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More MCM stuff

diziet

Active Member
Messages
541
I'm kind of getting the hang of the basic config.json stuff, and also learning that the wiki for MCM is very inadequate:)
For example the changelog on the site says:
changelog ui v2
...snip....
add plugin requirements for pages, show/hide page if missing reqs, optional show message if missing reqs
........
but I have no idea what the syntax for any of this is, I tried using the 'pluginrequirements' key that works with 'content' for a page and on selecting that page there is a warning triangle saying the plugin is not present, but I don't know if that is what is meant by the changelog or how to do the rest.

can anyone enlighten me, or point to uptodate documentation!

diziet
 
the wiki for MCM is very inadequate
Understatement of the month! I started working on my first MCM menu from scratch yesterday. Guh! json....... I guess we should be happy there is a wiki at all. I'm dreading creating a mod page on Nexus...

Anyway, I too was wondering what pluginrequirements actually did. Do I need to list my mod as a requirement. Is there a way to define F4SE plugins as requirements?

Looking at WSFW config.json, the key isn't used. I haven't read the SS2 config.json yet, but I do know the MCM menu still shows when SS2 is uninstalled and has the "warning triangle saying the plugin is not present"

This is on my list of crap to play with today. If I find anything noteworthy, I'll try to remember to post it. ;)
 
According to the SS2 config.json:
"pluginRequirements": ["SS2.esm", "WorkshopFramework.esm"],
It shows as this with WSFW installed and SS2 missing:
20220219055105_1.jpg
So I loaded a new game with WSFW removed as well:
20220219061302_1.jpg
So, it seems to be the default behavior.

I think the secret may be in the display conditions:
The question becomes "how do you set the condition based on PluginRequirements?"
HiddenSwitcher? Maybe?
 
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Understatement of the month! I started working on my first MCM menu from scratch yesterday. Guh! json....... I guess we should be happy there is a wiki at all. I'm dreading creating a mod page on Nexus...

Anyway, I too was wondering what pluginrequirements actually did. Do I need to list my mod as a requirement. Is there a way to define F4SE plugins as requirements?

Looking at WSFW config.json, the key isn't used. I haven't read the SS2 config.json yet, but I do know the MCM menu still shows when SS2 is uninstalled and has the "warning triangle saying the plugin is not present"

This is on my list of crap to play with today. If I find anything noteworthy, I'll try to remember to post it. ;)
Be glad it's not XML. Though I wonder if that's actually worse sometimes. Anyway, The simple answer to your question is no.

I'm fairly sure there's no method of detecting and setting conditions reflecting an F4SE dll plugin being loaded. Having written some myself, there's no method for anything to know if the dll is loaded or not. At least not without having some facility in the dll to poll against. For example if the dll implemented a papyrus extension. Then you could have papyrus code try to run that and get a result back. If it fails then that would mean either the dll isn't loaded, or the stub script defining the dll papyrus function is missing. Not a perfect method. But the closest I could think of. That still requires that you be the author of said F4SE plugin, or be able to convince the author of it to implement something.

But that still brings us back to the issue at hand. Getting MCM to reflect that. I'm not real familiar with MCM myself, but I'm fairly sure that you can have it either run a function as a condition check, or check a global variable. The global variable could be something that gets set via an on game loaded event. It's not anywhere near as elegant and foolproof as the build in plugin es? check that MCM has. That's easy since the game keeps a table of all the loaded files from startup.
 
Concerning MCM: The mod's author has Hidden the mod due to Nexus donating money to the Red Cross to help with relief efforts. User did not agree with this, so blocked their mods from view
 
Concerning MCM: The mod's author has Hidden the mod due to Nexus donating money to the Red Cross to help with relief efforts. User did not agree with this, so blocked their mods from view
Yeah to bad, I believe the creator it from the Russian Federation, The only thing that I can say about this is that the creator has the rights to withdraw or put his/her mod on hidden when he or she wants it for whatever reason. I wish it would be otherwise and to bad he or she can also be seen as a victim of the political/dictatorial aspirations of the political leadership.
 
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