Jump to content

SkyUI - Resort (a MCM patch)


Recommended Posts

Posted (edited)
On 11/22/2022 at 11:41 PM, VirginMarie said:

 

Ah the infamous SkyUI bug, and with a menu mod layered on top of it :D 

 

Toys used to be vulnerable to it but has become much less vulnerable over time. When people have had problem, I point them to this list if tricks.... Toys MCM or other mod's MCM is not showing. You've used already at least 2 of them.

 

Just thought I'd mention in case it helps anyone. The next release of Toys&Love will be even less vulnerable, I think, so I'd love to know if that release makes a difference in this case, once it's out. Its beta will be available possibly in a day or so.

I installed Toys Framework 2.5 and i noticed it indeed not registers correctly each time and lock the MCM menu. i'll check if something can be done on my side.

Edited by Barzing
Posted (edited)
40 minutes ago, Barzing said:

I installed Toys Framework 2.5 and i noticed it effectivelly not register correctly  each time and lock the MCM menu. i'll check if something can be done on my side.

 

There's a decent chance that v2.6 will fix it.

The beta is available now... https://www.loverslab.com/topic/161800-toyslove-le-se/?do=findComment&comment=3928134.

It's confirmed to fix the only other use case I'm aware of, which is where you overclock fps. Would love to know if it made a difference.

Edited by VirginMarie
  • 2 months later...
Posted

So I'm trying to figure out what I've screwed up here.

 

I am working from an existing modlist that was created using Wabbajack (Masterstroke if it matters) which has SkyUI and MCM Recorder installed and working by default. However I've gotten to the point of tweaking the list where I have too many MCM menus and they all aren't loading anymore, so I wanted to give this a spin.

 

I have resort installed immediately after SkyUI on the MO2 left panel, and the MCM Recorder patch installed immediately after MCM Recorder. 

 

Everything _seems_ fine, but when I run the pre-existing MCM recording the mod speeds through all 69 steps in less than a second and claims to have 'finished'. When I pop open the console however, it seems obvious that it's not actually doing anything but popping up the names in the notification log.

 

Where do I start to try to figure out the issue here?

Posted

Just wanna pop in and say ive had issues with my mcm not registering more than 45 mods for about a month and no amount of jaxons kicker or any other suggestions helped until i found this mod.

 

Thank you so much for this, i was going fucking insane trying to find a solution and the ability to search for any mcm that may not be showing properly is such a good feature/.  1000 times thank you, have a good day

  • 2 months later...
  • 1 month later...
  • 3 months later...
  • 2 weeks later...
Posted (edited)
10 hours ago, gladiador1234 said:

Im having varius issues , once is i cant click on some mod configurations like sexlab anim loader, or cbpc anus config is not showing up on mcm and other mods

 

Thanks for your feedbak.

 

CBPC Anus support appears correclty for me.

 

SKYUI_Resort scan Player_Aliases to grab max of the mod and auto register them.

Never the less some mods don't accept to register this way and need the standard SKYUI way to register.

In this case SKYUI_R will handle this way of registering but you'll have the same issue linked to the standard SKYUI that sometime some mods doesn't appear.

 

You'll have mulitple way to resolve this with SKYUI_R :

  •  if you just created a new game : wait, some MCM updates can come (MCM ask mods to register 2 times at init) after auto registering most of them
  •  [to add mods One by One] Go in [Configuration] >>> Configure \ Advanced functions \ "search for and/or add to MCM" \ look for CBPC for example, if mod is not in MCM the mod will automatically be added this way
  • [Update MCM] simply save/reload the game
  • Reset MCM :  Go in [Configuration] >>> Configure \ MCM Manager \ Reset MCM

 

You can have performance issues with papyrus, that slow papyrus scripts, you can boost papyrus with major tweaks :

 

install  Wider MCM: https://www.nexusmods.com/skyrimspecialedition/mods/22825, if i remember well it also unclamp FPS rate in MCM

- install Papyrus Tweaks https://www.nexusmods.com/skyrimspecialedition/mods/77779

  > at least configure iMaxOpsPerFrame > 500 (mine is at 2000) this maximize script papyrus execution out of MCM and in MCM

- SSE Display Tweaks:  https://www.nexusmods.com/skyrimspecialedition/mods/34705

  > be sure to configure max FPS to 240 in ini file (this way you'll have max FPS in MCM, since papyrus execution speed depend on FPS, this will boost scripts when you're in this context

 

Your rig can play a role in papyrus performance issue. I admit that my RIG is high enough and maybe my code run well on my config but will fail on a patato config.

For me, on a new game, after leaving RaceMenu, in the 30sec or so, the MCM is filled and complete.

 

Tip : on the first opening of [configuration] page research for mods won't be available you need to reload the MCM at least once normally.

 

And finally, there's potentially a real issue, if all the tweaks given above didn't help you, i will investigate further.

 

Reminder for me : Add a button to send the "mod register" event on demand in "MCM manager" (i should have think of this very earlier) = next update 

 

PS : Normally, unless you haven't got the issue in SKYUI, if you have an issue ONLY when you open the mod page (nothing appear) and other mod have the same issue it's very probably because you missed a dependancy for these mods, SkyUI_R has normally nothing to do with the mod page content display (it could appear for example when MCM helper is not installed when required) . Else if it's only for one mod, then this mod is the culprite and you'll need to investigate why this mod doesn't load correctly in MCM.

 

 

Edited by Barzing
the post scriptum
Posted
On 10/20/2023 at 4:01 PM, keymaster1965 said:

my MCM was empty "new game" and I have around 60 in the mcm

Please read the first post of this thread, solutions are there.

Posted

I made a new character yesterday, and waited for over 2 HOURS for the MCM to finally appear. Nothing. I tried all tricks mentioned, but nothing helped.

Today I thought I try one of the options mentioned here somewhere to make a new character, quit to menu and then make a new character again. And it worked!!!! I had the whole menu filled in less than a minute.

Posted (edited)
On 11/24/2022 at 11:01 AM, Barzing said:

 

First : thanks for this complete feedback on testing SkyUI Resort.

 

I have to admit i haven't completly re-tested the configMenu functionalities with the recent updates (since 0.3). So you probably need to stick to pre 0.3 to continue using them correctly until i revalidate them in a beta version i think.

With 0.3 i upgraded the way MCM register mods, but if some of these mods already don't follow the original template to register to MCM, it may interfer incorrectly with the upgraded method i coded, but still respect the original template.

 

Some technical explanations :

 

BEFORE (skyUI classic) :

MCM (SKYUI manager) send one mod event to say Mods they can register.

on Game Reload : MCM broadcast  one "you can register" event 

 

NEW METHOD (with SkyUI resort):

MCM (SKYUI manager) find all mods MCM Menus  (by  parsing playerAliases) and register them and tell each mod it has been registered.

and Still keep the standard method (described above) for compatibility.

+ broadcast at "timer" (starting by 5 sec) "you can register" event 

  every broadcast the "timer" * 2 before next broadcast and this for 20mins total before it stops

 

at Game reload, it refreshes all modswith the same technic as above.

 

So the the new method is pretty solid and give much more chance to mods to be registered.

 

 

I have 107 mods actually registered. all of them appear correctly.

If one mod do not appear in MCM, most of the time it's because it miss requirement. 

 

Anyway in next version, i will had a precious tool that will help to manually register a mod.

 

 

I thought I had the 0.9 version running nicely. I had all expected entries, did all the adjusting and setting... Only to find a completely empty MCM when I restarted the game (after doing some RL stuff). not even ski_configmanagerinstance 1 helps.

I was using a very old version more than a year ago, and it worked perfectly. I'm at a loss what the issue could be now. Nothing is overwriting the scripts.

 

I tried installing the sseeded version, but it has the same issue.

empty mcm.jpg

Edited by aragonit
Posted
12 hours ago, aragonit said:

 

I thought I had the 0.9 version running nicely. I had all expected entries, did all the adjusting and setting... Only to find a completely empty MCM when I restarted the game (after doing some RL stuff). not even ski_configmanagerinstance 1 helps.

I was using a very old version more than a year ago, and it worked perfectly. I'm at a loss what the issue could be now. Nothing is overwriting the scripts.

 

I tried installing the sseeded version, but it has the same issue.

empty mcm.jpg

 

 

if you have the same issue with seeded version,  then it can't be linked to SKYUI_R, you should check your config on your side. PapyrusUtil is often crushed by old version when you install some old mods with MO2. it can be source of this kind of pb.

  • 3 weeks later...
Posted

Thank you I can't possibly overstatet how much a mod like this was needed.
Especially if you run the mods from this site on an already heavily modded version of Skyrim

Posted

does the Recorder patch still work? Resort 0.9 was working fine when i was testing, but when i attempted to install Recorder and the patch, the menus are reduced to just the 128 with the "--Main Menu--" section for Resort. when i click that, it says that it didn't register any mods.

tried SSEEDED version too, since that's supposed to have the Recorder patch built in, but that also doesn't seem to work. similar result as with Resort 0.9.

  • 1 month later...
Posted (edited)

I am just testing the Resort and the Sseeded versions with the current Skyrim 1.6.1130 AE.

Resort reported it recognized 70 mods in the top left notifications.

But it was were producing the empty main screen of the MCM with the menu items on the left but nothing beyond that.

 

PapyrusUtil and Tweaks ng are at the most current version, nothing overwrites them.

I will test it with Sseeded again on a new game and existing ones

 

Edit1: Same with sseeded on existing save files,

Edit2: Seeeded works perfectly on a completely new game

Edit3: Resort works perfectly on a completely new game

 

Conclusion: The issue with blank MCM menus seems to be related to already existing games.

Maybe the next version could use a refresh/rebuild function. Since the MCM itself isn't usable at that point, a console command or perhaps something scripted to automate that will be a user-friendly idea?

Edited by worik
Posted
13 hours ago, worik said:

I am just testing the Resort and the Sseeded versions with the current Skyrim 1.6.1130 AE.

Resort reported it recognized 70 mods in the top left notifications.

But it was were producing the empty main screen of the MCM with the menu items on the left but nothing beyond that.

 

PapyrusUtil and Tweaks ng are at the most current version, nothing overwrites them.

I will test it with Sseeded again on a new game and existing ones

 

Edit1: Same with sseeded on existing save files,

Edit2: Seeeded works perfectly on a completely new game

Edit3: Resort works perfectly on a completely new game

 

Conclusion: The issue with blank MCM menus seems to be related to already existing games.

Maybe the next version could use a refresh/rebuild function. Since the MCM itself isn't usable at that point, a console command or perhaps something scripted to automate that will be a user-friendly idea?


Sad we cant use it mid game and seems the update from the author soon will be highly unlikely. 

With all this new mods with MCM Configurations in them this mod that will let you use more that 128 MCM menus is essential.

  • 2 weeks later...
Posted

Really, REALLY want this mod, but when I start new game, the MCM looks like the traditional mcm page. When I click on this mods MCM, it has no category pages, and when i click any of the build buttons (forgot which button, but its the one that shows a message at top left that its building when I exit the menu), it says its building mcm but it still ends up doing nothing. Is this mod taking forever to input the mcms or is it just not working?

  • 2 months later...
Posted

Installed it mid-game. Everything seemed fine for a while but then I noticed a few MCM's disappeared entirely, one mod stopped working completely and another framework lost some features. 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...