Fallout New Vegas

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DoctaSax

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11 comments

  1. dAbalo8
    dAbalo8
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    Hey, Doc

    Excellent templates!

    Could you help me out with an advanced use case? I'm trying to read and write variables from "SettingString" instead of "quest" and I go about it like this: First I remove "quest"::uMCMVARZ and then put in its place "SettingString"::fAVDCarryWeightsBase - but it results in the said item not appearing at all, in fact the whole submenu disappears with it (only tested with 1 item in 1 submenu)

    I'm using the example scripts provided in "advanced use" folder and they are (or at least seem) to be all set up correctly.

    EDIT: if anyone comes across this shame of mine and is in the similar predicament: just put the damn setting name in quotes!
  2. igotnousername
    igotnousername
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    I was wondering for 2 hours whats up then I realized "array_var ar_option" is not written on the standard script.

    Then when I solved it the compiler caps out 23kb of source file when the older and common template caps at 27kb. Almost similar character length.
    I've come to the conclusion this template makes the compiler reach the max size way quicker.

    Well, I'm not sure how to feel now. Like I thought this was one of the feature that it allows more size?
    Yes, I like how readable it is but I ended up searching for a way to double the script size limit (didn't know that was possible) and used that.
    Maybe add that as a requirement perhaps? The mod is Geck Extender.

    Thanks for the template though.
    1. DoctaSax
      DoctaSax
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      uMCM itself obviously doesn't change the size limit of scripts, but it prevents the entire MCM script structure (simultaneously entering and handling the intel) from being spread out over multiple scripts using lots of elseifs, becoming unmanageable. Because MCM scripting of any kind involves functions with string parameters, size was always an issue, and ofc if you enter those string parameteters in an array structure instead, that can still happen. A simple solution would be to outsource some of the pop code to a secondary UDF. Also have a look at the folder about more one-lining.

      Script size itself, however, was never the primary concern. Clarity and flexiblity was. For instance, uMCM allows for many more types of data storage than traditional quest vars, and due to everything being in arrays, and the ability to associate player input with the execution of a UDF, you can change any aspect of your MCM menu on the fly, using MCM as a UI for in-game programming. The latter requires a few extra steps though, those are methods I developed since this was first published;

      The Geck Extender is not required, so I won't list it as a requirement.
  3. hexef
    hexef
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    Thank you so much for these templates. I can finally implement MCM options into my mods now. :)
  4. Fallout2AM
    Fallout2AM
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    It's the second mod I script using this.
    It left me a bit overwhelmed at start, I'm slow to change habits, but in the end it is objectively well done and I find it easier to work with it.
    If I'll find enough time, I'm going to migrate even the past MCMs I did.
  5. FreedomFighter4
    FreedomFighter4
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    The sound of optimization gives my ears the good ol' tingly feeling.
  6. tgspy
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    Thanks so much for this. It'll make creation of an MCM menu for the frontier so much easier
    1. DoctaSax
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      Happy to help. Let me know if there's anything special you guys want done via the system that the current templates don't cover.
    2. tgspy
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      It'll take me a while to figure out how the whole system works, and I guess MCM as a whole But I'll certainly let you know if we need anything
  7. Xilandro
    Xilandro
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    Masterpiece!
    1. DoctaSax
      DoctaSax
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      Thanks. I quite like it myself