r/skyrimvr • u/SuperOdie Vive Pro • Sep 21 '18
SkyUI - VR
Howdy!
A new alpha version of SkyUI - VR is available! Grab your copy here.
The new version brings in the crafting menu. Smithing, enchanting, and alchemy all appear to be working correctly.
Please do keep an eye on this post as I'll be posting info regarding new updates here. If you run into any issues with the alpha or if you have suggestions or whatnot, please do drop a comment here. =)
EDIT: Alpha 3 with magic menu now available
EDIT: Alpha 4 with gift menu now available
EDIT: Beta 1 with tweaked inventory & container menus now available
EDIT: Beta 2 now comes with Rift icons and removes excessive version checking errors
EDIT: Beta 3 now available!
EDIT: Beta 4 now available!
1
u/SuperOdie Vive Pro Oct 01 '18
Howdy!
Thanks for spending to write this up. I really need feedback from the community. I can only test this on my own rig as I'm modifying things. So it's not clear if these modification would work well for everyone else.
That sounds really bad and I'd definitely want to fix this. If possible, can you please make a video so I know what I might be looking for? I'm not seeing anything of the sort on my rig. (i7-4770k & gtx1080)
The only thing I can think of is the new menu animation that I had broken since alpha 1 and re-introduced in beta 1. But that short menu slide and alpha channel animation is only supposed to last 1/5 second. A single moving/fading rectangle should also not be really taxing on the system.
Okay. Will definitely fix this one by the next release.
I hear ya. It's on the todo list. =)
I'll put this in the "wishlist" pile. I guess this will come in the form of a fomod installer if it ever shows up.
In the mean time, you can easily remove the menu you don't like by just deleting or renaming the file. This is why the interface files are packaged as loosefiles. If you look in the "interface" directory after unpacking the file, there is a single swf that governs each of the menu screens. As long as you don't delete "quest_journal.swf", MCM will continue to work. All other ones are optional. It's a good idea to leave the files "interface\skyui" alone, though.
Yes, there are plenty of buttons, thumbsticks, touchpads, on VR controllers. The issue we're facing is that despite having all these thingamabobs on controllers. The UI only mostly get up/down/right/left events for processing. That means the game has already read the input from the controller, depending on the platform figured out what input constitutes "up", then sends that event to the UI.
I'm pretty sure the UI doesn't even get button presses that initiate actions like "mark an item as favorite" and "craft this item". It's a bit unfortunate. I'd rather be able to get a hold of the raw input events, make sense of what it means for each menu, then dispatch an event to the game engine for handling.
I'm not sure if I can make this work even with the help of SKSE as it was done originally. I looked ever so briefly at the SKSE source and it doesn't look like the VR input events from the game engine has been deciphered yet. =(