Page 11 of 151

What baffles me the most is

Posted: 12 Nov 2011, 00:37
by Unknownsock
What baffles me the most is the fact that you can change your key binds but the keys don't change within menu's.
Considering i play with EDSF basically all keys moved to the right..How have they not done this correctly?

Not a game breaker but come on!

Ive uploaded the trainer by

Posted: 12 Nov 2011, 00:38
by thales100
Ive uploaded the trainer by helifax to the WSGF FTP, you can download it from here, its far from being a perfect solution but its the best we have by now, please keep checking WSGF for improved solutions.
You can also check the game's Detailed Report, featuring all information about its widescreen and multi-monitor support, updated solutions, comparison screenshots, etc..., here.

been fighting with this game since it was unlocked...

Posted: 12 Nov 2011, 00:52
by Judas
I've been fighting with this game since it unlocked, both with the crash to desktop issue.... and with weird glitches and such.

Although i run in a Portrait mode solution with 3x 27" Asus VE278Q monitors (1920x1080) giving me a desktop resolution of 3240x1920. Which is between the 16:9 and 16:10 ratio which should mean the game shouldn't give a single hitch..... alas it apparently isn't at all true...

First off..... i found the crash to desktop was mostly caused by Fraps.... don't ask me why or how.. but attempting to take screenshots using fraps would frequently LEAD to an exit to desktop glitch every single time. Even just leaving fraps running in the background would rarely allow me to play for more than say 5-10 minutes before crashing...

Additionally, using anything above 48khz audio sample for default windows audio sampling would result in numerous skyrim effects, mostly dialogue to come across as a low volume squelching, but it's random, and very irritating..... this wasn't causing a crash to desktop for me though at least....

And if your wondering why i'm using fraps.. it's because skyrim doesn't appear to like high resolutions for screenshots, Asking how do i mean... here i'll kinda list things out a bit.

The one ANNOYING thing since i first started up the game was right around where the subtitles are located RIGHT from the moment you click "new game" i get this text that says "LEVEL UP"..... you can't click on it, and it never goes away and it makes reading subtites impossible as it's on almost the same line if the subtitles are long...

Additionally, Crossfire is a so-so thing...... using the alt+Ctrl+Del solution to trigger it to work (do the alt+crtl+del and then hit the escape key) solves it.. but it's a bit annoying to have to do it..

So to clarify the above things... let me post a few screenshots showing it all..

First off, I cannot select a resolution for skyrim at all, period.... if i clicked windowed mode i can select a "standard" resolution, below that of 1920x1080... but otherwise.... blank. Starting the game results in a crash due to no resolution being set... i fixed this with the manual resolution INI solution which i'm familare with well before anything... that was easy.



so here you can see my settings...... used.... and then after which i apply the 3240x1920 resolution to the ini...

NOW, here is what crossfire works like when i first run skyrim BEFORE the crossfire fix...

(Keep in mind that the drop in gpu activity is due to exiting out of skyrim)



As you can see.... one of the GPUs isn't doing a thing.. totally sleeping/shut down/idling

doing the fix produces this result.



IF you exit and startup skyrim after you've already ran it and done the crossfire fix.... both GPUS will remain active, but at about 50% power... producing the same performance results similare to a single GPU... so doing the crossfire fix again fixes it.


Here is what i run into when i try and use the ingame print screen feature..... as you can see below.... totally useless.....




Attempting to use fraps to take screenshots produced rather unpredictable and well always a crash to desktop.. but sometimes i could squeeze fraps to at least create one or 2 screenshots .....

HOWEVER this image clearly sows whati mean by the "LEVEL UP" issue i'm having... it just doesn't WANT to go away.. i can't get rid of it.... and it appears that it only effects me when i run anything over 1920x1080 or standard resolution. I tried deleting all the INI files and forcing a complete reset, as well as full intagrity checks... no dice... it's just really really strange.



heres a full resolution image that i was able to get before further tweaking skyrim... http://img43.imageshack.us/img43/9616/frapsedscreenshot2.jpg

Hor distortion across 5760 Hor

Posted: 12 Nov 2011, 00:56
by Baer
ok so I am getting a different thing. I run the game from steam and it says game will be ran in High. and I get into game and it looks like this.. all zoomed in and stuff.







My first post here, Greetings all,
I am having the exact same issue as above. The game installed quickly and when I first started it it filled all three monitors without my having to reset the pref.ini file. In fact when I looked at the file it was already set for my resolution which is 5760 X 1200. When the game loads not only do I have the menu issue but the picture is greatly distorted and zoomed in, highly distorted in the hor like one monitor of data is streached out across all three.
I am running 2 EVGA GTX 580's in SLI surround with the latest NV Beta driver. The distortion as well as the menu mess make this game unplayable and I have not even started to work on the mouse issues as yet. I would have payed twice as much for a semi bug free game but this is worthless.
Any ideas on the Hor streatched picture to start?

I've decompiled some of the

Posted: 12 Nov 2011, 00:58
by Casiotone
I've decompiled some of the interface .swf files.

Here's what I know:


  • Most of the interface elements are positioned by calling the "Lock" method on the different MovieClips within each interface

  • The "Lock" method is defined in __Packages.Shared.GlobalFunc, inside the SetLockFunction method

  • The placements of each element are determined by Top-Right, Bottom-Left, etc. Each of these locations are defined based on the Stage's dimensions for the .swf movie itself

  • Given the last point, it either means we'll have to define the dimensions of the .swf file from inside the game itself, OR someone with the correct resources can try to edit and recompile the interface's .swf files after redefining the SetLockFunction method to use arbitrary dimensions.



TLDR: Don't bother playing with the .swf files unless you have experience recompiling them. It's not the cause (but could potentially be hacked to fix things).

I'm looking much forward to

Posted: 12 Nov 2011, 00:58
by Bravo
I'm looking much forward to some kind of fix for this as well :) But I'm not in a hurry since crossfire kills my performance atm anyway, so I'm only running it on a single 6970 right now (Almost doubled my fps compared to trifire). I think I rather wait for AMD/Bethesda to fix this before going triplescreen so I can match the performance better.

But many kudos to you guys for spending your time on this! I'm keeping an eye on this thread ;)



What baffles me the most is the fact that you can change your key binds but the keys don't change within menu's.
Considering i play with EDSF basically all keys moved to the right..How have they not done this correctly?

Not a game breaker but come on!


Brother! :D I also always use the EDSF-keys, ever since the glorious days of Quake. It's very confusing that Skyrim still hints on default-keys whenever some help-dialog pops up. You simply have to figure out the correct keys yourself and memorize them :P Shouldn't take long to learn, but it's indeed quite frustrating.

Judas wrote:First off..... i

Posted: 12 Nov 2011, 01:08
by Falcon1
First off..... i found the crash to desktop was mostly caused by Fraps.... don't ask me why or how.. but attempting to take screenshots using fraps would frequently LEAD to an exit to desktop glitch every single time. Even just leaving fraps running in the background would rarely allow me to play for more than say 5-10 minutes before crashing...


Strange. I tried to do screenshots via Steams own Screenshot Functionality and it immediately crashed. Then loaded up FRAPS and I could make Screenshots without any problems (http://www.falcon2045.com/photos?g2_itemId=7951)

Casiotone wrote:I've

Posted: 12 Nov 2011, 01:10
by helifax
I've decompiled some of the interface .swf files.

Here's what I know:


  • Most of the interface elements are positioned by calling the "Lock" method on the different MovieClips within each interface

  • The "Lock" method is defined in __Packages.Shared.GlobalFunc, inside the SetLockFunction method

  • The placements of each element are determined by Top-Right, Bottom-Left, etc. Each of these locations are defined based on the Stage's dimensions for the .swf movie itself

  • Given the last point, it either means we'll have to define the dimensions of the .swf file from inside the game itself, OR someone with the correct resources can try to edit and recompile the interface's .swf files after redefining the SetLockFunction method to use arbitrary dimensions.



TLDR: Don't bother playing with the .swf files unless you have experience recompiling them. It's not the cause (but could potentially be hacked to fix things).


I have modified the swf file that I believe is responsible for the menus:) by the look of the content. now something very interesting is that the scene size is 1280x720 which give a locked 1.77..8 aspect ratio. I don't believe we can change this aspect ratio from withing the game's memory.

Now the only problem I am having is recreating the damn BAS file....... I am not a fallout3 etc modder so I am having trouble here. Anyone can tell me how to do this?

Best Regards,
Helifax

Casiotone wrote:I've

Posted: 12 Nov 2011, 01:10
by EvilEngineer
I've decompiled some of the interface .swf files.

Here's what I know:


  • Most of the interface elements are positioned by calling the "Lock" method on the different MovieClips within each interface

  • The "Lock" method is defined in __Packages.Shared.GlobalFunc, inside the SetLockFunction method

  • The placements of each element are determined by Top-Right, Bottom-Left, etc. Each of these locations are defined based on the Stage's dimensions for the .swf movie itself

  • Given the last point, it either means we'll have to define the dimensions of the .swf file from inside the game itself, OR someone with the correct resources can try to edit and recompile the interface's .swf files after redefining the SetLockFunction method to use arbitrary dimensions.



TLDR: Don't bother playing with the .swf files unless you have experience recompiling them. It's not the cause (but could potentially be hacked to fix things).


I'm going to attempt to rebuild one of the swfs in a bit... the only other problem I see is that the BSA will override it, as don't yet have a way to package the files back up into a working mod.

Baer wrote: My first post

Posted: 12 Nov 2011, 01:13
by thales100
My first post here, Greetings all,
I am having the exact same issue as above. ...
Any ideas on the Hor streatched picture to start?

Hey Baer, welcome to WSGF, try my .ini file, it runs great here, its set to 5760x1200, if it doesnt work i would suggest to reinstall Nvdia drivers, btw im running beta 285.79.

(link removed)

helifax wrote:Casiotone

Posted: 12 Nov 2011, 01:16
by EvilEngineer
[quote]I've decompiled some of the interface .swf files.

Here's what I know:


  • Most of the interface elements are positioned by calling the "Lock" method on the different MovieClips within each interface

  • The "Lock" method is defined in __Packages.Shared.GlobalFunc, inside the SetLockFunction method

  • The placements of each element are determined by Top-Right, Bottom-Left, etc. Each of these locations are defined based on the Stage's dimensions for the .swf movie itself

  • Given the last point, it either means we'll have to define the dimensions of the .swf file from inside the game itself, OR someone with the correct resources can try to edit and recompile the interface's .swf files after redefining the SetLockFunction method to use arbitrary dimensions.



TLDR: Don't bother playing with the .swf files unless you have experience recompiling them. It's not the cause (but could potentially be hacked to fix things).


I have modified the swf file that I believe is responsible for the menus:) by the look of the content. now something very interesting is that the scene size is 1280x720 which give a locked 1.77..8 aspect ratio. I don't believe we can change this aspect ratio from withing the game's memory.

Now the only problem I am having is recreating the damn BAS file....... I am not a fallout3 etc modder so I am having trouble here. Anyone can tell me how to do this?

Best Regards,
Helifax

Try renaming the Skyrim -Interface.bsa after unpacking it. Game launches and still runs so it looks like it's defaulting to the unpacked files now.

You're doing good work guys,

Posted: 12 Nov 2011, 01:17
by AussieTimmeh
You're doing good work guys, keep it up. We all appreciate it and hope to pay it back somehow.

EvilEngineer wrote:helifax

Posted: 12 Nov 2011, 01:35
by helifax
[quote][quote]I've decompiled some of the interface .swf files.

Here's what I know:


  • Most of the interface elements are positioned by calling the "Lock" method on the different MovieClips within each interface

  • The "Lock" method is defined in __Packages.Shared.GlobalFunc, inside the SetLockFunction method

  • The placements of each element are determined by Top-Right, Bottom-Left, etc. Each of these locations are defined based on the Stage's dimensions for the .swf movie itself

  • Given the last point, it either means we'll have to define the dimensions of the .swf file from inside the game itself, OR someone with the correct resources can try to edit and recompile the interface's .swf files after redefining the SetLockFunction method to use arbitrary dimensions.



TLDR: Don't bother playing with the .swf files unless you have experience recompiling them. It's not the cause (but could potentially be hacked to fix things).


I have modified the swf file that I believe is responsible for the menus:) by the look of the content. now something very interesting is that the scene size is 1280x720 which give a locked 1.77..8 aspect ratio. I don't believe we can change this aspect ratio from withing the game's memory.

Now the only problem I am having is recreating the damn BAS file....... I am not a fallout3 etc modder so I am having trouble here. Anyone can tell me how to do this?

Best Regards,
Helifax

Try renaming the Skyrim -Interface.bsa after unpacking it. Game launches and still runs so it looks like it's defaulting to the unpacked files now.



YES!!! It worked...sort of:))) I could see it for like 2 seconds before my game crashed:))) (or I thought I saw it:)) ) It seems that the swf file was not properly created...so I need to work on the recreation of the SWF file.... (some more)
Thanks for the info;))

The sucky part is that the swf creation failed to missing resources...it looks like we need to decompile some more swf files....

Yeah... only issue I have

Posted: 12 Nov 2011, 01:36
by EvilEngineer
Yeah... only issue I have with swf files is that when they reference so many classes like this they tend to break upon recompile.

Thank you

Posted: 12 Nov 2011, 01:38
by daimian
Thank you so much for all the hard work guys! I'm actually yelling out 'YES!' as I am reading this thread and seeing the progress your making!

yeah...crap... Looks like we

Posted: 12 Nov 2011, 01:41
by helifax
yeah...crap... Looks like we need to decompile all the swf files..LOL

Hmm I am wondering about the other possibility to manipulate the size of the "scene" from within the game....

hoping for an actual fix when

Posted: 12 Nov 2011, 01:47
by morxy49
hoping for an actual fix when i wake up tommorow! :) keep up the good work guys!

helifax wrote:yeah...crap...

Posted: 12 Nov 2011, 01:59
by Casiotone
yeah...crap... Looks like we need to decompile all the swf files..LOL

Hmm I am wondering about the other possibility to manipulate the size of the "scene" from within the game....


If it helps, Skyrim uses Scaleform to render the Flash movies. I don't know for certain, but if Scaleform renders the movies to a texture, you might be able to alter the texture or the geometry that it's being rendered to in order to force a Scene resize of the .swf file itself. Here's the Scaleform docs in case it helps: http://gameware.autodesk.com/scaleform/support/documentation

Though I'm a programmer, and have done some game development, I've never done any modding (other than installing a few), so I'm not certain what's feasible with the resources we have. I'd be happy to help code up a solution if anyone has ideas of where to start.

helifax wrote:yeah...crap...

Posted: 12 Nov 2011, 02:12
by EvilEngineer
yeah...crap... Looks like we need to decompile all the swf files..LOL

Hmm I am wondering about the other possibility to manipulate the size of the "scene" from within the game....


I'm going to decompile all the SWF and dump them into the same root directory. That way all the .fla files reference the same actionscript files and we can simply edit 1 file and recompile all the swfs with that change. I'll post the zip of the files in a bit on my website.

EvilEngineer wrote:helifax

Posted: 12 Nov 2011, 02:15
by helifax
[quote]yeah...crap... Looks like we need to decompile all the swf files..LOL

Hmm I am wondering about the other possibility to manipulate the size of the "scene" from within the game....


I'm going to decompile all the SWF and dump them into the same root directory. That way all the .fla files reference the same actionscript files and we can simply edit 1 file and recompile all the swfs with that change. I'll post the zip of the files in a bit on my website.

I tried that I still have alot of missing links....maybe it requires resources outside the inferface.bas file....:|