Mardoxx Posted June 3, 2012 Share Posted June 3, 2012 (edited) 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. If you'd rather avoid the hassle, I've uploaded the whole packageI'd appreciate it if you didn't upload my incomplete repo as an archive :PInstall tortoise git, makes it a lot easier. Give me an hour or so to get out of bed and I'll help. You don't need the futura font btw, and I'd delete the attachment as it is a commercial font :P There was a bug in DialogueCenteredList, I fixed it now, pull the latest or change line 39 to var centerIndex: Number = iScrollPosition - iNumTopHalfEntries < 0 ? 0 : iScrollPosition - iNumTopHalfEntries; Edited June 3, 2012 by Mardoxx Link to comment Share on other sites More sharing options...
steve40 Posted June 3, 2012 Share Posted June 3, 2012 Here's a demo using green+red text for new and old dialogue. I can increase the font size from 24 to 30. After that I start getting issues with the center line of dialogue getting truncated. I've made it so that the selected text is the same size an the unselected text. I don't see the point of enlargening it like vanilla does, given that it gets made brighter as well. http://static.skyrim.nexusmods.com/downloads/images/14718-1-1338729981.jpg Not sure how the selected text gets highlighted, I would think that is done in one of the scripts somewhere. The futura font seems to be identical to the one I had on my system, even the file size is the same, just the name was different. It would probably be best to delete the archive as Mardoxx says. I have to go to sleep now, will keep plugging away during the week. Link to comment Share on other sites More sharing options...
DeathlessAphroditeOriginal Posted June 3, 2012 Author Share Posted June 3, 2012 I'd appreciate it if you didn't upload my incomplete repo as an archive :PInstall tortoise git, makes it a lot easier. Give me an hour or so to get out of bed and I'll help. You don't need the futura font btw, and I'd delete the attachment as it is a commercial font :P Sorry about the archive, I removed it and the link. I got the font from here: http://www.fontpalace.com/font-details/FuturaStd-Condensed/ It's a legitimate free font website, I think. Not sure though, in doubt I'll remove the link and keep the font :). Glad you're helping, by the way! Link to comment Share on other sites More sharing options...
Mardoxx Posted June 3, 2012 Share Posted June 3, 2012 (edited) Line 30 of DialogueCenteredList.as: aEntryClip.textField.textColor = aEntryObject.topicIsNew == undefined || aEntryObject.topicIsNew ? 0xFFFFFF : 0x606060;The two colours there show if the topic is new or not (it's a ternary operator (condition) ? true : false) Line 65 of DialogueMenu.as TopicListHolder.TextCopy_mc.textField.textColor = 0x606060;The colour there is what colour the text goes when the topic is selected (when it's clicked) You may want to add after line 67 SpeakerName.textColor = 0xFFFFFF; SubtitleText.textColor = 0xFFFFFF; To be able to set the speaker name text and subtitle text colours Once you've edited those open dialoguemenu.fla in Adobe Flash CS4 (we use CS4 because it's what Bethesda's people used, I have had no problems with 5 or 5.5, dunno about 6 though) and click publish.Drag+drop \bin\dialoguemenu.swf to \Steam\steamapps\common\skyrim\Data\Interface and play away :P Edited June 3, 2012 by Mardoxx Link to comment Share on other sites More sharing options...
Mardoxx Posted June 3, 2012 Share Posted June 3, 2012 Not sure how the selected text gets highlighted, I would think that is done in one of the scripts somewhere.The alpha (transparency) is modified here\common\Shared\CenteredScrollingList.asLine 330 for keyboard+mouse and 334 onwards for xbox controller I wouldn't change that though I'd just override it all here as to not mess with other files :P DialogueCenteredList.as function SetEntryText(aEntryClip, aEntryObject) { super.SetEntryText(aEntryClip, aEntryObject); if (aEntryClip.textField != undefined) { // Over-ride alpha aEntryClip._alpha = 100; if (aEntryObject == selectedEntry) { // Selected, new, old aEntryClip.textField.textColor = aEntryObject.topicIsNew == undefined || aEntryObject.topicIsNew ? 0xFF0000 : 0xFFFF00; } else { //Not selected, new, old aEntryClip.textField.textColor = aEntryObject.topicIsNew == undefined || aEntryObject.topicIsNew ? 0x0000FF : 0x00FFFF; } } } Link to comment Share on other sites More sharing options...
DeathlessAphroditeOriginal Posted June 3, 2012 Author Share Posted June 3, 2012 Thanks, we mostly "discovered" what you were pointing at in the first post (actually Steve40 did most of the work), we've been compiling some files already. But your second post was incredibly helpful, I had no idea the global alpha setting could be overridden like this. Kudos! Link to comment Share on other sites More sharing options...
steve40 Posted June 3, 2012 Share Posted June 3, 2012 Thanks Mardoxx, you've confirmed that I need to study the scripts in the shared resources to tweak some of the dialogue behaviours. The tips for changing the SpeakerName and SubtitleText are very useful too. Kudos. DA, I'll create an updated script tonight if I have enough time (I'm at work now). Cheers. Link to comment Share on other sites More sharing options...
DeathlessAphroditeOriginal Posted June 4, 2012 Author Share Posted June 4, 2012 I have updated the script so that text is colored red for new topics and there's a very slight variation in color when the topic is selected. Same for gold color. It works flawlessly. Link to comment Share on other sites More sharing options...
DeathlessAphroditeOriginal Posted June 4, 2012 Author Share Posted June 4, 2012 I noticed a small glitch: if you use the .fla file from the repository for compiling, you get it no matter what. See how the word Gray-Mane gets cut (below), whereas vanilla (above) simply starts a new paragraph. http://www.deathless.it/ScreenShot38.jpg Link to comment Share on other sites More sharing options...
schlangster Posted June 4, 2012 Share Posted June 4, 2012 (edited) Textfield properties are kind of the weakness of the decompiler. They are usually completely wrong and have to be fixed manually (by looking up the original values in SWiX). In this case it may be that some multi-line property is not enabled even though it should be. Edited June 4, 2012 by schlangster Link to comment Share on other sites More sharing options...
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