Carreau Posted January 3, 2020 Posted January 3, 2020 I’m working on a menu overlay that can be called from the pipboy. I’m interfacing through an F4Se plugin I’m writing. I have everything working with the exception that the pipboy still receives user input even though I have my new menu flagged to HideOthers. I can’t seem to find a way to disable user input going into the pipboy like the pause menu or perks menu would do. anyone have any ideas? Since I’m already in DLL creation land, I figure I’ll have to implement a way to stop input from going to the pipboy menu temporarily TIA edit: For anyone who comes across this post because they’re delving into custom menu making, I was able to find the answer. there’s a flag called kFlag_Modal (value 0x10) that is not mentioned on the CK wiki page for UI:MenuData. Using this flag when you register your menu will essentially disable all menus underneath while your menu is open. If you’re building a custom menu that will pop up over an existing menu, be sure to set this flag when you register your menu. As an aside, be sure to set your depth higher than your summoning menu. In my case, the pipboy has a depth of 0x8, which means it has pecedence over menus with a lower depth value. Don’t go overboard, though as you still want to stay below what i call “ultimate” menu overlays such as loading (0xE), pause (0xB), cursor (0x14), and console (0x13). The lower menu still seems to be receiving close calls, so don’t be surprised when you tab out of your menu, your lower level menu also closes. hopefully this helps someone
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