Skyrim Multi-Monitor User Interface Fix Discussion

Topics about game solutions, and success or failure in getting them to work.
H8Cr1me
Posts: 38
Joined: 08 Nov 2011, 21:59

I got $20 for a simple fix.

Post by H8Cr1me »

I got $20 for a simple fix. Please let us know if you think it will stay valid when they patch the game. I'm sure they will have another patch relatively quick.
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helifax
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H8Cr1me wrote:I got $20 for a

Post by helifax »

I got $20 for a simple fix. Please let us know if you think it will stay valid when they patch the game. I'm sure they will have another patch relatively quick.


Well depends what they will "patch"...Hope this doesn't turn into a Witcher 2 fiasco....
It should still work if not, it will be relatively easy to make it work again..now that I know what to "look" for:)
Now all there is left is to find a way to change the AR of the whole interface.....so it will fit the actual AR of the game...
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EvilEngineer
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helifax wrote:H8Cr1me wrote:I

Post by EvilEngineer »

[quote]I got $20 for a simple fix. Please let us know if you think it will stay valid when they patch the game. I'm sure they will have another patch relatively quick.


Well depends what they will "patch"...Hope this doesn't turn into a Witcher 2 fiasco....
It should still work if not, it will be relatively easy to make it work again..now that I know what to "look" for:)
Now all there is left is to find a way to change the AR of the whole interface.....so it will fit the actual AR of the game...

Happen to be able to list the memory addresses modified?
Toothless Spoon
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helifax wrote:H8Cr1me wrote:I

Post by Toothless Spoon »

[quote]I got $20 for a simple fix. Please let us know if you think it will stay valid when they patch the game. I'm sure they will have another patch relatively quick.


Well depends what they will "patch"...Hope this doesn't turn into a Witcher 2 fiasco....
It should still work if not, it will be relatively easy to make it work again..now that I know what to "look" for:)
Now all there is left is to find a way to change the AR of the whole interface.....so it will fit the actual AR of the game...

Helifax I'll be happy to hook you up with something for the time you've already put in, it looks like you are putting in the yards as it is, not sure whether Hayden is working on it also, but either way it's cats like you that make my "hobby" possible. :)
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Kayden
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Helifax I could kiss you!

Post by Kayden »

Helifax I could kiss you! Okay, maybe not literally but if you ask for donations man, I will defiantly contribute. It will be Dec, but dude I swear you will get it! GREAT JOB to everyone who helped with this!
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helifax
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Casiotone wrote:Looking

Post by helifax »

Looking better. What did you do to get them to compile?


Hmm actually I didn't compile the SWF files.. I just did what I knew best to do...memory edit it to death:)))

PS: All the menus should work now:)
Hmm I found out that reading books is very hard now...because they are so zoomed....you cannot actually see anything:))
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helifax
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EvilEngineer wrote:helifax

Post by helifax »

[quote][quote]I got $20 for a simple fix. Please let us know if you think it will stay valid when they patch the game. I'm sure they will have another patch relatively quick.


Well depends what they will "patch"...Hope this doesn't turn into a Witcher 2 fiasco....
It should still work if not, it will be relatively easy to make it work again..now that I know what to "look" for:)
Now all there is left is to find a way to change the AR of the whole interface.....so it will fit the actual AR of the game...

Happen to be able to list the memory addresses modified?

Well actually I haven't edited any memory address directly..I injected some stuff that makes this possible... So I cannot give you an exact set of addresses...
WideScreen Fixer... Fixes your Surround problems to give a gorgeous 3D Surround Experience!
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3D Vision Surround Gallery

E-mail and Paypal (for people who wants it): [email protected]
H8Cr1me
Posts: 38
Joined: 08 Nov 2011, 21:59

Worse come to worse I'd take

Post by H8Cr1me »

Worse come to worse I'd take that stretched menu over the one shoved to the side
teardropmina
Posts: 46
Joined: 30 Jun 2011, 16:04

helifax thanks for the

Post by teardropmina »

helifax thanks for the trainer.

however, do need another one for x1080 resolutions. with the current one, the bottom of the menu is cropped, and so I cannot read item description.
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r3v3nant
Posts: 90
Joined: 09 Jan 2010, 00:50

ohhhh this is good.. this is

Post by r3v3nant »

ohhhh this is good.. this is very good. :) :)
proctous
Posts: 4
Joined: 11 Nov 2011, 22:11

thales100 wrote:Baer wrote:

Post by proctous »

[quote] 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)

OK, this worked. I copied that INI to my INI and it worked, now I have the menu all zoomed in. really disappointing. also running the New Beta Drivers as well. whats up with the two hottest games this year not really supporting Surround Views.
Casiotone
Posts: 15
Joined: 11 Nov 2011, 21:02

I have them compiling now,

Post by Casiotone »

I have them compiling now, but I'm still working on figuring out how to use my powers for the good of mankind resize things properly.

Here's how to get them to compile:


  1. Go download this 1.5GB monstrosity: http://www.udk.com/download (You need all of about a couple megs of it in the end...)

  2. Load up the decompiled InterfaceMod folder as a project in Flash Pro

  3. Open one of the .fla files (I've been testing with startmenu.fla since it's the first thing to come up)

  4. Edit the publish settings for the .fla file so that it publishes the .swf as Flash Player 8 and AS 2.0

  5. Click "Settings" next to the ActionScript 2.0 dropdown in the Publish Settings config and add the CLIK classpath as the FIRST classpath in the list. (CLIK is the Scaleform stuff you downloaded along with the Unreal Engine crap in the 1.5GB download above. For example, my first classpath is "E:UDKUDK-2011-10DevelopmentFlashCLIK")

  6. Give publishing a try



One issue is that the .fla file is supposed to embed the font used in the menu, and I don't happen to have that font installed. I'll be tracking those down at some point (I think it's just Futura).

Once you get through all that, you can get all goofy and move the logo around and pretend you're funny by putting "LOL" over everything. Oh, and I suppose this opens things up for the masochists who want to start creating interface mods...

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HaYDeN
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Not quite happy with it yet,

Post by HaYDeN »







Not quite happy with it yet, still a few bugs.
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Casiotone
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Joined: 11 Nov 2011, 21:02

HaYDeN wrote:Not quite happy

Post by Casiotone »


Not quite happy with it yet, still a few bugs.


Great work. Mind if I ask how you're going about this?
EvilEngineer
Posts: 115
Joined: 22 Oct 2010, 04:23

Funny thing is, if we could

Post by EvilEngineer »

Funny thing is, if we could get the swf files to recompile and work... we need to add just one line.

Stage.scaleMode = "showAll";

that is it... the only thing needed to add to 1 as file.

On the menus that is...
The view port for the model is still going to be screwed up.
Casiotone
Posts: 15
Joined: 11 Nov 2011, 21:02

EvilEngineer wrote:Funny

Post by Casiotone »

Funny thing is, if we could get the swf files to recompile and work... we need to add just one line.

Stage.scaleMode = "showAll";

that is it... the only thing needed to add to 1 as file.

On the menus that is...
The view port for the model is still going to be screwed up.


I have it compiling; see about three posts up. Where do you propose setting the scaleMode? I've given that a try, but I'm not seeing any effect.
Casiotone
Posts: 15
Joined: 11 Nov 2011, 21:02

Scratch that. I found a

Post by Casiotone »

Scratch that. I found a place to put it. Makes the start menu look great. I'll give the Inventory screen a look in a minute.

EvilEngineer
Posts: 115
Joined: 22 Oct 2010, 04:23

Casiotone wrote:Scratch that.

Post by EvilEngineer »

Scratch that. I found a place to put it. Makes the start menu look great. I'll give the Inventory screen a look in a minute.



Mines still screwing up on the compile =/

I can get the start screen to work, but inventorymenu.swf bombs the game on load.
Casiotone
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Joined: 11 Nov 2011, 21:02

I'm getting the same thing

Post by Casiotone »

I'm getting the same thing out of the inventory. What compiler errors are you getting? I had to change "__get_instance()" to "instance" in a few places.
EvilEngineer
Posts: 115
Joined: 22 Oct 2010, 04:23

Pretty much the same thing.

Post by EvilEngineer »

Pretty much the same thing. just calls in the .as files for "__get__instance"
for StartMenu the startmenu.as at lines 424,448,453,460,469
for InventoryMenu the InventoryLists.as @ lines 96,102 and SharedCenteredList.as @ line 52
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