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Load panel is broken on ORBIS #91

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Backporter opened this issue Mar 27, 2022 · 71 comments
Open

Load panel is broken on ORBIS #91

Backporter opened this issue Mar 27, 2022 · 71 comments

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@Backporter
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Skyui 2.2 works, anything above that does not work, videos showing the issue below:

Normal load panel
Slyui's Load pannel

@Mardoxx
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Mardoxx commented Mar 27, 2022 via email

@Mardoxx
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Mardoxx commented Mar 27, 2022 via email

@Backporter
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I did actually tried keeping the original quest_journal.gfx from the game and it still causes the same error sadly, I also tried manually settings the load index to 1, and some other small things and the issue persisted, I ran out of idea's as this part of the game isn't within my skillset.

@Mardoxx
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Mardoxx commented Mar 27, 2022 via email

@Mardoxx
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Mardoxx commented Mar 27, 2022 via email

@Mardoxx
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Mardoxx commented Mar 27, 2022 via email

@Backporter
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repacking the Skyui BSA without the quest_journal does fix it, however ill still need the MCM

@Mardoxx
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Mardoxx commented Mar 27, 2022 via email

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I have my own library that adds support for the MCM and many other things, that's one of the main reasons I was hoping I could find a fix for this that way its not a trade off, MCM vs loading/saving

any example of my library working with one of the coolest mods ever

@Mardoxx
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Mardoxx commented Mar 27, 2022 via email

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I've been using JPEXS to view the PS4 swf's, awhile ago I had noticed that skyui's swf was missing a function call along with some other stuff and had assumed that's what the issue was, but my action script and skyrim's UI stuff is not something i normally work on so it was just a guess, I can post the PS4's swf's if that help?

@Backporter
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overwrote the game's default logger from the GFxLoader part of the game with my own so I can see what's going on, then opened up the save/load panel and tried to load so it'd print out more info, closed the game and opened up the log, this is all I found regarding Save/Load inside the log

Error: CallMethod - '_level0.QuestJournalFader.Menu_mc.SystemFader.Page_mc.SaveLoadPanel.List_mc.selectedIndex' is not a method

@Backporter
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https://youtu.be/GC2VyF1T0cg what lol, what all code logic does the MCM require?

@Mardoxx
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Mardoxx commented May 12, 2022 via email

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yeah, don't suppose there's a breakdown on how skyui's MCM actually works?, I've implemented the min that still allows the MCM to function on PC, yet no dice, it says the menus worked, but they are missing from the list.

@Mardoxx
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Mardoxx commented May 12, 2022 via email

@Mardoxx
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Mardoxx commented May 12, 2022 via email

@Mardoxx
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Mardoxx commented May 12, 2022 via email

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I already implemented entire PapyrusUI stuff, same with "events"/"queues", I'm guessing it's needing names or something so ill go implement that I guess

@Backporter
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that was quick to implement, but nop, same thing :(

@Mardoxx
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Mardoxx commented May 12, 2022 via email

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Events.h 36 🤔 Menu "Journal Menu" IsOpening = "TRUE"
Events.h 36 🤔 Menu "Fader Menu" IsOpening = "FALSE"

it's def being invoked

@Backporter
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also, not sure what the issue is on this regard, but activeeffects.swf actively triggers a crash lol

@Backporter
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same with any other mod that adds active UI elements into the huh, like AMatterOfTime for example, instant crash.

@Mardoxx
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Mardoxx commented May 12, 2022 via email

@Mardoxx
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Mardoxx commented May 12, 2022 via email

@Mardoxx
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Mardoxx commented May 12, 2022 via email

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Is surely looks like papyrus is handling them.

the mod was left in exactly like it was when i downloaded it from nexus, here's some logs that are kinda useless as you'll see below
[OrbisLog::Write] [WidgetLoader.as: loadWidget(a_widgetID = 2, a_widgetSource = AMOTClockWidget.swf)]
[OrbisLog::WriteVA] [Error, BSScaleformFileOpener failed to open Interface/Exported/widgets/AMOTClockWidget.gfx]
[OrbisLog::WriteVA] [GFxLoader failed to open "Interface/Exported/widgets/AMOTClockWidget.gfx"

the thing about the swf loading is the PS4 version of the game is a liar and says it couldn't load a swf but it did in fact load(widgetloader.swf being a example of this, even when it fails to load i can see it loaded perfectly fine)

@Backporter
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Skyrim_20220513093443

;)))

@Mardoxx
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Mardoxx commented May 13, 2022 via email

@Mardoxx
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Mardoxx commented May 16, 2022 via email

@Backporter
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you mean this? if so I have it installed, it only seems to effect specific keys(mainly controller specific keys) and not all of them, I'm guessing the fact that the PS4 uses a totally different set of keycodes is why this occurs

@Mardoxx
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Mardoxx commented May 16, 2022 via email

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the PS4 keycodes are sony keycodes iirc, so they would be these keycodes rather than directx ones

@Mardoxx
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Mardoxx commented May 16, 2022 via email

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I can likely translate the DirectX keycodes to Sony ones and fix it, that is assuming that is the issue, funny enough the touchpad works in the inventory system, if I hit it, it swaps to the magic panel and vice-versa

@Mardoxx
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Mardoxx commented May 16, 2022 via email

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indeed, when I was reversing the Scalefrom/GFx stuff, I didn't find direct mouse support, so I'm assuming it was mostly removed

@Mardoxx
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Mardoxx commented May 16, 2022 via email

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I swapped those keycodes in skyui's INI to the touchpad + R3/L3 keycodes as the default codes wouldn't work

@Backporter
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@Mardoxx
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Mardoxx commented May 16, 2022 via email

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darn, I really don't know what this issue is, whenever I go into a MCM that has options you can select it makes the MCM go wonky and show the translation rather than the key, has this been encountered before?

https://youtu.be/DWGDNSw3j2c

@Mardoxx
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Mardoxx commented Jun 10, 2022 via email

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I Haven't seem it occur on PC, this can happen on other mods that has the same type of setting that is shown in that video

@Mardoxx
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Mardoxx commented Jun 10, 2022 via email

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It looks fine from what I saw, it seems to just be that specific setting type that triggers this, I've never this happen on any other setting, I confirmed that the impl of the custom translations looked fine so unsure what is causing this.

@Mardoxx
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Mardoxx commented Jun 10, 2022 via email

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no

@Mardoxx
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Mardoxx commented Jun 10, 2022 via email

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I tried to do the same thing as SKSE for the deconstructor instead of what i normally do for GFXValue and it seems to have fixed the $ stuff, but looking at the log makes it not look like a good idea...

ActionScript Memory leaks in movie 'Interface/MessageBox.swf', including 822 string nodes
Leaked string content: 'skse', 'ExtendForm', 'ExtendData', 'ForceContainerCategorization', 'EnableMapMenuMouseWheel', 'ExtendAlchemyCategories', 'ShowOnMap', 'RequestActorValues', 'RequestActivePlayerEffects', 'StartRemapMode', 'LoadIndices', 'StoreIndices', 'SendModEvent', 'GetModList', 'AllowTextInput', 'GetPlayerSex'

seems the UI stuff on the PS4 is not a fan of adding stuff lol

@Backporter
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figured out what the issue was with both, now the only thing i need to fix is the abilty to bind gamepad buttons directly in the UI rather than needing to edit the INI/keycodes directly

@Mardoxx
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Mardoxx commented Oct 11, 2022 via email

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Backporter commented Oct 11, 2022

everything for the most part is working, no crashing, etc, the inability to load a save from the system page is the only thing that is actually broken and I don't think I can fix it myself

the whole "ActionScript Memory leaks in movie" was caused by a bad implementation of ~GFxValue and I resolved it
the MCM panels glitching and showing $XXXXX rather then the real text was also caused by ^
the magic/item menu crashing was also caused by ^ and I resolved it

the warnings from BSScaleformFileOpener are normal(they show up on the PC version too if you enable GFx Logging in SKSE, whenever I was testing to see if they showed up on PC, for some reason my SKSE install got messed up so I reinstalled it and they started to show up)

I've implemented the favorites menu set stuff so the filter works, but this does actually lead to a crash if you try and select anything in it, currently trying to find a fix (FIXED)

Skyrim_20220813025718
in this screenshot you can see ActiveEffects now, you can also see AMOT fully working

I also designed(with lots of help from many many people in the skyrim modding scene) a Custom SWF showing the framerate for the PS4

@Backporter
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is there any specific reason why location finder in the map menu is explicitly disabled if a controller is detected?

@Mardoxx
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Mardoxx commented Oct 17, 2022 via email

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I see, are the bumpers not mappable? those would be great buttons for these tbh, there is actually a native way to get keyboard inputs on PS4 at least, "ShowVirtualKeyboard" opens the typical PS4 keyboard you see everywhere and gives you the output of it, and using a USB keyboard(the console menu does this, never looked into how).

@Mardoxx
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Mardoxx commented Oct 17, 2022 via email

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Skyrim_20221122060046.jpg

may or may not lead to a crash for whatever reason, still missing text input support, but it does at least highlight the marker, better then nothing i suppose.

how:
set MapMenu.as#454 - 457 to false,
set MapMenu.as#459 & 460 to true,
set MapMenu.as#377 to if (true),
set MapMenu.as#378 to if (GlobalFunc.IsKeyPressed(details) && (details.skseKeycode == 4))

@Backporter
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I know this is a old thread and whatnot but I thought I'd post what I've done/found just in case someone finds it useful, so, I've got it somewhat fixed I suppose, instead of trying to figure out what exactly is wrong inside the SWF's code wise, I've went about patching the games IsOKtoLoad to always return OK and saving works(somewhat, the game only shows the saves for your active character, but it's better then nothing).

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