UI extension
Added various custom menus to SkyRIM for modem use.
Screenshots 8 screenshots
About this mod Machine translation
Added various custom menus to SkyRIM for modem use.
Requires SKSE 64 2.0.7 or higher
Please note that not all menus will work in SSE.
What does this Mod do?
This module adds several custom menus for modem and user use.
Mods that use these menus
Extensible follow framework
dye manager
What menus does this module add?
Cosmetics menu (requires RaceMenu)
Dye menu (requires RaceMenu)
List menu
magic menu
Select menu
Statistics menu
Text input menu
wheel menu
What is the menu for?
Cosmetics menu
Designed to borrow the RaceMenu interface to apply NiOverride features, such as covering NPCs.
Dye menu
Designed for applying dye to armor, items can be consumed selectively and determine how much dye can be mixed.
List menu
Used to display a variable amount of information in list format, with the option that the list can contain other lists. (This menu is difficult to use).
magic menu
A spell designed to reveal another actor and optionally trade with the player.
Select menu
Looks like a vanilla collection menu that allows you to select an Actor (or multiple) from the list of Actors provided by the FormList.
Statistics menu
Displays a list of all related actors or actors' statistics.
Text input menu
Allows you to type (UTF-8) input into a text box and return the text to the script.
wheel menu
8-The options menu is in a loop layout, if passed a selectable actor or cast list, their name will be displayed at the top and their health/magicka/stamina will be displayed on the left.
How to access menu via script?
Use UIExstance global script to access and change menu before opening it
e.g.
UIExtension.InitMenu(“UIWheelMenu”)
UIExtensions.SetMenuPropertyIndexString("UIWheelMenu", "Option Text", 0, "Option 0")
UIExtensions.SetMenuPropertyIndexString("UIWheelMenu", "Option Label Text", 0, "Option 0")
INT RET=UIExtensions.OpenMenu(“UIWheelMenu”)
Debug.Trace("option"+ret+"selected")
Various menus have special properties that can be changed before opening, and these properties can be viewed from their respective scripts.
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Requires SKSE64 2.0.7 or greater
Please note not all menus may work in SSE
What does this mod do?
This mod adds several custom menus meant for modder and user use.
Mods that use these Menus
Extensible Follower Framework
Dye Manager
What menus does this mod add?
Cosmetic Menu (Requires RaceMenu)
Dye Menu (Requires RaceMenu)
List Menu
Magic Menu
Selection Menu
Stats Menu
Text Entry Menu
Wheel Menu
What do the menus do?
Cosmetic Menu
Designed to borrow the RaceMenu interface to apply features from NiOverride such as overlays to NPCs.
Dye Menu
Designed for applying dyes to Armor, can optionally consume items and determine how many dyes can be blended.
List Menu
Designed to display a variable amount of information in a list format, optionally the lists can contain other lists (This menu is difficult to use).
Magic Menu
Designed to display the spells of another Actor, and optionally trade them with the player.
Selection Menu
Looks like the vanilla favorites menu, lets you select an Actor (or multiple) from a list of Actors supplied by FormList.
Stats Menu
Displays all relevant Actor or a list of Actor's stats.
Text Entry Menu
Allows you to type (UTF-8) input into a textbox and have the text returned to script.
Wheel Menu
8-option menu in a circular layout, if passed an optional Actor or List of Actors their name will be displayed at the top and their health/magicka/stamina displayed on the left.
How to access the menus via script?
Use the UIExtensions global script to access and alter the menus before opening them
e.g.
UIExtensions.InitMenu("UIWheelMenu")
UIExtensions.SetMenuPropertyIndexString("UIWheelMenu", "optionText", 0, "Option0")
UIExtensions.SetMenuPropertyIndexString("UIWheelMenu", "optionLabelText", 0, "Option0")
int ret = UIExtensions.OpenMenu("UIWheelMenu")
Debug.Trace("Option " + ret + " selectioned")
Various menus have special properties t …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.