I could probably make the menu switch button hint widget clickable but then it would be inconsistent with other button hints there. Update: I'll take a look anyway though I cannot promise anything at the moment.
sorry sir, in my CET it say like this "Native Settings UI Side Menu Add-on: v1.3.7 As Native Settings mod is not installed, this mod is not inactive now." mybe you some have solution sir. Thanks be4 sir
The message says that you have not installed the mandatory requirement: Native Settings UI Please make sure to install requirements listed in the Requirements section in the Description tab. This applies to this and the required mods as well as they have their dependencies too.
1. Do you see this line in the CET console when scripts start up? Redscript and CET Mods Settings v1.2.1 is initialized.2. Do you have any redscript mods that add settings options to the Mod Settings menu? 3. If so, do you see those redscript mods listed in the MODS menu with dot prefixes in their names, as shown here: https://staticdelivery.nexusmods.com/mods/3333/images/20779/20779-1744123182-2028139920.gif 4. Also, can you attach a screenshot showing your MODS menu content and this mod settings?
aahh sir i forgot to download the red script, after i download and add to game folder, its like in your picture mod. thank very much sir. im very sorry if my english not very good...🙏🙏🙏
Interesting mod, but as it stands, I find it more confusing than anything else. In fact, in everyday practice, I think it is useless to know whether the mod you want to modify is CET or Redscript.
So here is what I propose: Maybe it would it be possible to create a single mod shortcut in the main menu. Then, this shortcut would bring to a single menu with all mods mixed without distinction (remove the periods in front of REDscript mods). And finally a switch keybind like "C" between CET mods solo, REDscript mods solo and both at the same time ?
It's not possible to fully merge the two mod types' settings interfaces into a single menu widget due to fundamental differences in their internal design, behavior, and the way other mods interact with their content.
This mod is really cool, but I do agree with the OP that visually distinguishing the mods by "CET Mods" and "Redscript Mods" makes it a little confusing. And weirdly enough, it kind of turns me away from this mod? Despite the fact that "Mods" and "Mod Settings" is really vague & should be confusing, I've become completely accustomed to it after all this time. And to that end, I literally know which mods are in which menu, but my brain shuts down at the thought of "Go To CET Mods" LOL. I can't explain it, but seeing this "CET" and "Redscript" menu text just looks so wrong to me...
Perhaps it'd be a little easier for some ppl if you could modify an alternate version with...idk, less-specific text or something? For example:
"Go To CET Mods" --> "Go To Mods"
"Go To Redscript Mods" --> "Go To Mod Settings"
Or just "Other Mod Menu" or "Swap Mod Menu" for both?
I don't know, perhaps that would change nothing, but I just can't find myself using this mod, no matter how weird it may seem! Really amazing mod! But as it currently is, it's a tad confusing, oddly enough.
Anyway, on a separate note, I was wondering if it was possible to hide "Mod Settings" in the main menu. Since those mods are added to the "Mods" menu, then that would kind of be a perfect feature for this mod, more closely making it "one mod menu"! :O
@PlasmaHound I understand it may be confusing for you, especially if you're long accustomed to those names.
For me, it's actually confusing the other way around: MODS, MOD Settings, Native Settings UI - what mods? What settings? What is what and where? I believe this is also confusing for many newcomers to the game.
That’s why I decided to name them based on their purpose: Redscript Mods and CET Mods, as they are managed by separate settings menu mods. I know it may still be confusing, but it sounds more natural to me. I also included translation hints in option tooltips, such as "Mod Settings (Redscript Mods)" and "Native Settings UI (CET Mods)".
Please also note that there are many limitations due to differences between the two mods. For example, while I can dynamically add Redscript mods to the Native Settings UI list (thanks to NexusGuy999 for providing this functionality in his mod API), I cannot add CET mods to the Mod Settings menu in a similar way. Nor can I display Mod Settings controls directly within the Native Settings UI. That's why my mod can only offer automated switching between the two menus. Still, I believe this greatly improves accessibility and control over settings for both mod types, given all these limitations.
As for hiding anything - this mod is designed to work on top of the base mods, following their design and compatibility rules. I have no intention of interfering with them against their authors’ wishes.
Yeah, I fully understand how confusing the borderline-identical mod menu names could be perceived. I've simply gotten too accustomed to them! 😂 I agree with you there, especially with regard to newcomers. They definitely improve accessibility, this is a great mod! :D
I think I'm just going to try to edit the files myself so that I can have the button text that I prefer for my own game. 👍 No idea why I hadn't considered just doing that earlier... o_O I'm not using my head today!
I appreciate your explanations on the limitations of the two mods. It's very interesting to me how incompatible they are with each other! I simply thought of them as "menus" before now & hadn't considered the fundamental differences between them!
So, am I to understand that there is no way to open the "Mod Settings" (Redscript) menu just by clicking on one of the added Redscript menu entries? (i.e. clicking on "• A RED MOD" directly opens the other mod menu, rather than having to click on the "Open Settings" button in a 2nd step?)
Is it even possible to adjust the event function for those new sidebar buttons? Or do they inherit the parent behavior of Native UI buttons, beyond your control, thus only being capable of revealing their corresponding page? 🤔 (Now that I think about it, the sidebar buttons are just an extension of the top buttons, which are basically vanilla menu buttons... o_O So I'm guessing it's definitely impossible, and I've just gone all in-depth on an impossible idea. But I'll still send this, just in case? 🤷♂️)
Haha, sorry for the bother. I'm just grasping at straws in the hopes that you can find some way to implement this functionality that could make this mod even better than it already is! (And I understand there are limits to what you can do w/ the other mods, but hopefully a way can be found, eventually! :D)
So, am I to understand that there is no way to open the "Mod Settings" (Redscript) menu just by clicking on one of the added Redscript menu entries? (i.e. clicking on "• A RED MOD" directly opens the other mod menu, rather than having to click on the "Open Settings" button in a 2nd step?)
Well, that was my initial intention - to replicate the settings controls shown in MOD Settings for each mod added to the Native Settings UI, allowing direct access in effect. Unfortunately, there are just too many exceptions, and moreover, some mods rely on the base mod activity, so I had to resort to menu switching to maintain compatibility.
BTW: This mod supports custom translations, so you can adjust any of the displayed text to suit your needs without modifying the active mod files Please refer to the "...\Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\RedAndCetModsSettings\language\Readme.txt" file.
Could you consider clicking the Endorse button if you like this mod? It really matters right now, as the mod has just about 48 hours to make it or break it in terms of its future in the public space...
Thank you! The template file is generated automatically each time the scripts are started - just install the mod, launch the game, and it should appear in the target template folder as described in the "...\Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\RedAndCetModsSettings\language\Readme.txt" file.
Great mod thanks a lot! Is it possible to make a version that only add the keybind to switch between the two menus (so no redscripts mod in the cet mod list) and only show one "Mods" button in the main menu?
Thank you! I'm going to add the option to hide redscript mods in the Native Settings UI menu in the next update, which should be ready for release in a day or two. However I'm not going to interfere with the original base mod's code by hiding anything against the authors' wishes.
What began as a genius solution (Ateliers) to the growing quantity of brands and their associated libraries, is now overrun. Would be slick to have vertical text menu of stores, or even the ability to shop all stores by torso, head, etc.
I get your point, especially when looking at the abundance of Atelier mods. However, it may be much trickier to handle. At the moment, it's unclear if I could do something on top of it without messing with the base mod and all the mods depending on it, risking unleashing hell on me
Thank you. Since the mod is still young (or even a toddler, really), I could also change internal strings - like the displayed name to 'REDSCRIPT AND CET MODS SETTINGS' or the hotkey hint to 'Go To Redscript Mods'. I initially chose 'Red Mods' for better readability, especially in text strings limited by screen space, but it looks like it backfired... Would that change help make things clearer?
Thanks a lot for your feedback - much appreciated, especially coming from people with such great user experience knowledge, like collection managers I'm going to amend it tomorrow then.
42 comments
I mean, with this neat mod I need it no more.
Doing this doesnt break this mod, absolute magic.
Update: I'll take a look anyway though I cannot promise anything at the moment.
"As Native Settings UI mod is not installed, this mod is inactive now."
Please install requirements.
Please make sure to install requirements listed in the Requirements section in the Description tab.
This applies to this and the required mods as well as they have their dependencies too.
1. Do you see this line in the CET console when scripts start up?
Redscript and CET Mods Settings v1.2.1 is initialized.
2. Do you have any redscript mods that add settings options to the Mod Settings menu?3. If so, do you see those redscript mods listed in the MODS menu with dot prefixes in their names, as shown here: https://staticdelivery.nexusmods.com/mods/3333/images/20779/20779-1744123182-2028139920.gif
4. Also, can you attach a screenshot showing your MODS menu content and this mod settings?
In fact, in everyday practice, I think it is useless to know whether the mod you want to modify is CET or Redscript.
So here is what I propose:
Maybe it would it be possible to create a single mod shortcut in the main menu.
Then, this shortcut would bring to a single menu with all mods mixed without distinction (remove the periods in front of REDscript mods).
And finally a switch keybind like "C" between CET mods solo, REDscript mods solo and both at the same time ?
That said, thanx for this mod
Despite the fact that "Mods" and "Mod Settings" is really vague & should be confusing, I've become completely accustomed to it after all this time. And to that end, I literally know which mods are in which menu, but my brain shuts down at the thought of "Go To CET Mods" LOL. I can't explain it, but seeing this "CET" and "Redscript" menu text just looks so wrong to me...
Perhaps it'd be a little easier for some ppl if you could modify an alternate version with...idk, less-specific text or something?
For example:
I don't know, perhaps that would change nothing, but I just can't find myself using this mod, no matter how weird it may seem!
Really amazing mod! But as it currently is, it's a tad confusing, oddly enough.
Anyway, on a separate note, I was wondering if it was possible to hide "Mod Settings" in the main menu. Since those mods are added to the "Mods" menu, then that would kind of be a perfect feature for this mod, more closely making it "one mod menu"! :O
I understand it may be confusing for you, especially if you're long accustomed to those names.
For me, it's actually confusing the other way around: MODS, MOD Settings, Native Settings UI - what mods? What settings? What is what and where? I believe this is also confusing for many newcomers to the game.
That’s why I decided to name them based on their purpose: Redscript Mods and CET Mods, as they are managed by separate settings menu mods. I know it may still be confusing, but it sounds more natural to me.
I also included translation hints in option tooltips, such as "Mod Settings (Redscript Mods)" and "Native Settings UI (CET Mods)".
Please also note that there are many limitations due to differences between the two mods. For example, while I can dynamically add Redscript mods to the Native Settings UI list (thanks to NexusGuy999 for providing this functionality in his mod API), I cannot add CET mods to the Mod Settings menu in a similar way. Nor can I display Mod Settings controls directly within the Native Settings UI.
That's why my mod can only offer automated switching between the two menus.
Still, I believe this greatly improves accessibility and control over settings for both mod types, given all these limitations.
As for hiding anything - this mod is designed to work on top of the base mods, following their design and compatibility rules.
I have no intention of interfering with them against their authors’ wishes.
I think I'm just going to try to edit the files myself so that I can have the button text that I prefer for my own game. 👍
No idea why I hadn't considered just doing that earlier... o_O I'm not using my head today!
I appreciate your explanations on the limitations of the two mods. It's very interesting to me how incompatible they are with each other! I simply thought of them as "menus" before now & hadn't considered the fundamental differences between them!
So, am I to understand that there is no way to open the "Mod Settings" (Redscript) menu just by clicking on one of the added Redscript menu entries? (i.e. clicking on "• A RED MOD" directly opens the other mod menu, rather than having to click on the "Open Settings" button in a 2nd step?)
Is it even possible to adjust the event function for those new sidebar buttons? Or do they inherit the parent behavior of Native UI buttons, beyond your control, thus only being capable of revealing their corresponding page? 🤔
(Now that I think about it, the sidebar buttons are just an extension of the top buttons, which are basically vanilla menu buttons... o_O So I'm guessing it's definitely impossible, and I've just gone all in-depth on an impossible idea. But I'll still send this, just in case? 🤷♂️)
Haha, sorry for the bother. I'm just grasping at straws in the hopes that you can find some way to implement this functionality that could make this mod even better than it already is! (And I understand there are limits to what you can do w/ the other mods, but hopefully a way can be found, eventually! :D)
BTW: This mod supports custom translations, so you can adjust any of the displayed text to suit your needs without modifying the active mod files
Please refer to the "...\Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\RedAndCetModsSettings\language\Readme.txt" file.
It really matters right now, as the mod has just about 48 hours to make it or break it in terms of its future in the public space...
The template file is generated automatically each time the scripts are started - just install the mod, launch the game, and it should appear in the target template folder as described in the "...\Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\RedAndCetModsSettings\language\Readme.txt" file.
I'm going to add the option to hide redscript mods in the Native Settings UI menu in the next update, which should be ready for release in a day or two.
However I'm not going to interfere with the original base mod's code by hiding anything against the authors' wishes.
Those are equally out of hand.
What's the issue with Atelier mods?
I'm sorry, I'm not really familiar with this matter.
That would be something for djkovrik to come up with. Maybe an advanced Browser Extension?
However, it may be much trickier to handle.
At the moment, it's unclear if I could do something on top of it without messing with the base mod and all the mods depending on it, risking unleashing hell on me
Btw pro-tip for everyone in this thread: if you have any ideas about Atelier then you can drop it to Atelier page as well
Yeah, indeed, these kinds of requests should go there – who knows the code better than the authors?
Anyway, I amended it to redscript in the description.
Since the mod is still young (or even a toddler, really), I could also change internal strings - like the displayed name to 'REDSCRIPT AND CET MODS SETTINGS' or the hotkey hint to 'Go To Redscript Mods'.
I initially chose 'Red Mods' for better readability, especially in text strings limited by screen space, but it looks like it backfired...
Would that change help make things clearer?
I'm going to amend it tomorrow then.