File information
Last updated
Original upload
Created by
reg2k - Neanka - shadowslasher410Uploaded by
registrator2000Virus scan
Some manually verified files
Current section
About this mod
The Mod Configuration Menu is a settings page for mods! It provides a central location for mod configuration, accessible via the Pause menu.
- Requirements
-
Off-site requirements
Mod name Notes Fallout 4 Script Extender (F4SE) Mods requiring this file
- Permissions and credits
-
Author's instructions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is opted-in to receive Donation Points
-
Translations
- Turkish
- Spanish
- Russian
- Portuguese
- Mandarin
- Italian
- German
- French
-
Translations available on the Nexus
Language Name Turkish Author: LoRaS Mod Configuration Menu turkish translation Italian Author: Firegtx Mod Configuration Menu - Traduzione italiana Mandarin Author: KagurazakaNyaa Mod Configuration Menu - Chinese Spanish Author: nexusernesto Mod Configuration Menu - Spanish - V1.39 Russian Author: mbgoodman Mod Configuration Menu - Russian Translation Turkish Author: Remos Mod Configuration Menu - Turkish Translation French Author: from registrator2000 and translated by Sternjager Mod Configuration Menu -FRENCH- German Author: Svorge Mod Configuration Menu - German Translation Portuguese Author: Senhorio Mod Configuration Menu - Portuguese Translation French Author: Namiriu Mod Configuration Menu - Traduction Francaise - Mirrors
- Changelogs
-
-
Version 1.35
- - Version code: 6
- - Fixed: Issue with keyboard focus when adjusting sliders
-
Version 1.34
- - Version code: 6
- - Fixed: Issue with setting script properties on forms that have multiple scripts attached.
- - New: Shared option lists can now be defined in an MCM menu.
- - New: MCM menu text and help text can now be retrieved from string script properties and even string array properties
- - New: MCM controls can now be selectively un-tinted (i.e. decoupled from the game UI color). Most useful for images and colored text.
-
Version 1.33
- - Version code: 5
- - Support for game version v1.10.120.
-
Version 1.32
- - Version code: 5
- Support for game version v1.10.114.
- - Version code: 5
-
Version 1.31
- - Version code: 5
- Support for game version v1.10.111.
- Fixed issue with calling script functions.
- Functions can now be called on forms with multiple attached scripts.
- - Version code: 5
-
Version 1.30
- - Version code: 5
- Support for game version v1.10.111
- - Version code: 5
-
Version 1.29
- - Version code: 5
- Support for game version v1.10.106
- - Version code: 5
-
Version 1.27
- Fixed: Issue with hotkey modifiers
New fields:
-textFromFormName
-textFromFormDescription
-helpFromFormName
-helpFromFormDescription
Example Usage:
"id": "iDLC04_FragGrenadeSmartPos:Lists",
"text": "DLCNukaWorld.esm|346FC",
"type": "stepper",
"help": "DLCNukaWorld.esm|346FC",
"textFromFormName": true,
"helpFromFormDescription":true,
- Fixed: Issue with hotkey modifiers
-
Version 1.26
- - Version code: 5
- Support for game version v1.10.89
- - Version code: 5
-
Version 1.25
- - Version code: 4
- Support for game version v1.10.82
- - Version code: 4
-
Version 1.24
- - Version code: 4
- Support for game version v1.10.75
- Fixed: Issue with deactivated mods continuing to satisfy a MCM menu's plugin requirements.
- - Version code: 4
-
Version 1.23
- - Version code: 4
- Support for game version v1.10.64
- - Version code: 4
-
Version 1.22
- - Version code: 4
- Support for game version v1.10.50
- - Version code: 4
-
Version 1.21
- - Version code: 4
- Support for game version v1.10.40
- - Version code: 4
-
Version 1.20
- - Version code: 4
- Added textinput, textinputInt and textinputFloat controls.
- Basic support for re-ordering config menus.
- - Version code: 4
-
Version 1.12
- - Version code: 3
- Support for game version v1.10.26
- - Version code: 3
-
Version 1.11
- - Version code: 3
- Fixed an issue with the left panel scrollbar not appearing.
- Improved display condition handling code.
- New: Modders can now mod other MCM menus. Specifying "ownerModName" will merge the page list of the current menu into the page list of the owner menu.
- - Version code: 3
-
Version 1.10
- - Version code: 2
- Support for assigning hotkeys to mouse buttons (Mouse3 - Mouse8)
- Added ability to reposition MOD CONFIG option in the Pause menu
- Gamepad tweaks: Left and right bumpers will now switch focus between panels.
- Mods can now specify per-page plugin requirements.
- Added new value source type: PropertyValue (Papyrus Properties)
- Switcher control now accepts GlobalVariable and ModSettingInt/Float as value sources.
- Added new MCM event: OnMCMMenuOpen(string modName)
- New MCM control types: positioner, hiddenSwitcher
- Fixed: display conditions will now update correctly when MCM.RefreshMenu() is called
- Updated: The dropdown control will no longer send a value-changed event if the value didn't actually change.
- Added new MCM events: OnMCMMenuOpen(string modName) and OnMCMMenuClose(string modName)
- Translation files are now separate from the main file.
- - Version code: 2
-
Version 1.0
- Initial public release.
-

★ About ★
The Mod Configuration Menu is a settings page for mods!
It provides a central location for mod configuration, accessible via the Pause menu.
ModSettings are stored in per-mod INI files under Data\MCM\Settings, making it easy to backup and restore settings and even change them outside the game if so desired should the mod support it.
Are you a modder? Check out the documentation for detailed information on creating MCM menus.
★ Features ★
- Configure more aspects of your mods than ever before - the MCM provides a range of controls such as checkboxes, steppers, dropdowns, sliders, buttons, text, and keybinds.
- Optimized for PC. The MCM steps far beyond what is allowed for consoles.
- No ESM/ESP. The MCM does not count towards your load order.
- Save-safe. The MCM never sinks its teeth into your savegame - any modifications, as with most F4SE plugins, are done in-memory.
- File-safe. No vanilla forms or files on disk are overriden. The MCM is completely standalone.
- Hotkey support and conflict detection. Assign hotkeys to mod actions to activate them on-the-fly.
★ Details ★
Each mod's menu lives in its own directory in
Data\MCM\Config\ModName
.User settings are located at
Data\MCM\Settings\ModName.ini
.FOLDER STRUCTURE
Spoiler:
Show
Data/
└── MCM/
├── Config/
│ ├── Mod1/
│ │ ├── config.json (Required) Menu Layout
│ │ ├── lib.swf (Optional) Image library
│ │ ├── keybinds.json (Optional) Keybind Definitions
│ │ └── settings.ini (Optional) Mod Setting Defaults
│ ├── Mod2/
│ │ └── ...
│ └── Mod3/
│ └── ...
└─── Settings/
├── Mod1.ini Mod Settings for Mod1
├── Mod2.ini Mod Settings for Mod2
└── Mod3.ini Mod Settings for Mod3
└── MCM/
├── Config/
│ ├── Mod1/
│ │ ├── config.json (Required) Menu Layout
│ │ ├── lib.swf (Optional) Image library
│ │ ├── keybinds.json (Optional) Keybind Definitions
│ │ └── settings.ini (Optional) Mod Setting Defaults
│ ├── Mod2/
│ │ └── ...
│ └── Mod3/
│ └── ...
└─── Settings/
├── Mod1.ini Mod Settings for Mod1
├── Mod2.ini Mod Settings for Mod2
└── Mod3.ini Mod Settings for Mod3
★ Installation ★
Install with your preferred mod manager, or copy the files in the download to your Fallout 4 Data folder for a manual install.
You should see a new option in the Pause menu in-game.
If there is no Mod Config option, double-check that you have F4SE installed and running!
★ Requirements ★
Fallout 4 (check Files tab for version requirements).
Fallout 4 Script Extender (F4SE), 0.4.2 or higher.
★ Team ★
registrator2000 - Backend: architecture design, F4SE plugin and Papyrus bindings
Neanka - Frontend: MCM interface - everything you see and interact with
shadowslasher410 - Frontend: MCM control design, logo & consultation
★ More ★
Please report issues at the Github issue tracker!
Suggestions are welcome - please post them in the MCM Discord server.
Source code:
Github [C++] (F4SE plugin)
Github [AS3] (Interface)
★ Acknowledgements ★
Many thanks to the F4SE team for their tireless work extending the core feature-set of the game. The MCM would not be possible without it. Most modders make mods - these people make the tools that make other mods possible. They work behind-the-scenes; outside the limelight. Without them, the modding scene would be decidedly less interesting and very much more mundane.