed at by the stylized arrow. I'm trying to make the effect lighter (a very small shift in brightness), but I have as yet been unable to find a related option in the scripts.
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