8.2 update: NOTICE TO USERS OF 8.1 AND PRIOR -- PLEASE UNINSTALL FIRST! BEFORE DOWNLOADING 8.2 Formerly Experimental Cheat Perks, now renamed to Experimental Perks And Game Settings Rename .esp file to note the change Re-organised the .json file, updated the translation file and the dds. file due to the renaming of this mod. Added many gameplay settings and moved some of the existing ones into the relevant pages Renamed the pages to have game settings be above and perks bottom
-- NOTE 1: Regarding toggles and slider. Perks by themselves, have their own sliders. So we are all good. Perks that have spells in it, you will see it as A Toggle and B Toggle. They are very seperate. I have been unable to fix this. At least both perk toggles and spell sliders are in the same page now.
NOTE 2: I did not add anything or remove anything. I re-organised everything. That's it. It took me a while to find a fix for this, and a help from a user (who does not want to be credited) to resolve this matter. Will slowly add more gamesetting effects and perks if I have new ideas as time goes by now. Will work out which settings to add and which ones to remove.
NOTE 3: I am no longer including .bsa. It is clear to me that from the reports of the users, that it does not work 100%. Going forward, there will only be loose version now due to this. You can make your own .bsa version.
IMPORTANT FOR EXISTING USERS: YOU MAY OR WILL NEED A NEW GAME OR CLEAN SAVE BEFORE YOU LOADED THIS MOD. MAKE SURE YOU HAVE VALUES OF GAMEPLAY EFFECTS TO THE VALUES OF YOUR GAMESETTINGS IF YOU HAVE GAMEPLAY MODS THAT AFFECT YOUR GAMESETTINGS FOR MAXIMUM COMPATILITY. THE REASON FOR THIS IS BECAUSE THE GAMESETTINGS AS SET BY THIS MOD IS SET TO VANILLA VALUE, AS SET BY DEVS AND SHOWN ON CREATION KIT. I RECOMMEND REVIEWING THE SETTINGS VIA TES5EDIT/SSEDIT.
Bug note: Extra Effect Perk override - Nothing I can do about Extra Effects vanilla perk. How it works is that it SETS the number of perks to 2 regardless of what other perks are used. My mod (Additional Enchants) only ADDs the number of extra effect perk rather than set it. I didn't change or override that perk to allow for maximum compatibility, especially with perk mods. You can always use mods to override this to have Extra Effects ADD only 1 more number of enchantments allowed, rather than SET to two enchantments allowed, or choose not to use Extra Effects. Whatever is up to you.
Further notes below (continued from update 6.0 note): Unlimited training (Cap to 100) / Steferal - Implemented (99% of where I want it to be at). Richer Merchants / Steferal - Still work in progress. Need to figure out the best way going forward but I do have an idea of how this will work Unlimited Sprinting / Rast3rMan - Done. Newly added as of version 6.0 / Big thank you to Deathbane2626 for this suggestion. It works. Shouting / Rast3rMan - Already included. Was added in version 4.0. You can see it via Will of the Dragonspeaker found in Speechcraft Perks / Speech and Shout Perks.
Explanation about the JSON files - The purpose of the main json file (PerkMagnifier.json) is to serve a base for the sliders. The sliders are set to their default. When you make changes via Perk Magnitude Adjustment, initially, it'll create your character-specific json file, and you can adjust all the changes you've made. This will ensure the changes you've made to the perk's magnitudes will remain persistent throughout the game, even lasting after the game full restarts.
You can adjust the minimum and maximum of the sliders for the perks via the base json file. I recommend experimenting first though, before you dive deep into the game.
I would have happily credited someone who was helping me with the MCM menu thing, but he requested not to be credited for this. Atleast I know this menu works.
Let me know if you have any requests for this thing or any issues.
Advice for the fellow mod authors and modders. If you want your modded arrows to work with Marksman's Joy Perk, then make sure your arrows in Creation Kit has a keyword that's called VendorItemArrow. For modders... you can do this via SSEDIT or request the mod author.
Requested Perks: Unlimited training (Cap to 100) / Steferal - Not sure if that is achievable via perks but I'll see. Richer Merchants / Steferal - Not sure if it is possible, as per my investigation, it may involve a lot more work,. Unlimited Sprinting / Rast3rMan - Already been working on it before MCM sliders. Shouting / Rast3rMan - Already included.
I installed for the first time, on Skyrim SE, and when I opened the menu, it was all buggy, appearing with $ symbols and unmarkable () Sliders, when moved, showed NaN.0 And I had everything installed and previously checked.
is it possible to use this mod to combine different perk mods into one using the mcm? ik tes5 automation tools does that but i really have a difficult time doing it myself :(.
I have a question, when installing the mod the default values are set to 0 instead of vanilla ones, is this a bug or do I have to configure each one individually. Edit: I tried to reinstall it as I saw that in PerkmagnifierProfiles there wasn't nothing created. And after trying another time all the text that comes with the sliders has disappeared.
Alright, so some good news and bad news. Good news is, the new update seems to work! Bad news is, even though it works, the actual toggle-able options in the menu are all named "$". No idea why that is. But thankfully the mouse-over tooltip thing tells me what I'm supposed to be looking at. :)
Atleast you can see everything! And that’s odd. I need to double check the translation files. It should be there but I’ll check before uploading 8.2 update.
8.2 done. Late update due to busy weekend. More details in stickied post. Reason why I renamed and moved this mod from Cheats and God items to Gameplay Effects and Changes is because this mod has significant number of sliders now that affect gamesettings. All values set to default. I still recommend editing the json files to match the gamesetting values set by the mods that you are using first, such as combat mods, or stealth mods.
the mcm menu is there alright and organized but there is no text like for example if u go to infinite shouts u can see the check box alright to tick or untick it but the infinite shouts text is missing , no texts at all so its impossible to tell witch perk for what , all text is missing , blank here is link for a pic that shows the issue https://ibb.co/sKX2RSR
Have you both tried re-arranging your load order? Put this mod to the last on your load list? I'm reviewing the files, investigating the fix.
Edit: Could you both please provide your load list as well? I am unable to replicate it. Then again, this is because I am only using a few mods at the moment.
EDIT: I went and downloaded Version 4 and tested that. It works pretty much perfectly, however if I may -- I think you should fix Marksman's Joy so it also works with crossbow bolts. At present it only works with arrows.
While I'm investigating this, could you please post your load order? I'm trying to work out if it is also resulting from the conflicts with this mod.
I'm going to upload a test fix later tonight my time and see if this works for you all. I'm seeing there's a bit of a difference and I want to know if this works. It will be seperate from the main files and marked as optional for you.
As for Markman's Joy, I'll look into it. Will review the coding for it as I think it relies on a different keyword. If the test fix works, I might as well maintain a seperate optional version, while creating a new perks and gamesettings.
Update note: Unable to replicate the bug. Reviewed 4.0 and 5.0. Attempted to change some of the Int on OnPageReset and ReapplyPerkConfiguration. Compiles successfully however it only shows perks, not the sliders that show spell and global sliders. Cannot put in the fix for that. Reviewed the code and came to conclusion that the code is fine as is, so no experimental fix in the optional file.
Could you all please include your load order? I am trying to find out if this is a result from conflicts, because this mod relies on PapyrusUtil and SKSE heavily.
# This file was automatically generated by Mod Organizer. Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Unofficial Skyrim Special Edition Patch.esp PassiveWeaponEnchantmentRecharging.esl FISS.esp RaceCompatibility.esm Deep_Elf_Race.esm SkyUI_SE.esp Proper Aiming.esp RaceMenu.esp RaceMenuPlugin.esp SignatureEquipment.esp FasterSkillLeveling2017.esp HallgarthAdditionalHair.esp SkyTweak.esp Unlimited Sprinting.esp Convenient Horses.esp Lock_Overhaul.esp 10healthperlevel.esp Guard Dialogue Overhaul.esp better vanilla perks.esp Chesko_WearableLantern.esp UIExtensions.esp AddItemMenuSE.esp HelmetToggle.esp ethereal_elven_overhaul.esp ZIA_Complete Pack.esp Immersive Encounters.esp Run For Your Lives.esp Immersive Patrols II.esp Bells of Skyrim.esp Rustic Weathers And Lighting.esp Unleveled_Items.esp DawnguardArsenal.esp CBBE.esp Extended UI.esp Deep_Elf_Nubbin_Mode.esp RaceCompatibilityUSKPOverride.esp Bluthanch.esp cheat room.esp DrSKnapsacks.esp NQS_NamedQuicksaves.esp Experimental_Cheat_Perks.esp Alternate Start - Live Another Life.esp Open Cities Skyrim.esp Bells of Skyrim - OCS Patch.esp Modern Brawl Bug Fix.esp Dawnguard Map Markers.esp
What's really weird though is I had to manually type in Experimental Cheat Perks here because for some reason Mod Organizer didn't save its entry to the load order text file even though it IS actually present in the load order...
Hmm, looking at your load order, could you put the ECP mod to the last in the load order and see if it works? And it's been a while since I've used MO.. but what do the folders structures for Skyrim overrides in your MO look like?
Still trying to replicate the problem. I just nuked my Skyrim installation, and started using Mod Organiser to test to see what was happening. It works fine for me as I am only using a few mods. Try moving ECP up, just right below the .esm?
The code is fine. No problems with it so far, so I'm a bit confused as to what's causing the problem for you guys. @FilthyCasual523 - Don't worry about my question. It seems MO2 loads the mod fine, so nothing to worry about.
Gonna try installing some of the mods you got on your loadlist and see if it affects ECP.
At time of edit: Skyrim.esm Update.esm Dawnguard.esm Dragonborn.esm SkyUI_SE.esp Experimental_cheat_Perks.esp Realm of Lorkhan - Custom Alternate Start - Choose your own adventure.esp
Edit 2: Markman's Joy also includes bolts. I tested both bows and crossbows. I just tested the crossbow. It works. But in order to be able to use it, I'd first drop the bolt, and then pick it up. It will allow the Markman's Joy perk to register the bolt, the same way it will register the arrows, then you're good. Practically, you got unlimited ammo this way..
That's good to know about the crossbow. :) To be honest, the respawning ammo was the primary reason I was looking into this mod since I already have other mods that do everything else I need to get a close-to-my-Oldrim experience -- the respawning ammo just hadn't been done by anyone else yet.
I don't know why 8.0 isn't working for me, but at least 4.0 is, and it still offers what I needed from the mod. :) I'll keep an eye on this page.
That's fine ^_^, everyone has options. This mod was meant for three things: 1. Offer gameplay options, tweak them as desired. 2. Provide unique options such as custom perks that can be modified via sliders 3. Provide the way for mod authors to create their own system via JSONutil as demonstration, like my mod does. I'm working on the last bit now, and will be providing the last update to the MCM system, but JSON system will still be updated.
Do whatever you want. Use only one, or all of them or some. Doesn't matter to me. I just hope it works out well for you.
Right now, I am still investigating as to find out what's really causing the problem because honestly, I do not know nor understand how the texts are missing from the MCM page, as I haven't yet been able to replicate the problem yet. I will have to do further experiments later this weekend to find the solution. I just don't know what's breaking the mod in your system, because the code themselves and the JSON files are fine as is, after nuking Skyrim installation and using MO2 to install the mod.
As for now, I'm working on adding more gameplay options, and I've got 50+ more incoming this weekend when I provide the future update.
Nah, all it does is repackage the files, it's like.. rar in a way for Skyrim. I'm working out the cause for it. But for now, I'm gonna work on adding more game setting, as I've been find which ones to add and which ones not to.
You'll get the same result if I had loose version of 4.0.
My guess is that you were able to see it because you had two menus. One that had sliders and one that toggles, because at that time I did not know how to merge both toggles and sliders into one, so I went with traditional way of making MCM menu just for toggles and have sliders work via JSON.
Now that I have toggles and sliders in the JSON files, making the pages in the MCM menu, there is no need to have two menu systems working if I can only have one. I'll think about making a seperate version just for that. The problem is, it will require much more work, considering how many sliders I have up and running, and more perks I have in my mind to make. I'll work something out. Slowly adding more gameplay settings for later this week to add to JSON.
First off, I am getting the same issue with the $ appearing and no text inside the MCM to see what I am activating.
I did some research and here is what I have found. It is a translation issue. I renamed the PerkMagnifer_ENGLISH.text file to experimental_cheat_perks_english.txt. That cleaned up the main menu of seeing the $ sign. I am still working on figuring out the missing text strings.
EDIT: After messing with it for an hour, I am unable to get the text descriptions to appear. The above will correct the MCM Menu though.
Oh man, it makes it clearer now. I’ll get it fixed in the upcoming 8.1 update. Thank you dude. I am not as experienced with the translation files.
It’ll get rid of $ that’s for sure.
I’m still scratching my head over the missing text issue that is occurring for you. I’m working on 8.1 update and have been rechecking the main scripts and can’t see any issues after testing them. I’ll keep trying and finding out what’s going on.
Thanks man! I’m just working on the update that adds 50+ gamesettings and still investigating the fix for the missing texts. I still don’t know how it is happening, as I’m not able to replicate the problem. I’ll try to release an update later this weekend. Hopefully by then, I’ll have found a fix but I’ll keep everyone updated.
Edit: 8.1 update done. Added fewer than planned due to busy weekend and significant time spent on resolving the problems. Edit: 8.1 was a significant change. New game or clean save game before loading this mode may be needed.
Could you all please advise if you are able to see texts now?
It's been a little it since I have been able to play. Had a hard drive crash. Still getting the $ for where the names of the perks should be. Can not figure out what is causing it. Have your mod at the bottom of the load order.
I haven't been able to find the solutions for the JSONutil page solutions, but for now, I am working on adding the game settings to the mod. (Expanding it slowly. It'll take some time). I am considering whether I want to include it in one page, or make a seperate menu for it.
If anyone has suggestions on how to use JSONutil to make perks go into one page, rather than having their own page, I'm all up for it.
Nah, not abandoned yet. I'm still trying to work out the solutions for the pages. I'm.. admittedly still new to Papyrus and JSONutil.
For now I've been taking a break. When I get back to it, I have some ideas to try to resolve the problem for pages to make it easier to organise everything.
i downloaded BSA and istalled via vortex , MCM not showing at all i am on latest batch 1.5.73 and using latest skse as well , i also cleaned my save and put the mod on the latest load order still MCM not showing the loosefile worked but have a HUGE long list with no explanation what the options do , kinda confusing , it doesnt look at all like the pictures here , anyidea what maybe causing that ? it comes with magnitude options
For the BSA - I'll have to look into it. Will verify when I'm working on next update. Will also fix the descriptions as I have the sliders set to use Min Max descriptions. Will resolve this on the next update.
Pages: Still not compete yet. Working on the options part myself as I have not come up with a solution for JSON file to organise the options into pages, rather than options having their own pages. If you refer to the top-most post, you know this is still being worked on.
118 comments
NOTICE TO USERS OF 8.1 AND PRIOR -- PLEASE UNINSTALL FIRST! BEFORE DOWNLOADING 8.2
Formerly Experimental Cheat Perks, now renamed to Experimental Perks And Game Settings
Rename .esp file to note the change
Re-organised the .json file, updated the translation file and the dds. file due to the renaming of this mod.
Added many gameplay settings and moved some of the existing ones into the relevant pages
Renamed the pages to have game settings be above and perks bottom
--
NOTE 1: Regarding toggles and slider. Perks by themselves, have their own sliders. So we are all good. Perks that have spells in it, you will see it as A Toggle and B Toggle. They are very seperate. I have been unable to fix this. At least both perk toggles and spell sliders are in the same page now.
NOTE 2: I did not add anything or remove anything. I re-organised everything. That's it. It took me a while to find a fix for this, and a help from a user (who does not want to be credited) to resolve this matter. Will slowly add more gamesetting effects and perks if I have new ideas as time goes by now. Will work out which settings to add and which ones to remove.
NOTE 3: I am no longer including .bsa. It is clear to me that from the reports of the users, that it does not work 100%. Going forward, there will only be loose version now due to this. You can make your own .bsa version.
IMPORTANT FOR EXISTING USERS: YOU MAY OR WILL NEED A NEW GAME OR CLEAN SAVE BEFORE YOU LOADED THIS MOD. MAKE SURE YOU HAVE VALUES OF GAMEPLAY EFFECTS TO THE VALUES OF YOUR GAMESETTINGS IF YOU HAVE GAMEPLAY MODS THAT AFFECT YOUR GAMESETTINGS FOR MAXIMUM COMPATILITY. THE REASON FOR THIS IS BECAUSE THE GAMESETTINGS AS SET BY THIS MOD IS SET TO VANILLA VALUE, AS SET BY DEVS AND SHOWN ON CREATION KIT. I RECOMMEND REVIEWING THE SETTINGS VIA TES5EDIT/SSEDIT.
Bug note:
Extra Effect Perk override - Nothing I can do about Extra Effects vanilla perk. How it works is that it SETS the number of perks to 2 regardless of what other perks are used. My mod (Additional Enchants) only ADDs the number of extra effect perk rather than set it. I didn't change or override that perk to allow for maximum compatibility, especially with perk mods. You can always use mods to override this to have Extra Effects ADD only 1 more number of enchantments allowed, rather than SET to two enchantments allowed, or choose not to use Extra Effects. Whatever is up to you.
Further notes below (continued from update 6.0 note):
Unlimited training (Cap to 100) / Steferal - Implemented (99% of where I want it to be at).
Richer Merchants / Steferal - Still work in progress. Need to figure out the best way going forward but I do have an idea of how this will work
Unlimited Sprinting / Rast3rMan - Done. Newly added as of version 6.0 / Big thank you to Deathbane2626 for this suggestion. It works.
Shouting / Rast3rMan - Already included. Was added in version 4.0. You can see it via Will of the Dragonspeaker found in Speechcraft Perks / Speech and Shout Perks.
Explanation about the JSON files -
The purpose of the main json file (PerkMagnifier.json) is to serve a base for the sliders. The sliders are set to their default. When you make changes via Perk Magnitude Adjustment, initially, it'll create your character-specific json file, and you can adjust all the changes you've made. This will ensure the changes you've made to the perk's magnitudes will remain persistent throughout the game, even lasting after the game full restarts.
You can adjust the minimum and maximum of the sliders for the perks via the base json file. I recommend experimenting first though, before you dive deep into the game.
I would have happily credited someone who was helping me with the MCM menu thing, but he requested not to be credited for this. Atleast I know this menu works.
Let me know if you have any requests for this thing or any issues.
Advice for the fellow mod authors and modders.
If you want your modded arrows to work with Marksman's Joy Perk, then make sure your arrows in Creation Kit has a keyword that's called VendorItemArrow. For modders... you can do this via SSEDIT or request the mod author.
Requested Perks:
Unlimited training (Cap to 100) / Steferal - Not sure if that is achievable via perks but I'll see.
Richer Merchants / Steferal - Not sure if it is possible, as per my investigation, it may involve a lot more work,.
Unlimited Sprinting / Rast3rMan - Already been working on it before MCM sliders.
Shouting / Rast3rMan - Already included.
Sliders, when moved, showed NaN.0
And I had everything installed and previously checked.
Edit: I tried to reinstall it as I saw that in PerkmagnifierProfiles there wasn't nothing created. And after trying another time all the text that comes with the sliders has disappeared.
Reason why I renamed and moved this mod from Cheats and God items to Gameplay Effects and Changes is because this mod has significant number of sliders now that affect gamesettings. All values set to default. I still recommend editing the json files to match the gamesetting values set by the mods that you are using first, such as combat mods, or stealth mods.
here is link for a pic that shows the issue
https://ibb.co/sKX2RSR
Edit: Could you both please provide your load list as well? I am unable to replicate it. Then again, this is because I am only using a few mods at the moment.
EDIT: I went and downloaded Version 4 and tested that. It works pretty much perfectly, however if I may -- I think you should fix Marksman's Joy so it also works with crossbow bolts. At present it only works with arrows.
I'm going to upload a test fix later tonight my time and see if this works for you all. I'm seeing there's a bit of a difference and I want to know if this works. It will be seperate from the main files and marked as optional for you.
As for Markman's Joy, I'll look into it. Will review the coding for it as I think it relies on a different keyword. If the test fix works, I might as well maintain a seperate optional version, while creating a new perks and gamesettings.
Update note: Unable to replicate the bug. Reviewed 4.0 and 5.0. Attempted to change some of the Int on OnPageReset and ReapplyPerkConfiguration. Compiles successfully however it only shows perks, not the sliders that show spell and global sliders. Cannot put in the fix for that. Reviewed the code and came to conclusion that the code is fine as is, so no experimental fix in the optional file.
Could you all please include your load order? I am trying to find out if this is a result from conflicts, because this mod relies on PapyrusUtil and SKSE heavily.
# This file was automatically generated by Mod Organizer.
Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Special Edition Patch.esp
PassiveWeaponEnchantmentRecharging.esl
FISS.esp
RaceCompatibility.esm
Deep_Elf_Race.esm
SkyUI_SE.esp
Proper Aiming.esp
RaceMenu.esp
RaceMenuPlugin.esp
SignatureEquipment.esp
FasterSkillLeveling2017.esp
HallgarthAdditionalHair.esp
SkyTweak.esp
Unlimited Sprinting.esp
Convenient Horses.esp
Lock_Overhaul.esp
10healthperlevel.esp
Guard Dialogue Overhaul.esp
better vanilla perks.esp
Chesko_WearableLantern.esp
UIExtensions.esp
AddItemMenuSE.esp
HelmetToggle.esp
ethereal_elven_overhaul.esp
ZIA_Complete Pack.esp
Immersive Encounters.esp
Run For Your Lives.esp
Immersive Patrols II.esp
Bells of Skyrim.esp
Rustic Weathers And Lighting.esp
Unleveled_Items.esp
DawnguardArsenal.esp
CBBE.esp
Extended UI.esp
Deep_Elf_Nubbin_Mode.esp
RaceCompatibilityUSKPOverride.esp
Bluthanch.esp
cheat room.esp
DrSKnapsacks.esp
NQS_NamedQuicksaves.esp
Experimental_Cheat_Perks.esp
Alternate Start - Live Another Life.esp
Open Cities Skyrim.esp
Bells of Skyrim - OCS Patch.esp
Modern Brawl Bug Fix.esp
Dawnguard Map Markers.esp
What's really weird though is I had to manually type in Experimental Cheat Perks here because for some reason Mod Organizer didn't save its entry to the load order text file even though it IS actually present in the load order...
The code is fine. No problems with it so far, so I'm a bit confused as to what's causing the problem for you guys.
@FilthyCasual523 - Don't worry about my question. It seems MO2 loads the mod fine, so nothing to worry about.
Gonna try installing some of the mods you got on your loadlist and see if it affects ECP.
At time of edit:
Skyrim.esm
Update.esm
Dawnguard.esm
Dragonborn.esm
SkyUI_SE.esp
Experimental_cheat_Perks.esp
Realm of Lorkhan - Custom Alternate Start - Choose your own adventure.esp
Edit 2: Markman's Joy also includes bolts. I tested both bows and crossbows. I just tested the crossbow. It works. But in order to be able to use it, I'd first drop the bolt, and then pick it up. It will allow the Markman's Joy perk to register the bolt, the same way it will register the arrows, then you're good. Practically, you got unlimited ammo this way..
I don't know why 8.0 isn't working for me, but at least 4.0 is, and it still offers what I needed from the mod. :) I'll keep an eye on this page.
1. Offer gameplay options, tweak them as desired.
2. Provide unique options such as custom perks that can be modified via sliders
3. Provide the way for mod authors to create their own system via JSONutil as demonstration, like my mod does. I'm working on the last bit now, and will be providing the last update to the MCM system, but JSON system will still be updated.
Do whatever you want. Use only one, or all of them or some. Doesn't matter to me. I just hope it works out well for you.
Right now, I am still investigating as to find out what's really causing the problem because honestly, I do not know nor understand how the texts are missing from the MCM page, as I haven't yet been able to replicate the problem yet. I will have to do further experiments later this weekend to find the solution. I just don't know what's breaking the mod in your system, because the code themselves and the JSON files are fine as is, after nuking Skyrim installation and using MO2 to install the mod.
As for now, I'm working on adding more gameplay options, and I've got 50+ more incoming this weekend when I provide the future update.
You'll get the same result if I had loose version of 4.0.
My guess is that you were able to see it because you had two menus. One that had sliders and one that toggles, because at that time I did not know how to merge both toggles and sliders into one, so I went with traditional way of making MCM menu just for toggles and have sliders work via JSON.
Now that I have toggles and sliders in the JSON files, making the pages in the MCM menu, there is no need to have two menu systems working if I can only have one. I'll think about making a seperate version just for that. The problem is, it will require much more work, considering how many sliders I have up and running, and more perks I have in my mind to make. I'll work something out. Slowly adding more gameplay settings for later this week to add to JSON.
I did some research and here is what I have found. It is a translation issue. I renamed the PerkMagnifer_ENGLISH.text file to experimental_cheat_perks_english.txt. That cleaned up the main menu of seeing the $ sign. I am still working on figuring out the missing text strings.
EDIT: After messing with it for an hour, I am unable to get the text descriptions to appear. The above will correct the MCM Menu though.
It’ll get rid of $ that’s for sure.
I’m still scratching my head over the missing text issue that is occurring for you. I’m working on 8.1 update and have been rechecking the main scripts and can’t see any issues after testing them. I’ll keep trying and finding out what’s going on.
Edit: 8.1 update done. Added fewer than planned due to busy weekend and significant time spent on resolving the problems. Edit: 8.1 was a significant change. New game or clean save game before loading this mode may be needed.
Could you all please advise if you are able to see texts now?
I haven't been able to find the solutions for the JSONutil page solutions, but for now, I am working on adding the game settings to the mod. (Expanding it slowly. It'll take some time). I am considering whether I want to include it in one page, or make a seperate menu for it.
If anyone has suggestions on how to use JSONutil to make perks go into one page, rather than having their own page, I'm all up for it.
Will be adding future new perks and gamesettings in the near future.
For now I've been taking a break. When I get back to it, I have some ideas to try to resolve the problem for pages to make it easier to organise everything.
i am on latest batch 1.5.73 and using latest skse as well , i also cleaned my save and put the mod on the latest load order still MCM not showing
the loosefile worked but have a HUGE long list with no explanation what the options do , kinda confusing , it doesnt look at all like the pictures here , anyidea what maybe causing that ? it comes with magnitude options
Pages: Still not compete yet. Working on the options part myself as I have not come up with a solution for JSON file to organise the options into pages, rather than options having their own pages. If you refer to the top-most post, you know this is still being worked on.