prideslayer Posted November 21, 2011 Posted November 21, 2011 The MCM doc mentions you may need to do this, but now how/where the best way to split the script. Ran into the limitation in sexouts MCM script, so I created a new quest and a new script, copied everything from one to the other, and started hackin' and slashin'. What I ended up with is two 'Sexout' items in the MCM menu, one with my new submenu, one without. The one that has it doesn't show anything when clicked. What I did: 1. Modified the GameMode block in the 2nd script, here they are. Script 1: Begin GameMode if GetGameRestarted if IsModLoaded "The Mod Configuration Menu.esp" set iMaster to GetModIndex "The Mod Configuration Menu.esp" set rList to BuildRef iMaster 2790 ListAddForm rList 00SexoutMCMItem set iSelf to GetModIndex "Sexout.esp" endif endif End Script 2: Begin GameMode if GetGameRestarted if IsModLoaded "The Mod Configuration Menu.esp" set iSelf to GetModIndex "Sexout.esp" endif endif End I did the above because the formlist thing isn't going to do anything as-is in the second script; you can only add an item to a formlist once. Next, I split the script almost down the middle. All the submenu items starting with '3 - NEW VALUE' I cut n' pasted into the new script, and added the (seemingly) appropriate if statement to the top. Start of MenuMode for script 2: Begin MenuMode 1013 if 0 == IsModLoaded "The Mod Configuration Menu.esp" return endif if GetUIFloat "StartMenu/MCM/_ActiveMod" == iSelf set iOption to GetUIFloat "StartMenu/MCM/_ActiveOption" set fValue to GetUIFloat "StartMenu/MCM/_Value" set iSubMenu to GetUIFloat "StartMenu/MCM/_ActiveSubMenu" if GetUIFloat "StartMenu/MCM/_NewValue" ;3 - NEW VALUE ... Wasn't sure if this would work or not, looks like 'not'. So what's the RIGHT way to split the script up?
prideslayer Posted November 22, 2011 Author Posted November 22, 2011 Looks like the bottom of the MCM doc explains how to do multiple menus, and that's how it's supposed to be done.. so that's what I'm going to try!
prideslayer Posted November 22, 2011 Author Posted November 22, 2011 Not quite working. There are three quests w/ associated scripts, and two items for the two pages. Pages are showing up fine in game, but they're empty when clicked. For reference the only change made to the main menu script was changing this: if GetUIFloat "StartMenu/MCM/_ActiveMod" == iSelf To this: if GetUIFloat "StartMenu/MCM/_ActiveMod" == iSelf && GetUIFloat "StartMenu/MCM/_ActiveMenu" == 1 As per the instructions (i think) on the last page of the MCM Guide.doc.
prideslayer Posted November 22, 2011 Author Posted November 22, 2011 Nobody huh? Didn't get anywhere with this, tried following the instructions in the DOC exactly. I took the ESM, converted to ESP, and did the following: 1. Added a new item, 00SexoutMCMItem2. 2. Added a new quest script, 00SexoutMCMQuest2. 3. Added a new quest, SexoutMCMQuest2, set to script from #2. 4. Put the _ActiveMenu == 1 check in the if statement in 00SexoutMCMQuest. 5. Created a new menu (copy/paste + editing) in 00SexoutMCMQuest2, with _ActiveMenu == 2. 6. Changed checks in both scripts to look for Sexout.esp rather than .esm, for testing. Result: Both top level items show up in the MCM menu as expected. Both are unfortunately blank/empty when clicked on. Will try again later.
iron_jack Posted November 23, 2011 Posted November 23, 2011 Zippy's the local MCM guru. You might send him a PM and/or direct his attention here if you haven't already.
prideslayer Posted November 23, 2011 Author Posted November 23, 2011 Zippy's the local MCM guru. You might send him a PM and/or direct his attention here if you haven't already. Got it figured out. When the documentation says value, it means value.. as in, the monetary value of the items. 0.0.10 will have MCM tweaks aplenty!
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