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The Mod Configuration Menu - Support


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#61
Stuffsome

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I've got the problem that the button is not showing up as it should.
I've already reinstalled twice following a tutorial on youtube which has been linked from the nexus, but it simply won't work...
As far as I got it from reading this thread some people were able to fix it and maybe, just maybe someone can point out how exactly.

Thanks in advance
stuffsome

Edit: Problem is most likely linked to the fact that I have to use an older version of F:NV due to some hardware incompabilities between my computer and the newest version which tend to cause bluescreens every few minutes. I'll have to wait until I get a new computer to try this out then ^^

Edited by Stuffsome, 08 November 2011 - 04:58 PM.


#62
prideslayer

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Is there a "usually it's this" answer to why I can't get multiple top level menus working, as per the instructions on the last page of the documentation?

I have a working script, but alas, it has become too large to add anything to. So to address this, I did the following:

1. Added a new title item. The two items are "MCMMenuItem" and "MCMMenuItem2" with the names "Plugin Page 1" and "Plugin Page 2"

2. Added a new quest, enabled at game start.

3. Created a new script for the above quest, then assigned it to the quest.

4. Added the "_ActiveMenu == 1" check to the existing script.

5. Created an entirely new menu for the new script, with _ActiveMenu == 2.

The end result is both menus show up in MCM, but clicking either of them results in a blank 'page' with no items.

In the GameMode/GetGameRestarted block for the 2nd script I add the new item, I did not change the block in the original (page 1) script.

What I'm really not sure on is why the original script stopped working. The only change was adding '&& GetUIFloat "StartMenu/MCM/_ActiveMenu" == 1' to the GetModIndex if statement.

#63
OnlyRemaining

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So i have this downloaded correctly and everything, but when I get to the menu screen and click on it, the logo just spins around and my mods do not show up. Any help would be appreciated


#64
Mrinvisible17

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This mod is absolutely wonderful, but I have an issue. I'm using a 1280x1024 screen, and the left and right of the menu is getting cut off, I can't always read the names of things and have missed a few settings in a few menus. I believe this could be related to why the console would appear to the far left off the screen, until I fixed that by repositioning it in the INI settings of Fallout: New Vegas. Along with this smaller resolution I use, some of the options get scrunched on top of each other, but I was expecting that as more people have widescreens now.

EDIT: Here's an image depicting the issue I have



i Have the same problem, can someone tell me how to fix it?
its really hard to set up settings to the way i want them

iknow he fixed it by changing the fonts and i tried to find that but i couldnt and i tried everything i can think of to try to fix it

#65
prideslayer

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Fighting with this issue for days now, not really getting anywhere productive.

Four quests w/ scripts. One is the normal one, default delay, holds the questvars I'm trying to manage through MCM.
The other three are all low delay (0.1) MCM quests w/ scripts. MCMQuest1, MCMQuest1Tooltips, MCMQuest2
Two misc items, set with values '1' and '2'. both added to the form list one after the other in MCMQuest1 -- the other two scripts do not add either item.

MCMQuest1 and MCMQuest2 are for ActiveMenu 1, the first one has all the settings stuff, just tooltips in the 2nd as the first script was too large with them. The 3rd one has everything, including the tooltips, for ActiveMenu 2.

Navigation around all of them works fine, and all the values appear correctly from a clean save, set to main quest defaults. Tooltips show up correctly.

Trying to adjust them though leads to all kinds of problems; usually to routines in one of the other quest scripts being called. I confirmed with the console that GetUIFloat "StartMenu/MCM/_ActiveMenu" is correct depending on which menu and submenu I'm on, but the problem persists; changes to values in the MCMQuest1 UI end up altering values via the MCMQuest2 script. PrintToConsole debug messages in the MCMQuest2 script confirm this to be happening

The entire menumode block in each script, except for the MCM ESP check, is blocked off with:
if GetUIFloat "StartMenu/MCM/_ActiveMod" == GetModIndex "testmod.esp" && GetUIFloat "StartMenu/MCM/_ActiveMenu" == #

Where # is 1 in MCMQuest1 and MCMQuest1Tooltips, and 2 in MCMQuest2.

Do the items need added to the formlist differently for this scenario, where I have two scripts that should run for menu 1, and just one for menu 2? That's the only thing that comes to mind, but I've tried several different ways with no success, and the documentation isn't clear on the subject.

#66
prideslayer

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Got it figured out.

Code like this will be accepted by the geck, but is obviously bad. User Error indeed.
if foo == 1
...
endif
elseif foo == 2
endif

No idea why it doesn't throw an error when entered into the geck or executed, but it causes massive problems in the engine when it hits it.

#67
frogzilla98

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i installed,what is it...NSVE? and after that my game is crashing when i load it up. is there any other way to open a menu like this?????????

#68
oaskfjmoiopa

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Hi, I'm actually not able to install the mod at all & I have no idea why. I have tried installing it using Nexus Mod Manager but each time I activate it I get an error message that reads the following:

"A problem occurred during install:
Could not load file or assembly 'ModManager.Interface,
Version=1.1.0.0, Culture=neutral, PublicKeyToken=null' or one of its
dependencies. The system cannot find the file specified.
(ModManager.Interface, Version=1.1.0.0, Culture=neutral,
PublicKeyToken=null)
The mod was not installed."

I have also tried re-downloading the mod, to no avail. I'd appreciate any help you can give me.

Edited by oaskfjmoiopa, 27 December 2011 - 04:55 PM.


#69
oaskfjmoiopa

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Sorry, actually it was a problem with the way I was using Nexus Mod Manager. I'm still getting used to the new manager. The mod seems to have installed OK. Sorry to have bothered you with this!

#70
greenboi1997

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help i am trying to install this mod in the nexus mod manager and i keep getting this error

A problem occurred during install:
Could not load file or assembly 'ModManager.Interface,
Version=1.1.0.0, Culture=neutral, PublicKeyToken=null' or one of its
dependencies. The system cannot find the file specified.
(ModManager.Interface, Version=1.1.0.0, Culture=neutral,
PublicKeyToken=null)
The mod was not installed.

plz help me!!!!!!!




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