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MCM vs Magic Spell or Activator Menus


rms827

MCM vs Magic / Activator Based Menus  

22 members have voted

  1. 1. Which do you prefer, MCM or Spell / Activator Based Menus?

    • I'm a Player Only & I Prefer MCM Menus
      18
    • I'm a Player Only & I Prefer Spells or Activators for Mod Menus
      0
    • I'm a Modder and I Prefer MCM Menus
      4
    • I'm a Modder and I Prefer Spells or Activator Menus
      0


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As we all know, Bethesda keeps breaking SKSE64 (and FOSE) with Creation Club updates. Deliberate or coincidental, I don't know. That's a debate for another thread elsewhere.

 

The point here is that because SKSE keeps getting broken, I'm debating converting my mod over to using either a magic spell that brings up a menu and sub-menus to configure it, or doing the same thing with an activator stone or stones. I only use SKSE so I can have an MCM Menu (via SkyUI) to set essential status for NPCs, and enable / disable certain aspects of the mod.

 

So here are my questions:

 

PLAYERS: Are you more likely to use a mod if it uses MCM, or do you prefer spell based configuration menus?

 

FELLOW MODDERS: What way works better for you, and are there limitations to a spell or activator based menu that MCM does better?

 

 

Obviously sheer number of options gives MCM an advantage on the surface. A huge mod with numerous options would have to use several submenus or break the options into multiple spells / activators.

 

Spellbooks get crowded as it is at high levels, even without mods that add tons of new spells to cast.

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I like both. Since SSE, I've been using some mods that use powers or books, both of which seem pretty convenient. I guess, if I had to choose, I'd choose being dependent on as few outside resources as possible, as long as there's not too much of a loss in actual function.

 

In the case of MY mod, I'm not too worried about loss of functionality. It'd be more a matter of managing the menu pop-ups in a way that was a streamlined as possible to keep things easy for players. That's a good point for some of the more complex mods out there though.

 

Anyhoo, thanks for the input. :) You're kind of confirming my suspicion that most folks don't care so long as the mod works. That may account for the lack of replies thus far also.

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MCMenu - Both as player and modder.

Current version of OBIS SE has both now. Converting to SSE we had to make the book activated menu. It wasn't fun, it's not intuitive to get all the parts working for the popup menus. With SKSE64 and SkyUI we now have MCMenu working. It's just easier to work with in modding terms.

As player I like all the menus together in one place.

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MCMenu - Both as player and modder.

Current version of OBIS SE has both now. Converting to SSE we had to make the book activated menu. It wasn't fun, it's not intuitive to get all the parts working for the popup menus. With SKSE64 and SkyUI we now have MCMenu working. It's just easier to work with in modding terms.

As player I like all the menus together in one place.

 

I can see that point also. However, Bethesda is pulling the Break the script extender game with SSE like they are with Fallout 4. That makes MCM using mods useless every time SKSE64 gets broken.

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SKSE64 just updated to 2.0.6

 

Yeah, Beth is just doing what they have always done. Making great games that the community makes awesome, then they try again and again to make that same great game when everyone is used to the awesome modded game.

 

Anyway... for OBIS SE I made it so the book is given when you install the mod and if MCMenu is present then it takes the book away so you just use the MCMenu. Loading a " I'm going to play new skyrim game while I wait for skse " character will start the game with the book menu and play on!

 

By the way SkyUI works without skse - you just get the errors and menus take forever to open and no MCMenu of course - but it is playable. I've been doing that this week.

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Cool, I definitely appreciate the heads up about SkyUI. It's not critical to me, but it's certainly a big improvement to inventory. For me, it's more important for the MCM options for Dawnguard Sentries. The MCM controls if some Sentries are disabled, and if they're all essential or respawn only. A few other options central to the mod also.

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It ultimately depends on the mod. For a relatively simple mod like Acquisitive Soul Gems or Take Notes, a book menu/stone works fine. But a mod like Better Vampires or Skyrim Immersive Creatures is a relative/total nightmare to configure using a book menu or is limited ( Better Vampires with MCM let´s you choose the spells and powers that you like, the power does not ).
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It ultimately depends on the mod. For a relatively simple mod like Acquisitive Soul Gems or Take Notes, a book menu/stone works fine. But a mod like Better Vampires or Skyrim Immersive Creatures is a relative/total nightmare to configure using a book menu or is limited ( Better Vampires with MCM let´s you choose the spells and powers that you like, the power does not ).

 

Very good point. Right now Dawnguard Sentries is fairly simple, but I have some grandiose plans for it that would probably necessitate sticking with the MCM.

 

That's why I like using the forums as a sounding board sometimes. You guys help me see things I may not have considered. :)

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