frihyland Posted June 12, 2012 Posted June 12, 2012 Discussion thread: SkyUI by the SkyUI Team Wiki LinkNo thread for SkyUI? Shame on us. The number one file on Nexus of all time, been there for months now with good reason. Next version to include all kinds of new features like on the fly sorting and a mod configuration menu.
frihyland Posted August 5, 2012 Author Posted August 5, 2012 Thats just the graphics not the default layout, its just a test :PÂ and its completely user configurable anyway.
Farlo Posted August 5, 2012 Posted August 5, 2012 Thats just the graphics not the default layout' date=' its just a test :PÂ and its completely user configurable anyway.[/quote']In that case: awesome! Â I never liked that the bars were spread out across the bottom and faded to the middle, it's kind of hard to tell exactly how much you have left at a glance. Â Can't wait to see a compact version.
frihyland Posted October 21, 2012 Author Posted October 21, 2012 For your drooling pleasure I present SkyUI 3.0 alpha Remember this is an alpha, strictly for drooling or reporting bugs only.
Besidilo Posted October 21, 2012 Posted October 21, 2012 Isn't it better to just post the link to Github where the project is maintained? It's sure to receive regular updates.
frihyland Posted October 21, 2012 Author Posted October 21, 2012 I tried, apparently its not open to the public yet, just that one file is shared. Edit: You have to have an account to browse, made one so here's the link if you have an account SkyUI
rpsgc Posted December 27, 2012 Posted December 27, 2012 SkyUI 3.0-beta1 was released yesterday:(MCM) Addressed an issue that would leave config menus in a broken state if SkyUI is added, removed, and added again later on. The problem was that in this case script variables are reset, but the OnInit() event is not fired again, leaving arrays and other complex types uninitialized. To handle this, we added a new a event to the Config Menu API: OnConfigInit(). Anything you'd normally do in OnInit(), like initializing arrays, you should do in OnConfigInit() now.(SkyUI) Scheduled the widget framework (including the active effecst widget) to be released in a later version (3.1). There is still some work to be done and we didn't want to delay 3.0 any further.(SkyUI) Changed rounding precision of weight (and other attributes) from 1 to 2 decimals.(SkyUI) Added carry weight to bottom bar for barter.(SkyUI) Fixed issue that could cause crashes when the player has spells without any effects attached. Probably also prevents the same happening for other inventory-related crashes.(SkyUI) Added gamepad method to open the column select menu (Hold toggle column state for 1 second... no more free buttons ).(SkyUI) Tweaked sorting.(SkyUI) Did most of the localization (though there are still some translations missing, see the translation spreadsheet, maybe you can help to fill some gaps).(SkyUI) Lots of other tweaks and fixes.And then SkyUI 3.0-beta2 today:(SkyUI) Fixed missing damage value for arrows.(SkyUI) Fixed broken quantity prompt option.(SkyUI) Auto-detect 3D item position for 5:4 aspect ratios.(SkyUI) Updated uninstallation/updating section of the readme.Download linkhttps://docs.google.com/open?id=0B4iEH8ar3jtxeVNiOVFhRUlLcmc
rpsgc Posted December 30, 2012 Posted December 30, 2012 SkyUI 3.0-beta3 is out(MCM) OnVersionUpdate() is now triggered on game reload, not at some later point.(MCM) Added a check to prevent the same config menu from registering multiple times.(SDK) Included MCM examples.(SkyUI) Replaced the config menu quest with a new form to force a reset.(SkyUI) Added options to remap Search, Switch Tab and Equip Mode to the config menu (again...). Before, they were automatically matched to controls like Jump, Sprint and Sneak. That didn't account for cases where you bind these to a mouse button, because mouse button input is not detected the regular way.(SkyUI) Fixed some typos.(SkyUI) Updated translations.(SkyUI) Fixed icon for gold.https://docs.google.com/open?id=0B4iEH8ar3jtxSU91NlJBTGVPNDg
TechAngel85 Posted January 4, 2013 Posted January 4, 2013 Looks like 3.0 is officially out of beta now.
envelope91 Posted February 23, 2013 Posted February 23, 2013 Every time i enable this mod it works fine. But when i stop playing and then start skyrim again the mod is secretly deactivated, it still SHOWS as activated, but the save game says "This game relies on a mod that is no longer active blablabla"... The only way to fix this is to disable it, load a save and save, then enable it again... All i use is some STEP mods and ModOrganizer. I hope this is the right place to post this.
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