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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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Well, since you asked... As a player, i'm 100% MCM.

Nothing frustrates me more than a bunch of spell, books and activators that I cant throw away or in some cases not even store it somewhere. Part of the bad feeling i got from F4 was because of that... May sound strange but if its a minor change, I would prefer no customization whatsoever...


The best thing about MCM is that you have full, easy and precise control when you need it but you can ignore it completly when you dont...

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Well, since you asked... As a player, i'm 100% MCM.
Nothing frustrates me more than a bunch of spell, books and activators that I cant throw away or in some cases not even store it somewhere. Part of the bad feeling i got from F4 was because of that... May sound strange but if its a minor change, I would prefer no customization whatsoever...
The best thing about MCM is that you have full, easy and precise control when you need it but you can ignore it completly when you dont...

 

Whoa, I always thought those were storable o_O, the ones I make for myself are storeable. There's really no reason to make them quest items either. If they are doing that so that the player wont accidentally sell or drop it, can just console command it back. In the case of xbox one, just make like 99 copies of it on a chest or something.

Edited by Rasikko
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I've come to the conclusion that all mod configuration items should simply be craftable at a tanning rack. There are tanning racks all over the game world so you're never too far away from one. Any mod that needs you to have access right at the start of a new game can put one in your inventory but they should never be quest items. As a special bonus you could have them delete themselves after use so that your inventory is never cluttered and you simply think of the tanning racks as an alternate game configuration menu.

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I've come to the conclusion that all mod configuration items should simply be craftable at a tanning rack. There are tanning racks all over the game world so you're never too far away from one. Any mod that needs you to have access right at the start of a new game can put one in your inventory but they should never be quest items. As a special bonus you could have them delete themselves after use so that your inventory is never cluttered and you simply think of the tanning racks as an alternate game configuration menu.

Now that makes sense.

I'll probably do that for OBIS - See, thing is that I never received that type of feedback. The way I think of the settings book for obis is from a modding point of view, I always want it handy to play with settings. That's why it's quest item now, so I don't lose it to merchants or storage.

From player point of view it makes sense - I wouldn't want that hanging around after I find settings that I'm comfortable with. That's another reason I like MCMenus.

Now to figure out crafting ingredients for Bandit config book - leather strips, dagger and paper ? ;)

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Good point.

Another thing that comes up in some mods is being activated before the Helgen vanilla start. With or without Alt start mod.

Having the mod start disabled and then only enable once the player has made the config item and used it to enable. - makes sense too.

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Good idea indeed CDCooley.

 

At this point I think I'm going to stick with the MCM for the PC version, but for the Xbox and PS4, I'll need to work up a menu spell or book.

 

 

Yeah I'm one of those evil people that won't boycott console players. I just can't bring myself to punish them for being caught in the middle of Bethesda's BS though. Besides, free mods for them might just get them questioning why pay for others. They've honestly supported my mods alot better than the community here has also.

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I hate overloaded spell menus. One of the reasons I do not learn some spells in game. One mod that let you plant trees dumps hundreds of spells into your inventory on start. The mod looks good but, it would be better to me to have one book that has a menu to activate a tree. I do not mind having an open book on a table that changes something in the area such as an open book on the table in the Jarl's palace.

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