About this image
I'm currently working on a Skyrim-themed reskin of Oblivion's UI, with hand-pixeled graphics.
NorthernUI will use scripts to pass values between menus, pass game engine state to menus that need it, and allow certain menus to be aware of the statuses of certain other menus. The mod will also include an OBSE plug-in (assuming the OBSE team are still handing out opcode offsets for those, and I really friggin' hope they are), to work around vanilla issues with the HUDReticle that prevent OBSE's UI functions from accessing its data normally.
In this screenshot, an OBSE script and the custom plug-in are used to pull values from HUDReticle (icon to display; would-be-a-crime) and forward them to the HUDInfoMenu, which is responsible for displaying the name and stats of what you're looking at. The HUDInfoMenu then displays the proper verb and text color. As a bonus, the OBSE script also passes your Activate control mapping to the HUDInfoMenu, which can then show the proper key binding.
If OBSE or the custom DLL are unavailable, the HUDReticle and HUDInfoMenu should retain most of their vanilla behaviors (icons to denote verbs; no control mapping or verb as text). However, without the DLL, the reticle will show in appropriate contexts (e.g. during dialogue); this is the price of having a third-person reticle using only vanilla systems.
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Besides, by then I'll have a better grasp of what I can and can't do. Right now, I'm not entirely sure about the best way to do things like fading the reticle, or how to detect when I need to fade it, for example. Skyrim is my domain of expertise; for this, I'm learning as I go.