Kept encountering a crash when I tried to open the alchemy menu due to the script trying to set mainMenuStatus.e.visible to true.
I updated line 87 in main.lua to if (not mainMenuStatus.e) or (mainMenuStatus.e == nil) or mainMenuStatus.e.visible then return false end(the nil check) and it started working again. I didn't go through the entire script so not sure if this was the ideal solution but it worked for me so I figured I'd comment here.
Hi, for some reason the mod is incompatible with CREL and the game shows a black screen if you click "New Game" with both mods installed. It's a bit of a shame, although I have not enough experience with lua to undestand where that might truly come from.
On my installation this is conflicting with Arcimaestro Antares' Privileges and Services: starting a new game with both causes an indefinitely black screen after the intro video. Can't imagine how though (start scripts? I don't know), could also be something else interfering in my heavily modded game. Enabling either of the two after starting the game (i.e. loading a save after chargen) works fine.
to me, it is for both, because you can always miss click and get through loading screens before you can open the menu again. Also, is there a way to return to main menu while already in the game?
OK, I might add three options for this then: Enable, Disable, and only In-Game.
As for your other question, that would be a no. There are too many parameters that are set up when the game starts (a new game or a loaded game) that cannot be reversed very easily (if at all). But why would you want to have that?
LOL Just enjoy the game. I'll see what I can do about the first request though. I noticed that if I disable the Return button I press the Continue button by accident too. It's annoying.
If you are referring to the screenshot it's not mine. You need to ask Petetehgoat about it (if you can find him), the creator of Continue. I am using Better Readable Beauty Font though and it looks pretty good.
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I updated line 87 in main.lua to
if (not mainMenuStatus.e) or (mainMenuStatus.e == nil) or mainMenuStatus.e.visible then return false end
(the nil check) and it started working again. I didn't go through the entire script so not sure if this was the ideal solution but it worked for me so I figured I'd comment here.Can't imagine how though (start scripts? I don't know), could also be something else interfering in my heavily modded game.
Enabling either of the two after starting the game (i.e. loading a save after chargen) works fine.
EDIT: I think it would make more sense to only ask for confirmation while in-game and while the player is still alive.
As for your other question, that would be a no. There are too many parameters that are set up when the game starts (a new game or a loaded game) that cannot be reversed very easily (if at all). But why would you want to have that?