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Menu Mode Lag Paging System


lubronbrons

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I think several MenuMode in Oblivion is trouble such as

 

1002 = Inventory
1008 = Container, Barter
both menu is very laggy if we have item more than 200 count,
every time we enter OUR OWN inventory the stutter always appear... very annoying
1022 = Magic
similar to inventory menu, when player have many spells this menu will sutter and become very laggy
1023 = Map
this will start lag if player discover many map marker in the game
I'll be blunt here
I have decent modding skills and know a bit about menu function (but not proficient enough to realize this idea)
about map menu, I don't know how to solve that map marker since paging is not a good solution
this topic is about suggestion Paging Menu System for menu 1002, 1008 and 1022
well I'm not that familiar with xml coding,
but if there is somebody interest in this project AND confident in xml menu coding
please contact me soon via pm or something else
so we can start working this mod and realize it~
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My completely unsupported theory.

 

Its not so much the xml, but rather the code that gathers the data and injects it into

the userfriendly form.

 

Code says

Hey xml

xml mumbles Oh crap, not him again

Code says.... I got 452 items I'm fixin to give you

xml says Dangit, I knew it

COde ignores xml and says

......listitem one Sword property one, property two, property three......, property fifty three

......listitem two Shield bla bla bla

 

wether xml needs all that info or not

he gathers it all and sends it on its way.

 

FOR example, it loads ALL your weapons, items, armor, and so on

wether you can see it all on screen at the same time or not

(of course, its impossible to see it ALL on the screen at the same time....

but then again.... CODE didn't care. It just sent it all over)

 

 

SO....

How bout give CODE less to pass on to XML???

 

Here's some ideas to ponder upon.

 

I INVENTORY:

 

A Backpacks

a .When item is placed in backpack

behind the scenes, it is removed from player

and stored in chest elsewhere. (if this is safe... but like I said, I'm just tossing out ideas)

 

b .Backpack's weight equals total weight of contents.

 

When CODE retrieves your inventory.

Instead of loading up 453 seperate items.

It see's 7 backpacks (or however many you have)

II MAGIC SPELLS

 

B SpellBook

a. When spell is placed in Spellbook

behind the scenes, it is removed from the player

b. Spells in spellsbooks are stored in/retrieved from arrays

c. When a spell is loaded back into 'players memory' or however

you want to think of it.... the spell is added back to the player again.

d. the concept remains the same..... Give CODE less to have to manage

Edited by Moktah
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Moktah !

I've seen your thread about tracking travel mod, you're proficient in xml :D

 

thank you for your attention and suggestion

 

quote : "wether xml needs all that info or not. it gathers it all and sends it on its way."

>>> well I think it is possible to make compartmentalize inventory, take a look at this mod as example https://www.nexusmods.com/oblivion/mods/48027/

 

quote : "How bout give CODE less to pass on to XML???"

>>> yeah that's what I thought, I hope I get help regarding xml. so... while I do the back end code that manage the paging, the other helper create xml to suplemen it

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hmmm.......

the backpack idea could solve the lag problem, I agree BUT

it might cause great issues, such as -- breaking many quest. quest or event that need item validation will fail, because it is not located in player's inventory

 

as for the spell... same as above

sometimes spell is used as validation in many mods (syntax HasSpell)

 

quote : "Bring up map, on mouseclick, retrieve markers within a certain area from where the mouse clicked"
>>> this idea will not solve the lag / stutter issue because it will load all of that map markers before even we get to mouseclick sequence

map markers...

doh.... I don't know how to solve this one...

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the backpack idea could solve the lag problem, I agree BUT

it might cause great issues, such as -- breaking many quest. quest or event that need item validation will fail, because it is not located in player's inventory

 

 

I'll have to double check how I did this, but menuque has a menu event handler that can run before the xml is executed, and thus before CODE delivers the info.

might can move everything over to the 'backpacks' 'spellbooks' at that time

 

then On Menu Close event, move it all back over to the player.

 

 

BUT...

is there a way to filter out quest related items?

one of my brain cells is yelling at the top of its lungs..... eeeeeeee

which roughly translates to

if an item can't be dropped, then its a quest item???????

 

If quest items can be filtered, then don't allow them to be put in a backpack.

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Yeah I did aware that this mod idea need MenuQue for sure

 

quote : "might can move everything over to the 'backpacks' 'spellbooks' at that time"

>>> I'm afraid this backpack idea is not that good, like I said that many scripts from other mods is using syntax GetItemCount --> this will fail since the item is not in pc inventory

another problem is

there is item that has script OnAdd or OnRemove, so I think this bakcpack move back & fort will cause issues for sure

 

to filter quest item is easy, the syntax is IsQuestItem

 

I think my first baby step is remove the original list and see if there is difference in lag/stutter or not when pc have many items (200++)

the next step is write the template slot that I will prepare for this paging system

if....

this is go well, I might add search function in inventory~

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damn...

it seems there is strange validation that is very annoying in this case

the console message logger output printout something like this grrrrr

[005AB673] [WARNING]   Inventory Menu Creation Failed... Are your menu and art resources up to date?
[005B382D] [WARNING]   Magic Menu Creation Failed... Are your menu and art resources up to date?
[005BB780] [WARNING]   Map Menu Creation Failed... Are your menu and art resources up to date?

EDIT :

THIS is hilarious !!

I just removed some things and the menu got speed up tremendously :D :D :D weird... it seems that bog down the system is additional information, oh my....

just let mod Display Status do something like this :tongue:

--> https://www.nexusmods.com/oblivion/mods/31855

 

EDIT 2 : it seems my inventory lag menu problem is caused by Darn UI series

after I changed it to other alternative such as this mod, the lag is gone almost totally for 350 items & 980 spells --> https://www.nexusmods.com/oblivion/mods/2231

as for map menu I still need to tweak it a bit myself

this project is not that easy as I thought... the problem here is font compatibility since everyone probably using different fonts for theirs UI...

Edited by lubronbrons
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