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Load panel is broken on ORBIS #91
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Interesting. I got it to work on PS3 a few years ago but decided not put
any particular effort in to it due to lack of features requiring SKSE.
I was never in a position to test this on PS4, impressed you got it working!
Seems odd how it doesn’t work after version 2.2. I can’t remember what
menus were modified in which versions. Judging from your videos it looks
like in 2.2 the Journal Menu (pause menu) wasn’t modified.
As a quick fix you could extract the quest_journal.gfx from the PS4’s
update.bsa, and put that in an appropriate directory so it overrides
SkyUI’s.
As for the missing translations, if you extract all the translations from
SkyUI’s translation.txt files and copy paste this to Skyrim’s ones it
should pick them up.
The mechanism to include translations SkyUI uses in later versions requires
SKSE
I believe controller support and button art should work correctly, I do
remember ensuring it worked on PC with a 360 controller and ensured the
correct code was functional as much as I could should someone ever get it
working on a different platform.
…On Sun, 27 Mar 2022 at 18:41, Backporter ***@***.***> wrote:
Skyui 2.2 works, anything above that does not work, videos showing the
issue below:
Normal load panel
<https://cdn.discordapp.com/attachments/535530099475480596/957322558125006848/2022-03-26_12-57-25.mp4>
Slyui's Load pannel
<https://cdn.discordapp.com/attachments/535530099475480596/957322904415141919/2022-03-26_12-59-09.mp4>
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You may need to download the button art mod to make it work completely for
PlayStation buttons.
…On Sun, 27 Mar 2022 at 18:56, Mardoxx ***@***.***> wrote:
Interesting. I got it to work on PS3 a few years ago but decided not put
any particular effort in to it due to lack of features requiring SKSE.
I was never in a position to test this on PS4, impressed you got it
working!
Seems odd how it doesn’t work after version 2.2. I can’t remember what
menus were modified in which versions. Judging from your videos it looks
like in 2.2 the Journal Menu (pause menu) wasn’t modified.
As a quick fix you could extract the quest_journal.gfx from the PS4’s
update.bsa, and put that in an appropriate directory so it overrides
SkyUI’s.
As for the missing translations, if you extract all the translations from
SkyUI’s translation.txt files and copy paste this to Skyrim’s ones it
should pick them up.
The mechanism to include translations SkyUI uses in later versions
requires SKSE
I believe controller support and button art should work correctly, I do
remember ensuring it worked on PC with a 360 controller and ensured the
correct code was functional as much as I could should someone ever get it
working on a different platform.
On Sun, 27 Mar 2022 at 18:41, Backporter ***@***.***> wrote:
> Skyui 2.2 works, anything above that does not work, videos showing the
> issue below:
>
> Normal load panel
> <https://cdn.discordapp.com/attachments/535530099475480596/957322558125006848/2022-03-26_12-57-25.mp4>
> Slyui's Load pannel
> <https://cdn.discordapp.com/attachments/535530099475480596/957322904415141919/2022-03-26_12-59-09.mp4>
>
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I did actually tried keeping the original quest_journal.gfx from the game and it still causes the same error sadly, I also tried manually settings the load index to 1, and some other small things and the issue persisted, I ran out of idea's as this part of the game isn't within my skillset. |
How odd. Sounds like it’s not overriding it properly. With the original
journal menu it should not have the MOD CONFIGURATION menu item
…On Sun, 27 Mar 2022 at 19:22, Backporter ***@***.***> wrote:
I did actually tried keeping the original quest_journal.gfx from the game
and it still causes the same error sadly, I also tried manually settings
the load index to 1, and some other small things and the issue persisted, I
ran out of idea's as this part of the game isn't within my skillset.
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You could unpack the skyui bsa and delete the quest journal from it.
…On Sun, 27 Mar 2022 at 19:25, Mardoxx ***@***.***> wrote:
How odd. Sounds like it’s not overriding it properly. With the original
journal menu it should not have the MOD CONFIGURATION menu item
On Sun, 27 Mar 2022 at 19:22, Backporter ***@***.***> wrote:
> I did actually tried keeping the original quest_journal.gfx from the game
> and it still causes the same error sadly, I also tried manually settings
> the load index to 1, and some other small things and the issue persisted, I
> ran out of idea's as this part of the game isn't within my skillset.
>
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Wait I think I remember. The override order is (highest to lowest)
Loose file swf
bsa/bsm load order swf
Loose file gfx
bsa/bsm load order gfx
So the loose/archive gfx is not getting overridden
I think you can change the file ext to swf and change the first three bytes
to WSF (instead of CWS or whatever it is for a gfx)
…On Sun, 27 Mar 2022 at 19:26, Mardoxx ***@***.***> wrote:
You could unpack the skyui bsa and delete the quest journal from it.
On Sun, 27 Mar 2022 at 19:25, Mardoxx ***@***.***> wrote:
> How odd. Sounds like it’s not overriding it properly. With the original
> journal menu it should not have the MOD CONFIGURATION menu item
>
> On Sun, 27 Mar 2022 at 19:22, Backporter ***@***.***>
> wrote:
>
>> I did actually tried keeping the original quest_journal.gfx from the
>> game and it still causes the same error sadly, I also tried manually
>> settings the load index to 1, and some other small things and the issue
>> persisted, I ran out of idea's as this part of the game isn't within my
>> skillset.
>>
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repacking the Skyui BSA without the quest_journal does fix it, however ill still need the MCM |
I’m not sure sure the MCM will work! I think it requires hooks added in by
SKSE. I can’t remember for sure though, the approach taken was to use as
much of the functionality available from the base game as possible.
…On Sun, 27 Mar 2022 at 19:46, Backporter ***@***.***> wrote:
repacking the Skyui BSA without the quest_journal does fix it, however ill
still need the MCM
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I have my own library that adds support for the MCM and many other things, that's one of the main reasons I was hoping I could find a fix for this that way its not a trade off, MCM vs loading/saving any example of my library working with one of the coolest mods ever |
I don’t have any of my old tools for decompiling the UI any more. Would be
interesting to see if the PS4 journal used a different mechanism from the
PC UI to save/load and that is perhaps why it isn’t working.
I wouldn’t be able to say for sure, but you can decompile the UI files with
any flash decompiled
…On Sun, 27 Mar 2022 at 19:53, Backporter ***@***.***> wrote:
I have my own library that adds support for the MCM and many other things,
that's one of the main reasons I was hoping I could find a fix for this
that way its not a trade off, MCM vs loading/saving
any example of my library working with one of the coolest mods ever
<https://www.youtube.com/watch?v=Gcakb1Gdwb0>
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I've been using JPEXS to view the PS4 swf's, awhile ago I had noticed that skyui's swf was missing a function call along with some other stuff and had assumed that's what the issue was, but my action script and skyrim's UI stuff is not something i normally work on so it was just a guess, I can post the PS4's swf's if that help? |
overwrote the game's default logger from the GFxLoader part of the game with my own so I can see what's going on, then opened up the save/load panel and tried to load so it'd print out more info, closed the game and opened up the log, this is all I found regarding Save/Load inside the log
|
https://youtu.be/GC2VyF1T0cg what lol, what all code logic does the MCM require? |
I suspect it requires some additional functionality added by SKSE.
…On Thu, 12 May 2022 at 16:27, Backporter ***@***.***> wrote:
https://youtu.be/GC2VyF1T0cg what lol, what all code logic does the MCM
require?
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yeah, don't suppose there's a breakdown on how skyui's MCM actually works?, I've implemented the min that still allows the MCM to function on PC, yet no dice, it says the menus worked, but they are missing from the list. |
If you look at SKI_ConfigManager line 116
When the journal menu is opened it calls setModNames with the mod names
(sent as varargs array) on the config panels movie clip
ConfigPanel.as line 170
…On Thu, 12 May 2022 at 16:57, Backporter ***@***.***> wrote:
yeah, don't suppose there's a breakdown on how skyui's MCM actually
works?, I've implemented the min that still allows the MCM to function on
PC, yet no dice, it says the menus worked, but they are missing from the
list.
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Then when you select a menu item it does similar but calling setPageNames
and then when you select a page name it does some magic with writing
options to some array buffer of options and option types
…On Thu, 12 May 2022 at 17:06, Mardoxx ***@***.***> wrote:
If you look at SKI_ConfigManager line 116
When the journal menu is opened it calls setModNames with the mod names
(sent as varargs array) on the config panels movie clip
ConfigPanel.as line 170
On Thu, 12 May 2022 at 16:57, Backporter ***@***.***> wrote:
> yeah, don't suppose there's a breakdown on how skyui's MCM actually
> works?, I've implemented the min that still allows the MCM to function on
> PC, yet no dice, it says the menus worked, but they are missing from the
> list.
>
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So you’ll need to implement SKSE’s papyrus UI interop module at the very
least I think
…On Thu, 12 May 2022 at 17:08, Mardoxx ***@***.***> wrote:
Then when you select a menu item it does similar but calling setPageNames
and then when you select a page name it does some magic with writing
options to some array buffer of options and option types
On Thu, 12 May 2022 at 17:06, Mardoxx ***@***.***> wrote:
> If you look at SKI_ConfigManager line 116
>
> When the journal menu is opened it calls setModNames with the mod names
> (sent as varargs array) on the config panels movie clip
>
> ConfigPanel.as line 170
>
> On Thu, 12 May 2022 at 16:57, Backporter ***@***.***>
> wrote:
>
>> yeah, don't suppose there's a breakdown on how skyui's MCM actually
>> works?, I've implemented the min that still allows the MCM to function on
>> PC, yet no dice, it says the menus worked, but they are missing from the
>> list.
>>
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I already implemented entire PapyrusUI stuff, same with "events"/"queues", I'm guessing it's needing names or something so ill go implement that I guess |
that was quick to implement, but nop, same thing :( |
Try logging some stuff in the OnMenuOpen see if that’s actually getting
called
…On Thu, 12 May 2022 at 17:50, Backporter ***@***.***> wrote:
that was quick to implement, but nop, same thing :(
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it's def being invoked |
also, not sure what the issue is on this regard, but activeeffects.swf actively triggers a crash lol |
same with any other mod that adds active UI elements into the huh, like AMatterOfTime for example, instant crash. |
Is papyrus listening for these events?
Is it successfully handling them?
…On Thu, 12 May 2022 at 17:56, Backporter ***@***.***> wrote:
Events.h 36 🤔 Menu "Journal Menu" IsOpening = "TRUE"
Events.h 36 🤔 Menu "Fader Menu" IsOpening = "FALSE"
it's def being invoked
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Whenever the game would crash with Ui components it was usually due to it
trying to load a file which didn’t exist (it was looking in the wrong place)
I vaguely remember some weird case where it would be trying to load like a
gfx from the exported(?) folder (the one with all the gfx files in it) if
you had the menu exported as a gfx?
…On Thu, 12 May 2022 at 17:58, Backporter ***@***.***> wrote:
same with any other mod that adds active UI elements into the huh, like
AMatterOfTime for example, instant crash.
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If it is this, it would be not impossible to patch it to look in the
correct place I imagine
…On Thu, 12 May 2022 at 18:03, Mardoxx ***@***.***> wrote:
Whenever the game would crash with Ui components it was usually due to it
trying to load a file which didn’t exist (it was looking in the wrong place)
I vaguely remember some weird case where it would be trying to load like a
gfx from the exported(?) folder (the one with all the gfx files in it) if
you had the menu exported as a gfx?
On Thu, 12 May 2022 at 17:58, Backporter ***@***.***> wrote:
> same with any other mod that adds active UI elements into the huh, like
> AMatterOfTime for example, instant crash.
>
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Is surely looks like papyrus is handling them. the mod was left in exactly like it was when i downloaded it from nexus, here's some logs that are kinda useless as you'll see below the thing about the swf loading is the PS4 version of the game is a liar and says it couldn't load a swf but it did in fact load(widgetloader.swf being a example of this, even when it fails to load i can see it loaded perfectly fine) |
Fantastic, what was the fix?
…On Fri, 13 May 2022 at 14:27, Backporter ***@***.***> wrote:
[image: Skyrim_20220513093443]
<https://user-images.githubusercontent.com/29647778/168293884-8317342a-7d64-43e3-bf77-21aa0c591a96.jpg>
;)))
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You can load this up as a separate mod as long as it comes after SkyUI - so
you don’t need to repackage SkyUI
…On Mon, 16 May 2022 at 09:27, Mardoxx ***@***.***> wrote:
Ahh very neat!
SkyUI should work correctly with the controller - this is something I made
sure of for the PC version. You can override the button art for a
PlayStation controller by replacing the buttonArt swf with the PlayStation
one (it’s on nexus somewhere)
On Mon, 16 May 2022 at 09:23, Backporter ***@***.***> wrote:
> I actually put all this logic into a PRX using OpenOrbis SDK and use
> mira/ps4debug to load the PRX into the games process, I just had to reverse
> a lot of game stuff and make sure that matched, was surprisingly easy once
> I got past some weirdness that the PS4 version has lol
>
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you mean this? if so I have it installed, it only seems to effect specific keys(mainly controller specific keys) and not all of them, I'm guessing the fact that the PS4 uses a totally different set of keycodes is why this occurs |
Yes it should just replace any Xbox keys with the ps4 ones. Other ones are
the same.
Have they mapped like the key code to Enter to X or something?
…On Mon, 16 May 2022 at 09:33, Backporter ***@***.***> wrote:
you mean this <https://www.nexusmods.com/skyrim/mods/29450>? if so I have
it installed, it only seems to effect specific keys(mainly controller
specific keys) and not all of them, I'm guessing the fact that the PS4 uses
a totally different set of keycodes is why this occurs
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the PS4 keycodes are sony keycodes iirc, so they would be these keycodes rather than directx ones |
Ah I’m not sure then. Also the touchpad is new isn’t it so that probably
won’t work in skyui anyway
…On Mon, 16 May 2022 at 09:42, Backporter ***@***.***> wrote:
the PS4 keycodes are sony keycodes iirc, so they would be these keycodes
<https://github.com/OpenOrbis/OpenOrbis-PS4-Toolchain/blob/master/include/orbis/_types/pad.h#L7>
rather than directx ones
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I can likely translate the DirectX keycodes to Sony ones and fix it, that is assuming that is the issue, funny enough the touchpad works in the inventory system, if I hit it, it swaps to the magic panel and vice-versa |
Interesting, it must map to Tab some how!
…On Mon, 16 May 2022 at 09:57, Backporter ***@***.***> wrote:
I can likely translate the DirectX keycodes to Sony ones and fix it, that
is assuming that is the issue, funny enough the touchpad works in the
inventory system, if I hit it, it swaps to the magic panel and vice-versa
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indeed, when I was reversing the Scalefrom/GFx stuff, I didn't find direct mouse support, so I'm assuming it was mostly removed |
Does the barter menu still work (switching between you and the vendor)?
I think L3 (or R3?) changes sort order and some other button changes the
sort column. You can also open the column filter menu with some other
button too. It’s written down somewhere I can’t remember.
…On Mon, 16 May 2022 at 10:08, Backporter ***@***.***> wrote:
indeed, when I was reversing the Scalefrom/GFx stuff, I didn't find direct
mouse support, so I'm assuming it was mostly removed
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I swapped those keycodes in skyui's INI to the touchpad + R3/L3 keycodes as the default codes wouldn't work |
Excellent!
…On Mon, 16 May 2022 at 10:26, Backporter ***@***.***> wrote:
https://youtu.be/F5ho2le341E
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darn, I really don't know what this issue is, whenever I go into a MCM that has options you can select it makes the MCM go wonky and show the translation rather than the key, has this been encountered before? |
No I haven't, is the same replicable on PC wit AMOT installed?
Does it happen with options selectors in other mods or just AMOT?
Perhaps it's a bug in AMOT?
…On Thu, 9 Jun 2022, 20:17 Backporter, ***@***.***> wrote:
darn, I really don't know what this issue is, whenever I go into a MCM
that has options you can select it makes the MCM go wonky and show the
translation rather than the key, has this been encountered before?
https://youtu.be/DWGDNSw3j2c
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I Haven't seem it occur on PC, this can happen on other mods that has the same type of setting that is shown in that video |
Hmmm I think it’s a bug with their integration with the MCM, possibly in
the event handler for the on item selected (or whatever it is called)
they’re not running the text through the SKSE translation function?
…On Fri, 10 Jun 2022 at 15:21, Backporter ***@***.***> wrote:
I Haven't seem it occur on PC, this can happen on other mods that has the
same type of setting that is shown in that video
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It looks fine from what I saw, it seems to just be that specific setting type that triggers this, I've never this happen on any other setting, I confirmed that the impl of the custom translations looked fine so unsure what is causing this. |
Does it do it on the pc version too
…On Fri, 10 Jun 2022 at 21:39, Backporter ***@***.***> wrote:
It looks fine from what I saw, it seems to just be that specific setting
type that triggers this, I've never this happen on any other setting, I
confirmed that the impl of the custom translations looked fine so unsure
what is causing this.
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no |
Strange! I’m not sure then
…On Fri, 10 Jun 2022 at 21:47, Backporter ***@***.***> wrote:
no
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I tried to do the same thing as SKSE for the deconstructor instead of what i normally do for GFXValue and it seems to have fixed the $ stuff, but looking at the log makes it not look like a good idea...
seems the UI stuff on the PS4 is not a fan of adding stuff lol |
figured out what the issue was with both, now the only thing i need to fix is the abilty to bind gamepad buttons directly in the UI rather than needing to edit the INI/keycodes directly |
I would try logging in the OnMenuOpen and recompile SkyUI’s papyrus source
to make sure
I think what is going on with the swf crashing is what I tried to outline
above
This is because when the menu is an swf it tries to load relative paths
from Interface/path/to/blah.swf
But if it’s a gfx it tries to load from Interface/Exported/path/to/blah.swf
Hope that helps
…On Thu, 12 May 2022 at 18:15, Backporter ***@***.***> wrote:
Is surely looks like papyrus is handling them.
the mod was left in exactly like it was when i downloaded it from nexus,
here's some logs that are kinda useless as you'll see below
[OrbisLog::Write] [WidgetLoader.as: loadWidget(a_widgetID = 2,
a_widgetSource = AMOTClockWidget.swf)]
[OrbisLog::WriteVA] [Error, BSScaleformFileOpener failed to open
Interface/Exported/widgets/AMOTClockWidget.gfx]
[OrbisLog::WriteVA] [GFxLoader failed to open
"Interface/Exported/widgets/AMOTClockWidget.gfx"
the thing about the swf loading is the PS4 version of the game is a liar
and says it couldn't load a swf but it did in fact load(widgetloader.swf
being a example of this, even when it fails to load i can see it loaded
perfectly fine)
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everything for the most part is working, no crashing, etc, the inability to load a save from the system page is the only thing that is actually broken and I don't think I can fix it myself the whole "ActionScript Memory leaks in movie" was caused by a bad implementation of ~GFxValue and I resolved it the warnings from BSScaleformFileOpener are normal(they show up on the PC version too if you enable GFx Logging in SKSE, whenever I was testing to see if they showed up on PC, for some reason my SKSE install got messed up so I reinstalled it and they started to show up) I've implemented the favorites menu set stuff so the filter works,
I also designed(with lots of help from many many people in the skyrim modding scene) a Custom SWF showing the framerate for the PS4 |
is there any specific reason why location finder in the map menu is explicitly disabled if a controller is detected? |
There was a reason yes, I can’t remember though… either there wasn’t a
button free to get to the search box, or no means for inputting (which
wouldn’t involve another game code hack)
…On Mon, 17 Oct 2022 at 10:36, Backporter ***@***.***> wrote:
is there any specific reason why location finder in the map menu is
explicitly disabled if a controller is detected?
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I see, are the bumpers not mappable? those would be great buttons for these tbh, there is actually a native way to get keyboard inputs on PS4 at least, "ShowVirtualKeyboard" opens the typical PS4 keyboard you see everywhere and gives you the output of it, and using a USB keyboard(the console menu does this, never looked into how). |
Yeah this is what I wanted to do, but plugging in a controller to the PC
disables the keyboard I think so maybe that is why I disabled it. Because
then you have no means of input!
…On Mon, 17 Oct 2022 at 12:53, Backporter ***@***.***> wrote:
I see, are the bumpers not mappable? those would be great buttons for
these tbh, there is actually a native way to get keyboard inputs on PS4 at
least, "ShowVirtualKeyboard" opens the typical PS4 keyboard you see
everywhere and gives you the output of it, and using a USB keyboard(the
console menu does this, never looked into how).
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may or may not lead to a crash for whatever reason, still missing text input support, but it does at least highlight the marker, better then nothing i suppose. how: |
I know this is a old thread and whatnot but I thought I'd post what I've done/found just in case someone finds it useful, so, I've got it somewhat fixed I suppose, instead of trying to figure out what exactly is wrong inside the SWF's code wise, I've went about patching the games |
Skyui 2.2 works, anything above that does not work, videos showing the issue below:
Normal load panel
Slyui's Load pannel
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