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Why not mcm?


SirDanest

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As a mod author who uses MCM, I must say it is brain-dead easy to make your own, whether for your own mod or someone else's - you just need to know what global variables you will be adjusting. My flagship mod, RSE (not on the Nexus) uses an MCM that has 10 distinct pages with over 100 user controls and it has never caused me any grief to add new items to it as I go nor has it caused problems within the mod itself.

 

It just comes down to a simple fact - does the mod NEED an MCM and does it have global variables you can modify with toggles and sliders?

Edited by joerqc
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All I know it FO4-MCM is very complex to get working properly.

There are several mods that can not be used with out it, yet would not require it.

That eliminates a very large cross-section of users from utilizing those specific mods.

That, as someone who has worked years in QA/QC very disheartening.

 

Buck

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As a mod author who uses MCM, I must say it is brain-dead easy to make your own, whether for your own mod or someone else's - you just need to know what global variables you will be adjusting. My flagship mod, RSE (not on the Nexus) uses an MCM that has 10 distinct pages with over 100 user controls and it has never caused me any grief to add new items to it as I go nor has it caused problems within the mod itself.

ÃÂ

This I donât know so much about. Starting a mod with the usage on MCM in mind, probably not so bad.

Though you donât say otherwise yourself, reworking a large mod after the fact to use it...thatâs not going to be the same experience.

 

...and reworking of existing mods to use it seems to be more what the topic is about, at least in my reading of it, and definitely where I was coming from with my statements and feelings towards it.

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MCM is not available for XBOX if you want to compile the same mod for PC & XBOX as I do.

 

Know this: if you get your kicks from adoption rates, the Xbox user/market on beth.net is 900% larger than the PC market on nexusmods.com

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Another thing that no one has pointed out is that an F4SE dependency makes the mod unusable on console without having yet another version of that mod just for console. People may not care about console modding but I do because I play the game on both PC and Xbox so my mods will always avoid F4SE.

 

 

This is one of the reasons - I'm currently of the process of converting a mod from pre-MCM to MCM-integrated. I have to rewrite all my scripts to make them listen for value changes etc. - this is a lot of work and it does not actually add anything to the mod, just some configurability. Not the most interesting thing to do as a modder.

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As a mod author who uses MCM, I must say it is brain-dead easy to make your own, whether for your own mod or someone else's - you just need to know what global variables you will be adjusting. My flagship mod, RSE (not on the Nexus) uses an MCM that has 10 distinct pages with over 100 user controls and it has never caused me any grief to add new items to it as I go nor has it caused problems within the mod itself.

ÃÂ

This I donât know so much about. Starting a mod with the usage on MCM in mind, probably not so bad.

Though you donât say otherwise yourself, reworking a large mod after the fact to use it...thatâs not going to be the same experience.

 

...and reworking of existing mods to use it seems to be more what the topic is about, at least in my reading of it, and definitely where I was coming from with my statements and feelings towards it.

 

 

Oh yes, you are right on the money there! Converting an existing mod to be compliant with MCM would be rough, especially if the scripts in the mod were all using ints, floats, bools, etc and now you need to convert it all to global variables. Headache at the least, nightmare at the worst. Me, I always build my mods from scratch to be MCM compliant which I guess is why I have no issues to complain about (aside from hotkeys - cannot NEVER get THOSE to work)....

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This is one of the reasons - I'm currently of the process of converting a mod from pre-MCM to MCM-integrated. I have to rewrite all my scripts to make them listen for value changes etc. - this is a lot of work and it does not actually add anything to the mod, just some configurability. Not the most interesting thing to do as a modder.

 

 

Well if your adding a F4SE requirement and MCM to your mod to keep them out of console players grubby little hands that is of course your choice and I can't argue with that. I fully understand and respect the decision some authors have made in regards to Beth.net, it can be a bit of a cesspool of toxic users. I personally like to play on my Xbox so I choose to be console friendly but that's my choice that I'm not trying to push on anyone.

 

For me MCM doesn't work is all I'm saying.

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Let's just say that I don't particularly care for console users but don't have any specific problem with console modding in general. If the mod wants MCM then so be it.

I get that and am not trying to convert you to the dark side of the force. :devil: All I'm doing is giving my perspective and saying why I don't use F4SE or MCM. I think MCM is really cool but, if I can't use it on my sofa then I can't use it.

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