Hello, I was wondering if I could make a special request to go with this fix. If you can't or don't want to, it's not a problem at all. Or if you know of already existing fixes for these please point me in the right direction!
I'd like some patches for 3 different things: iNeed - Food Water and Sleep, Oblivionesque Active Effects for SkyUI SE, and Oblivionesque iNeed Icons SE. For the third one, the oblivionesque ineed icons are a bit deceiving. They'll look like they're working, but not change at all in color or transparency.
Honestly just having modded Skyrim running on Arch linux is good enough for me, at this point I'm just being picky :P
Edit: Also I should mention the version that I got the game working on is steam's Proton 5.0-10, with wine dll overrides for xaudio2_7 set to native,built-in. Running on the community Manjaro Cinnamon.
Edit 2: Ok oddly enough both iNeed and the iNeed Oblivionesque icons suddenly started working normally, and I don't know what changed. Oblivionesque Active Effects still doesn't work however.
Proton/wine versions do not affect here. For making Oblivionesque Active Effects icons work with this mod I would have to re-make the file activeeffects.swf in Adobe Flash CS6, where I have currently "hardcoded" the standard SkyUI icons. And for doing that, I would need to get permissions from the authors.
Hi. I've made a new version with background._width - _iconHolder._width -20 instead of background._width - _iconHolder._width -10, it fixed the overlapping issue for me. Please try.
Though, I don't yet understand how colormap errors (and returning BadMatch to the CreateWindow request) can be related to wrong variables values as are shown on the screenshot . I believe those values is the cause of the issue. All this mod does is changing addresses by which the icons are loaded: from SkyUI's level0... widgetContainer... THOSE_WRONG_VARIABLES_VALUES to another addresses, exported from Flash for ActionScript. I wrote about it there .
Out of interest, what version of Proton are you using? I'm not sure any more what it defaults to if you don't force a particular version.
For purposes of stability I'm stick to an old version and don't know either which is default
EDIT:
Are those wrong values what X is returning for "BadMatched" windows?
Thank you for your message and for the confirmation that 5.0-GE-1 works well with SkyUI Active Effects Icons and MO.
It's not a news for me that some versions of GloriousEggroll may fix the issue. But the point is that I personally use "Vanilla" Valve Proton, not GloriousEggroll. It's always good to have choices, isn't it With this mod, a Linux user won't have a dependency on 4.20-GE-1+ and will be able to use any Proton version.
PS
If you can find the source code of the GloriousEggroll's patch for Active Effects, I will appreciate it much; I think it will be interesting for many Linux users.
You can see the patch here: https://github.com/ValveSoftware/Proton/commit/1a349cc19ab0dda3060ee293001fc1f6e8dd0b0b#diff-875c949b38984286e295e00ff90d4b51 but it looks like it's not needed in later versions of upstream wine Out of interest, what version of Proton are you using? I'm not sure any more what it defaults to if you don't force a particular version.
Hi - nice work, but as far as I can see, I do have SkyUI active effects icons working on my linux setup, at least I'm not aware of any missing features.
This is using Proton-GE https://github.com/GloriousEggroll/proton-ge-custom/releases/tag/5.0-GE-1
There was a regression after this version (I think upstream in wine) which broke mod organizer's virtual file system, so I don't use later versions of Proton-GE.
If you look at the patch notes for an earlier version (4.20-GE-1), it includes a line: "patches for skyrim skyui status effect icons. icons now show up."
Now, I'm not sure which is the specific patch that fixes this; the 5.0 patch notes include: "fixed issue with the MK11/skyrim skyui patch trying to allocate 119t virtual memory", so it may be the MK11 (Mortal Kombat 11) patches that are relevant, but I can't see anything in the mk11 patch itself that would obviously fix a problem in SkyUI. But my knowledge of such things is limited.
I'd be interested to know if this helps, and if you can see anything that doesn't work as it should using this custom proton build.
Thank you. Is it SkyUI's own problem that icon overlaps its time bar, i.e. it's a little too large? Looks ugly: - Skyrim LE: http://dimgel.me/drop/games/SkyUI-effect-icon-LE.png - Skyrim SE: http://dimgel.me/drop/games/SkyUI-effect-icon-SE-fixermod.png
11 comments
I'd like some patches for 3 different things: iNeed - Food Water and Sleep, Oblivionesque Active Effects for SkyUI SE, and Oblivionesque iNeed Icons SE. For the third one, the oblivionesque ineed icons are a bit deceiving. They'll look like they're working, but not change at all in color or transparency.
Honestly just having modded Skyrim running on Arch linux is good enough for me, at this point I'm just being picky :P
Edit: Also I should mention the version that I got the game working on is steam's Proton 5.0-10, with wine dll overrides for xaudio2_7 set to native,built-in. Running on the community Manjaro Cinnamon.
Edit 2: Ok oddly enough both iNeed and the iNeed Oblivionesque icons suddenly started working normally, and I don't know what changed. Oblivionesque Active Effects still doesn't work however.
Proton/wine versions do not affect here. For making Oblivionesque Active Effects icons work with this mod I would have to re-make the file activeeffects.swf in Adobe Flash CS6, where I have currently "hardcoded" the standard SkyUI icons. And for doing that, I would need to get permissions from the authors.
Aha! Thanks a lot!
Though, I don't yet understand how colormap errors (and returning BadMatch to the CreateWindow request) can be related to wrong variables values as are shown on the screenshot . I believe those values is the cause of the issue. All this mod does is changing addresses by which the icons are loaded: from SkyUI's level0... widgetContainer... THOSE_WRONG_VARIABLES_VALUES to another addresses, exported from Flash for ActionScript. I wrote about it there .
For purposes of stability I'm stick to an old version and don't know either which is default
EDIT:
Are those wrong values what X is returning for "BadMatched" windows?
Thank you for your message and for the confirmation that 5.0-GE-1 works well with SkyUI Active Effects Icons and MO.
It's not a news for me that some versions of GloriousEggroll may fix the issue. But the point is that I personally use "Vanilla" Valve Proton, not GloriousEggroll. It's always good to have choices, isn't it
PS
If you can find the source code of the GloriousEggroll's patch for Active Effects, I will appreciate it much; I think it will be interesting for many Linux users.
https://github.com/ValveSoftware/Proton/commit/1a349cc19ab0dda3060ee293001fc1f6e8dd0b0b#diff-875c949b38984286e295e00ff90d4b51
but it looks like it's not needed in later versions of upstream wine
Out of interest, what version of Proton are you using? I'm not sure any more what it defaults to if you don't force a particular version.
This is using Proton-GE https://github.com/GloriousEggroll/proton-ge-custom/releases/tag/5.0-GE-1
There was a regression after this version (I think upstream in wine) which broke mod organizer's virtual file system, so I don't use later versions of Proton-GE.
If you look at the patch notes for an earlier version (4.20-GE-1), it includes a line: "patches for skyrim skyui status effect icons. icons now show up."
Now, I'm not sure which is the specific patch that fixes this; the 5.0 patch notes include: "fixed issue with the MK11/skyrim skyui patch trying to allocate 119t virtual memory", so it may be the MK11 (Mortal Kombat 11) patches that are relevant, but I can't see anything in the mk11 patch itself that would obviously fix a problem in SkyUI. But my knowledge of such things is limited.
I'd be interested to know if this helps, and if you can see anything that doesn't work as it should using this custom proton build.
Yes, it looks ugly
_x: (background._width - _iconHolder._width - 10)
When I have time for it, I'll fix it.
- Skyrim LE: http://dimgel.me/drop/games/SkyUI-effect-icon-LE.png
- Skyrim SE: http://dimgel.me/drop/games/SkyUI-effect-icon-SE-fixermod.png