_:n40770d0fee75413c816613b63a1eb28fxb14
<http://schema.org/text>
"\n\t\n\nNo. The placeholder is entirely an aesthetic thing.\n\n\n\n\t\n\nGamepad navigation is keyboard navigation, so those folks, at a minimum, would be using it as their default mode of interaction.\n\n\n\n\t\n\nThere is no XML-only way to compensate for any problems with the active() selector.\n\n\n\n\tI could update my DLL to patch the internal LevelUpMenu class to have Oblivion XP-specific mouseover code, and then forego the active() selector in our XML. Not the nicest way to go about things, but not impossible.\n\n\n\n\tNotes on this for my own reference:\n\n\n\n\n\t\tWe need to find the LevelUpMenu class within the game's code, and decode it as we would any other menu.\n\t \n\t\n\t\tWe need to reserve an ID value for Oblivion XP's AV template to use; I usually start at 9001 for injected tile IDs.\n\t \n\t\n\t\tWe could make things easier on ourselves by having the template copy its pertinent values into user## traits for easy reading; otherwise, we'd have to call RE::GetOrCreateTempTagID.\n\t \n\t\n\t\tFor writing the current values to the root tile -- likewise.\n\t \n\t\n\t\tIt's easy to forget, but the Menu class does have a mouse-out event that we can use to catch the case of no stat having mouseover focus.\n\t\t\n\n\t\t\t\tMouse-over needs to check this, too; we may not be mousing over a stat.\n\t\t\t \n\t\t\n \n\t\n\t\tWe should probably also pass the actor value index to the root tile. That way, we don't actually have to reorganize the setup we already have.\n\t\t\n\n\t\t\t\tSet it to -1 when not hovering over a stat.\n\t\t\t \n\t\t\n \n\n\n\t\n\nIt would only be different if you have any UI setups wherein OXP_skill_descr and OXP_attribute_descr don't use the active selector as follows (with the attribute description using the attribute pane instead of the skills pane):\n\n\n\n&lt;string&gt;&lt;copy src=\"active(OXP_skills_pane)\" trait=\"_descript\" /&gt;&lt;/string&gt;\n\n\n\tIf all of your UI setups do that for their string trait, then the script code needed for NorthernUI compatibility would basically just be doing what every UI already does with their active() traits.\n\n\n\n\t\n\n\n\n\n\n\t\n\n\n\n\tHow 'bout this?\n\n"
<http://www.theassimilationlab.com/forums/topic/16625-northern-ui-compatibility/?page=3>