Skyrim Multi-Monitor User Interface Fix Discussion

Topics about game solutions, and success or failure in getting them to work.
pudel
Posts: 71
Joined: 12 Jun 2007, 08:39

I had only short opportunity

Post by pudel »

I had only short opportunity to check the game last night....was late. But have same issue as everybody else when running on 5760x1080 Surround (which was automatically detected), that menu seems to be "unplayable". At least the character creation was messed up. Game was running okay on high settings and 8xAF/8xAA. Had around 40 FPS. But with old driver (285.27) and no other "tricks".

Would be great to have a proper fix for this menu-crap and happy to donate the work, as developers doesnt seem to care at all.
EvilEngineer
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Joined: 22 Oct 2010, 04:23

OK, poking around in the

Post by EvilEngineer »

OK, poking around in the interface.bsa file for some answers.... and I've found the culprit. .swf files >.<
To make the game cross platform compatible they exported all the menus in .swf format aka flash. Looking through the actual coding it is all in ActionScript2.0 as it uses the old "_stage", "_global" and other references.


I'm pretty sure what we are looking for is in the _Packages.gfx.cor.UIComponent in the function initSize()

Code: Select all



   function initSize()
   {
   var _loc3 = __width ==0? (_width) : (__width);
   var _loc2 = __height==0? (_height) : {__height);
   _xscale = _yscale = 100;
   this.setSize(_loc3, _loc2);
   }
   


Also in the _Packages.gfx.utils.Contraints
function addElement
seems to do some of the math for setting up the bounds of the visible box.
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thales100
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EvilEngineer wrote:OK, poking

Post by thales100 »

OK, poking around in the interface.bsa file for some answers....


Nice, thanks for posting EvilEngineer. :onethumb
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Cullanna
Posts: 15
Joined: 20 Oct 2010, 01:14

EvilEngineer wrote:OK, poking

Post by Cullanna »

OK, poking around in the interface.bsa file for some answers.... and I've found the culprit. .swf files >.<
To make the game cross platform compatible they exported all the menus in .swf format aka flash. Looking through the actual coding it is all in ActionScript2.0 as it uses the old "_stage", "_global" and other references.


I'm pretty sure what we are looking for is in the _Packages.gfx.cor.UIComponent in the function initSize()

Code: Select all



   function initSize()
   {
   var _loc3 = __width ==0? (_width) : (__width);
   var _loc2 = __height==0? (_height) : {__height);
   _xscale = _yscale = 100;
   this.setSize(_loc3, _loc2);
   }
   


Also in the _Packages.gfx.utils.Contraints
function addElement
seems to do some of the math for setting up the bounds of the visible box.



So for those of us that dont know a lot about all this coding stuff.....

Is there an easy way to edit this and fix the menus? or not really possible?

Thanks

PS. Good luck HaYDeN, hope a fix isnt far away =D
iDavros
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Just got it working on

Post by iDavros »

Just got it working on tri-sli 480 gtx 3d surround.

When I first started it kept crashing to the desktop after running for a couple of minutes. Could even make it to the character creation screen.

To fix it I've had to lower the textures to medium. Everything else is on max.

Why high textures should break the game for me is very odd though!
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Falcon1
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bakersville123 wrote:You may

Post by Falcon1 »


You may have to play on one screen until someone makes a UI mod that supports this. The UI is really an XML framework that text is brought into by the game. With other than expected resolutions the text can be put in the wrong place so it is not accessible.


This is good news. So we will have a working and clean solution without having to mess with third party programmes, memory injection or similar things. Only a matter of time.

So if this is just an ATI fanboy trolling, to him I say: How is it that with almost every game release there seems to be issues with ATI cards, you guys can't use physx properly, and you don't have CUDA. Nvidia is also the preferred card for 3D productivity software. So suck it.


This isn't helpfull at all and even partly wrong.
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Kayden
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Falcon1 wrote:This is good

Post by Kayden »

This is good news. So we will have a working and clean solution without having to mess with third party programmes, memory injection or similar things. Only a matter of time.


Only problem is the mod tools have not been released and Bethesda said they are working hard on it, but will not give an eta. A clean solution is more than likely going to happen later rather than sooner unfortunately.
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Falcon1
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That's true for sure. But at

Post by Falcon1 »

That's true for sure. But at least I am going to play this game 200+hours, so a later solution is better than nothing.
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g00seberry
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Updated post titles to better

Post by g00seberry »

Updated post titles to better reflect the current state of the game.
Formerly eZ`

Follow me on twitter: @theg00seberry and find me on Steam
Hyunkell
Posts: 4
Joined: 11 Nov 2011, 12:23

EvilEngineer wrote:OK, poking

Post by Hyunkell »

OK, poking around in the interface.bsa file for some answers.... and I've found the culprit. .swf files >.<
To make the game cross platform compatible they exported all the menus in .swf format aka flash. Looking through the actual coding it is all in ActionScript2.0 as it uses the old "_stage", "_global" and other references.


I'm pretty sure what we are looking for is in the _Packages.gfx.cor.UIComponent in the function initSize()

Code: Select all



   function initSize()
   {
   var _loc3 = __width ==0? (_width) : (__width);
   var _loc2 = __height==0? (_height) : {__height);
   _xscale = _yscale = 100;
   this.setSize(_loc3, _loc2);
   }
   


Also in the _Packages.gfx.utils.Contraints
function addElement
seems to do some of the math for setting up the bounds of the visible box.


How did you extract the .bsa files?
I wouldn't mind getting my fingers dirty and mess around with those files.
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thales100
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All i want is a working

Post by thales100 »

All i want is a working solution, the faster the better, maybe 99.99% of multi-mon users do agree with this.
Pittyh
Posts: 60
Joined: 10 Nov 2011, 23:23

i don't know about evileengineer, but i

Post by Pittyh »

i don't know about evilengineer, but i used a tool called "FO3 Archive Utility" to extract files from the BSA.

once the BSA was extracted i used a program called Sothink SWF editor to open the SWF Files.

Thats as far as my knowledge goes.
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Hyunkell
Posts: 4
Joined: 11 Nov 2011, 12:23

Pittyh wrote:i don't know

Post by Hyunkell »

i don't know about evilengineer, but i used a tool called "FO3 Archive Utility" to extract files from the BSA.

once the BSA was extracted i used a program called Sothink SWF editor to open the SWF Files.

Thats as far as my knowledge goes.


Cheers!
I'll see if I can come up with anything useful.
kilmoor
Posts: 35
Joined: 11 Nov 2011, 13:05

NV Surround, 285.79

Post by kilmoor »

NV Surround, 285.79 5760x1200, vsync modified, all maxed except 2xaa and 8xaf (not fully tweaked yet) and very playable with 2x GTX570 SLI. Mouse acceleration set to 0, still a little dodgy. Confirming that the menu issue is ruining the surround experience. Not being able to see the selected item stats is a no-go. I felt the need to post because there is strength in numbers!
Pittyh
Posts: 60
Joined: 10 Nov 2011, 23:23

Maybe also try a opensource

Post by Pittyh »

Maybe also try a opensource flash editor instead, because the Sothink editor is not free and has limitations.

heres some opensource swf editors

http://blog.dreamcss.com/flash/free-flash-editors/


i'm currently installing http://www.flashdevelop.org/community/viewtopic.php?f=11&t=8987&sid=1c78599f0335ceb44bbe95116070a856

see how it goes.
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Hyunkell
Posts: 4
Joined: 11 Nov 2011, 12:23

I decompiled the UI .swf's

Post by Hyunkell »

I decompiled the UI .swf's and had a look at what's going on.
As EvilEngineer already pointed out, pretty much every UI screen has an initSize() function,
which could most likely be modified to scale the UI correctly.

Unfortunately I have zero knowledge decompiling / recompiling actionscript, so I'm stuck here.
Maybe someone else more knowledgeable in this field will have more success.
Spyah
Posts: 6
Joined: 28 Jan 2010, 10:11

Where woud i find to auto

Post by Spyah »

Where woud i find to auto setup my graphics card . cause i do not have the triplescreen res. option.
i can only choose a 1 screen resolution .. :(
Hyunkell
Posts: 4
Joined: 11 Nov 2011, 12:23

You have to edit the

Post by Hyunkell »

You have to edit the resolution manually in:
My DocumentsMy GamesSkyrimSkyrimPrefs.ini

you're looking for:
iSize H=1080
iSize W=6016

this is my resolution 6016x1080, use the correct values for your monitor setup.
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Bifurk8
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Hey Spyah,To run at your

Post by Bifurk8 »

Hey Spyah,

To run at your native desktop resolution instead of being limited to 1 screen, use the SkyrimLauncher.exe or launch from Steam. Then go to Options. Then click Default. Skyrim will autodetect your resolution but it will not show up in the Resolution field. That will remain blank. Then adjust the rest of the settings how you'd like without messing with the Aspect Ratio or Resolution fields.

Alternatively, go to My DocumentsMy GamesSkyrim and edit SkyrimPrefs.ini. You can change the resolution in that file by editing isize H=1080 and isize W=5760 or whatever your preferred resolution is.
CILLER
Posts: 55
Joined: 29 Jan 2010, 08:10

Hmm I have played for about

Post by CILLER »

double post, (I have no clue why)
Please remove.
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