MonarchX;n10294782 said:
See, this is where I get confused - why do you need scripts for any of these UI mods? They are just background images, are they not, like interactive Adobe SWF? If they are background images and they function like vanilla ones, then the only difference would be X and Y positions of certain aspects, like skill slots, etc? Do you need to adjust scripts for that to happen? What tool do I need to open and edit SWF files?
Why do i need scripts?
Well... this is why:
A more serious answer:
Scripts (witcher script files, not to be confused with action script files) pretty much go hand in hand with the flash (.redswf) files. For every flash file there is almost always a .ws file to manage it. The exception being very small flash files, such as the loading screens where their only job it to load a single image and the hints, and so it doesn't need one.
For main flash files like the inventory, map, skills etc... they need a .ws file to provide all the necessary information to it, to trigger events based on the user's action and so forth, without that the panel is rendered almost useless.
Do yourself a favour and have a look at this folder in your w3 dir.
content\content0\scripts\game\gui
Everything you see here will in some way control and manage the UI, HUD, the Popups, and more.
MonarchX;n10294782 said:
BTW, I noticed that FCR3 Mod recently had an addition - a padlock mod that fixes cosmetic interface issue in character development screen where padlocks indicated wrong amount of invested skill points needed to unlock another row of skills. I assume this mod will already include that fix?
Well. actually i was the source of that fix for the mod, although frasdoge was credited by the author, doesn't really matter though. The skill icons will not be displayed in my mod, because it doesn't look nice.
skacikpl Thanks for letting me know, main work needs to be done with the entries themselves (.journal files) and the text. Images are not so much an issue.