lubronbrons Posted February 15, 2018 Share Posted February 15, 2018 I think several MenuMode in Oblivion is trouble such as 1002 = Inventory1008 = Container, Barterboth menu is very laggy if we have item more than 200 count,every time we enter OUR OWN inventory the stutter always appear... very annoying 1022 = Magicsimilar to inventory menu, when player have many spells this menu will sutter and become very laggy 1023 = Mapthis will start lag if player discover many map marker in the game I'll be blunt hereI have decent modding skills and know a bit about menu function (but not proficient enough to realize this idea)about map menu, I don't know how to solve that map marker since paging is not a good solutionthis topic is about suggestion Paging Menu System for menu 1002, 1008 and 1022well I'm not that familiar with xml coding,but if there is somebody interest in this project AND confident in xml menu codingplease contact me soon via pm or something elseso we can start working this mod and realize it~ Link to comment Share on other sites More sharing options...
Moktah Posted February 17, 2018 Share Posted February 17, 2018 (edited) My completely unsupported theory. Its not so much the xml, but rather the code that gathers the data and injects it intothe userfriendly form. Code saysHey xmlxml mumbles Oh crap, not him againCode says.... I got 452 items I'm fixin to give youxml says Dangit, I knew itCOde ignores xml and says......listitem one Sword property one, property two, property three......, property fifty three......listitem two Shield bla bla bla wether xml needs all that info or nothe gathers it all and sends it on its way. FOR example, it loads ALL your weapons, items, armor, and so onwether you can see it all on screen at the same time or not(of course, its impossible to see it ALL on the screen at the same time....but then again.... CODE didn't care. It just sent it all over) SO....How bout give CODE less to pass on to XML??? Here's some ideas to ponder upon. I INVENTORY: A Backpacksa .When item is placed in backpackbehind the scenes, it is removed from playerand stored in chest elsewhere. (if this is safe... but like I said, I'm just tossing out ideas) b .Backpack's weight equals total weight of contents. When CODE retrieves your inventory.Instead of loading up 453 seperate items.It see's 7 backpacks (or however many you have) II MAGIC SPELLS B SpellBooka. When spell is placed in Spellbook behind the scenes, it is removed from the player b. Spells in spellsbooks are stored in/retrieved from arrays c. When a spell is loaded back into 'players memory' or howeveryou want to think of it.... the spell is added back to the player again. d. the concept remains the same..... Give CODE less to have to manage Edited February 17, 2018 by Moktah Link to comment Share on other sites More sharing options...
lubronbrons Posted February 17, 2018 Author Share Posted February 17, 2018 Moktah !I've seen your thread about tracking travel mod, you're proficient in xml :D thank you for your attention and suggestion quote : "wether xml needs all that info or not. it gathers it all and sends it on its way.">>> well I think it is possible to make compartmentalize inventory, take a look at this mod as example https://www.nexusmods.com/oblivion/mods/48027/ quote : "How bout give CODE less to pass on to XML???">>> yeah that's what I thought, I hope I get help regarding xml. so... while I do the back end code that manage the paging, the other helper create xml to suplemen it Link to comment Share on other sites More sharing options...
Moktah Posted February 17, 2018 Share Posted February 17, 2018 III MAPSA All map markers stored in custom array and removed from CODES reachB retrieving markersa. Bring up map, on mouseclick, retrieve markers within a certain area from where the mouse clicked Link to comment Share on other sites More sharing options...
Moktah Posted February 17, 2018 Share Posted February 17, 2018 Be sure to read that post over again..... accidentally submitted before I was done. Link to comment Share on other sites More sharing options...
lubronbrons Posted February 17, 2018 Author Share Posted February 17, 2018 ahh... I seethat's seems like a good ideaI will definitely remove those list first (so the CODE will not lag the system every time the menu is being accessed) Link to comment Share on other sites More sharing options...
lubronbrons Posted February 17, 2018 Author Share Posted February 17, 2018 hmmm.......the backpack idea could solve the lag problem, I agree BUTit might cause great issues, such as -- breaking many quest. quest or event that need item validation will fail, because it is not located in player's inventory as for the spell... same as abovesometimes spell is used as validation in many mods (syntax HasSpell) quote : "Bring up map, on mouseclick, retrieve markers within a certain area from where the mouse clicked">>> this idea will not solve the lag / stutter issue because it will load all of that map markers before even we get to mouseclick sequencemap markers...doh.... I don't know how to solve this one... Link to comment Share on other sites More sharing options...
Moktah Posted February 17, 2018 Share Posted February 17, 2018 the backpack idea could solve the lag problem, I agree BUTit might cause great issues, such as -- breaking many quest. quest or event that need item validation will fail, because it is not located in player's inventory I'll have to double check how I did this, but menuque has a menu event handler that can run before the xml is executed, and thus before CODE delivers the info.might can move everything over to the 'backpacks' 'spellbooks' at that time then On Menu Close event, move it all back over to the player. BUT...is there a way to filter out quest related items?one of my brain cells is yelling at the top of its lungs..... eeeeeeeewhich roughly translates toif an item can't be dropped, then its a quest item??????? If quest items can be filtered, then don't allow them to be put in a backpack. Link to comment Share on other sites More sharing options...
lubronbrons Posted February 17, 2018 Author Share Posted February 17, 2018 Yeah I did aware that this mod idea need MenuQue for sure quote : "might can move everything over to the 'backpacks' 'spellbooks' at that time">>> I'm afraid this backpack idea is not that good, like I said that many scripts from other mods is using syntax GetItemCount --> this will fail since the item is not in pc inventoryanother problem isthere is item that has script OnAdd or OnRemove, so I think this bakcpack move back & fort will cause issues for sure to filter quest item is easy, the syntax is IsQuestItem I think my first baby step is remove the original list and see if there is difference in lag/stutter or not when pc have many items (200++)the next step is write the template slot that I will prepare for this paging systemif....this is go well, I might add search function in inventory~ Link to comment Share on other sites More sharing options...
lubronbrons Posted February 17, 2018 Author Share Posted February 17, 2018 (edited) damn...it seems there is strange validation that is very annoying in this casethe console message logger output printout something like this grrrrr [005AB673] [WARNING] Inventory Menu Creation Failed... Are your menu and art resources up to date? [005B382D] [WARNING] Magic Menu Creation Failed... Are your menu and art resources up to date? [005BB780] [WARNING] Map Menu Creation Failed... Are your menu and art resources up to date? EDIT :THIS is hilarious !!I just removed some things and the menu got speed up tremendously :D :D :D weird... it seems that bog down the system is additional information, oh my....just let mod Display Status do something like this :tongue:--> https://www.nexusmods.com/oblivion/mods/31855 EDIT 2 : it seems my inventory lag menu problem is caused by Darn UI seriesafter I changed it to other alternative such as this mod, the lag is gone almost totally for 350 items & 980 spells --> https://www.nexusmods.com/oblivion/mods/2231as for map menu I still need to tweak it a bit myselfthis project is not that easy as I thought... the problem here is font compatibility since everyone probably using different fonts for theirs UI... Edited February 17, 2018 by lubronbrons Link to comment Share on other sites More sharing options...
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