Scrivener07 / BGS-Handbook

Scrivener's modding journal and research notes for games made by Bethesda Game Studios.
https://scrivener07.github.io/BGS-Handbook/
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Game System: User Interface Reference #10

Open Scrivener07 opened 1 year ago

Scrivener07 commented 1 year ago

https://falloutck.uesp.net/wiki/Category:User_Interface https://falloutck.uesp.net/wiki/Actionscript_Reference https://falloutck.uesp.net/wiki/Menu https://falloutck.uesp.net/wiki/Interface_File https://falloutck.uesp.net/wiki/Adobe_Flash https://falloutck.uesp.net/wiki/JPEXS_Free_Flash_Decompiler_(FFDec)

The user interface reference will describe all the game’s menus and their internal AS3 Scaleform members. I may even be able to map out the internal instance paths of each menu. These AS3 instance paths are invokable by Papyrus and xSE plugins. Only the Fallout 4 wiki has any information at all about this topic. Skyrim also uses Scaleform but the older Actionscript 2.0 (AS2) language. Also the program for editing Adobe Flash files was rebranded as Adobe Animate and AS2 support dropped. The older Adobe Flash CS6 was the last version to support AS2 projects such as Skyrim. We should explain how to get setup for both games. Yes it does cost money to work with these Adobe tools.

For Fallout 4 these names are not listed anywhere but they are legit menus in Bethesda's internal build of the game. None of these are functional in the release build and some are just carryovers from Skyrim. They are all no-oped in the release build.

UI Guides & Tutorials

I really want to write some good guides on building user interface stuff.

Scrivener07 commented 1 year ago

captain-cold-muddy — @discord

I can say that recompiling the vanilla menus takes effort. Getting the SWFs into a CS6 project is one thing, getting it to compile into a SWF that doesn’t crash the game is step 2. However, that’s not the end of it. One must go through and relink the fonts, set the sizes, and in some cases, redo the alpha channel data. I found HUDMenu extremely tedious to get back to a working state. I got it most of the way but couldn’t quite get the crosshairs to work 100% like the vanilla game. The crosshairs wouldn’t animate every time. Container and Barter Menus are easy to work with. Pipboy is ok but contains a lot of unnamed variables; whereas Container/Barter have named variables for most of it.

AS3 stuff very much depends on the target: PC or Console. PC can use xSE to invoke the AS3. Whereas console, you have to side load, edit vanilla assets, and/or implement a workaround system. There’s no direct line of communication between AS3 and Papyrus outside of xSE and HUDFramework (which leverages a vanilla Papyrus call that only works w HUDMenu).

Scrivener07 commented 1 year ago

An AS3 tool https://www.buraks.com/

Greensock https://greensock.com/asdocs/index.html?com/greensock/package-detail.html&com/greensock/class-list.html https://github.com/greensock/GreenSock-AS2 https://github.com/greensock/GreenSock-AS3