Gribbleshnibit8 Posted June 18, 2011 Share Posted June 18, 2011 Well, once this releases, I'll have no excuse not to port my menu heavy mod to NV. Only reason I've been holding of is because of all the new menus I'd have to add for NV. This could make it easier. Link to comment Share on other sites More sharing options...
schlangster Posted June 18, 2011 Share Posted June 18, 2011 Bug report:When not adding the XML include and activating the master anyway, it locks up when opening the pause menu. Link to comment Share on other sites More sharing options...
Pelinor Posted June 19, 2011 Author Share Posted June 19, 2011 (edited) Bug report:When not adding the XML include and activating the master anyway, it locks up when opening the pause menu.Thanks! Fixed. That must the only thing I forgot to test again when I changed it to a independent system. That reminds me: it doesn't even need to be an .esm anymore. (Edit: Yes it does... the menus are expecting it to be *.esm, so no reason for them to be changing it.) Is it working all right otherwise? I've been without electricity for about 6 hours due to a storm, so I'm a little behind on my predicted schedule for cleaning up the mod. (I just remembered to check for any mods that change fonts other than DarNified UI. I've found MTUI and the "Alternative fonts for DarNified UI" mod. Does anyone know of any others? MCM might look weird with those until I can adjust it accordingly.)(Edit: "Alternative fonts" looks fine, and MTUI doesn't actually change fonts. So it's good to go, visually.) Edited June 19, 2011 by Pelinor Link to comment Share on other sites More sharing options...
Pelinor Posted June 19, 2011 Author Share Posted June 19, 2011 (edited) Ahh...so it has to be a .zip file to be uploaded. Fixed the menu freezing when the start_menu.xml edit is not presentFixed the options panel not allowing up/down when more options are enabled but not visibleFixed problems with MCMListScript Now includes an example .esp with all option typesReplaced Quick Trade references with MCM Example MenuMoved some pages around to flow betterMinor wording changes throughoutMore detail on MCM_ListAdded "Type 1 Values" to Advanced Uses sectionFixed quote characters so code lines can be copied and pasted to GECK without compiler errorsUpdated New Values section to reflect better method of setting _Reset to 1, rather than setting values individually That last improvement should have been obvious sooner, but I guess I wasn't thinking about it. All you need to do in ;3 - NEW VALUES is set StartMenu/MCM/_Reset to 1 and change the appropriate variable. The ;1 - RESET block will take care of the rest. (It's in the doc now, if that's not very clear.) This should now be the last beta unless someone finds something that should be changed or added. Has anyone tried making a menu with any success? I'm a bit worried others won't be able to follow my instructions easily. Edited June 19, 2011 by Pelinor Link to comment Share on other sites More sharing options...
schlangster Posted June 19, 2011 Share Posted June 19, 2011 (edited) This should now be the last beta unless someone finds something that should be changed or added. Has anyone tried making a menu with any success? I'm a bit worried others won't be able to follow my instructions easily.Well I'll try creating a menu for PN Core now. Wish me luck :) Edit: Oh, and are you planning to use a FOMM installation script for the XML edit? Edited June 19, 2011 by schlangster Link to comment Share on other sites More sharing options...
Pelinor Posted June 19, 2011 Author Share Posted June 19, 2011 Good luck! You'll need beta 4, though... :blush: Removed <include> tags for missing filesOptions up/down now works correctly with hidden options Link to comment Share on other sites More sharing options...
schlangster Posted June 19, 2011 Share Posted June 19, 2011 Alright, beta 4 then. The "AddFormToFormList rList [Your item from Step 4 above]" in the example script should rather be listAddForm right? Link to comment Share on other sites More sharing options...
Pelinor Posted June 19, 2011 Author Share Posted June 19, 2011 Edit: Oh, and are you planning to use a FOMM installation script for the XML edit?I had actually planned on just letting Gopher know about it and then direct people to the Unified HUD Project. He'll have to make changes to remove Selective Fire's menu anyway. Alright, beta 4 then. The "AddFormToFormList rList [Your item from Step 4 above]" in the example script should rather be listAddForm right?Yeah, that's what I had meant, since it does it every GetGameRestarted. (It does that instead of only once so MCM can be disabled and enabled again later without problems.) Link to comment Share on other sites More sharing options...
schlangster Posted June 19, 2011 Share Posted June 19, 2011 Alright, so far it's working. What I noticed is the artifacts in the back of the texture. Here take a look:Screenshot(left it as BMP so its visible) Link to comment Share on other sites More sharing options...
Pelinor Posted June 19, 2011 Author Share Posted June 19, 2011 (edited) Hmm... I don't see anything. What artifacts are there? (Edit: Removed outdated code.) Edited June 20, 2011 by Pelinor Link to comment Share on other sites More sharing options...
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