nexusMods3 Posted July 10, 2014 Share Posted July 10, 2014 Is there any way to set up the message's menu buttons texts using a variable? I've already learned how to make an options menu, but the menu options are dynamic. I wanted to do something like thismyMessage.addMenuOption(mystring1) myMessage.addMenuOption(mystring2) myMessage.show()I couldn't find anywhere how to do it. Is it even possible? Thank you. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 10, 2014 Share Posted July 10, 2014 No. You can however set up multiple buttons to display under different conditions. One of those conditions could be the value of one or more global variables (GV). Your script then could set the GVs as necessary to display the appropriate buttons. Failing that, I suppose you could design an MCM page that has your dynamic menu. Link to comment Share on other sites More sharing options...
nexusMods3 Posted July 10, 2014 Author Share Posted July 10, 2014 (edited) Thanks for the reply IsharaMeradin, the problem is I filter certain items from the user inventory and I want to display those items as an options list, because then I would do something with the selected item that was filtered out...wow, I just can't believe that such a simple feature like that is not available for modders... --EDIT--Isn't there even a way to display a list of options where the user select one and click OK? Edited July 10, 2014 by nexusMods3 Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 10, 2014 Share Posted July 10, 2014 The message box menu system is rather simple. Click a button choice and something happens. MCM allows for more complicated menu set ups even the style you are looking for (a list of options where you select one and something is done) but it, alas, requires the user to go into the MCM menu to access it. Link to comment Share on other sites More sharing options...
nexusMods3 Posted July 11, 2014 Author Share Posted July 11, 2014 Ok thanks for your help IsharaMeradin, I've found a workaround for my problem. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 11, 2014 Share Posted July 11, 2014 What workaround did you come up with? Link to comment Share on other sites More sharing options...
nexusMods3 Posted July 11, 2014 Author Share Posted July 11, 2014 (edited) Well I basically show a debug message with the options to the user(a huge string with \n to separate the options lol), and use the RegisterForKey to register the up and down arrows. So the user can select the options by using the up and down arrow(well, he won't have a visual feedback of what he has chosen, but it's not that bad). I created another topic about not being able to use the RegisterForKey function, but I figured that out as well. Edited July 11, 2014 by nexusMods3 Link to comment Share on other sites More sharing options...
lofgren Posted July 13, 2014 Share Posted July 13, 2014 Without visual feedback how does the player know which option they have selected? Link to comment Share on other sites More sharing options...
nexusMods3 Posted July 19, 2014 Author Share Posted July 19, 2014 I show a notification on the top left corner, each time he types something. Link to comment Share on other sites More sharing options...
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