[Announce] HARDCORE Graphics Options Menu MOD

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So it CAN be any name! (unless I misunderstood)

Btw, about the "True/False" values... if you didn't figure out yet.

Have you tried using - displayType="TOOGLE"

Here is an example custom var that I use in my HUD Killer mod which alters the hud.xml.

<Var id="InteractionsModule" displayName="Interactions" displayType="TOGGLE" tags="customNames;customDisplayName"/>

InteractionsModule is a bool, and works as intended.

jeah xml like this example V.V







i will look into toggle values thx for that...

And here HARDCORE low Tex edit via MOD for low spec PCs

 

Guest 2364765

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i will look into toggle values thx for that...
Toggle values work just fine, as long as you're editing variable within proper group (like Rendering, Visuals, etc).
If you wish to edit toggle from different group, then i think there's no way to use toggle with those, you have to use options type and just have 0 as false and 1 as true (booleans use true/false instead of 0 and 1).

---------- Updated at 12:16 AM ----------

i will look into toggle values thx for that...
Toggle values work just fine, as long as you're editing variable within proper group (like Rendering, Visuals, etc).
If you wish to edit toggle from different group, then i think there's no way to use toggle with those, you have to use options type and just have 0 as false and 1 as true (booleans use true/false instead of 0 and 1).
 
Toggle values work just fine, as long as you're editing variable within proper group (like Rendering, Visuals, etc).
If you wish to edit toggle from different group, then i think there's no way to use toggle with those, you have to use options type and just have 0 as false and 1 as true (booleans use true/false instead of 0 and 1).

You're right skacikpl.

It won't work with a custom Group Id.
 
Jeah its just for tweakers and modder to look what ingamesettings actually do and compare them without restarting the game :eek:
So for lowspecPC gamers they can reduce the quality further..(look pic above no grass or trees^^)
and the highspecPC gamers can tweak the graphics to the max for best experience...
Unfortunately only user.settings and input.settings can be edited by this...
would be epic if there was a way to edit other values :|
It's an awesome mod nonetheless! Thank you for making it!
 

Guest 2364765

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VERY BIG THX to @KNGRSM for the PANEL_ hint :D

now its PERFECT^^
Wait what, how exactly?

I wonder whether this would also work on removing localization keys from option names, so i could use anything i want as display name without having # in front of it.
 
Wait what, how exactly?

I wonder whether this would also work on removing localization keys from option names, so i could use anything i want as display name without having # in front of it.

hu? ## is already long time solved^^ as i said now its perfect havent you seen recent pics?^^
 
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hu? ## is already long time solved^^ as i said now its perfect havent you seen recent pics?^^

Thats perfect man!

Now... The how?! :D

BTW... About the "#" thing, setting that value to false in the localization.ini, found a side effect when you "softlock" a Foglet, for example, it shows above its head sometimes "NO_STRING........something"

Don't know if that only happens with the Foglets but it's there...
 
Thats perfect man!

Now... The how?! :D

BTW... About the "#" thing, setting that value to false in the localization.ini, found a side effect when you "softlock" a Foglet, for example, it shows above its head sometimes "NO_STRING........something"

Don't know if that only happens with the Foglets but it's there...

Yes this happens with other monsters too but i think i found a solution in script :D
 
Don't know if this has been done so far or not, but I too, did some experimenting with all of this and here is the result:




Conclusion:

You can not only edit existing config variables but also have some nice control over your own script(s) variables!

The best thing is, you can create a custom XML and it will work (thanks for the examples MarvelMaster), so that's great... for compatibility issues with other mods who might wanna do this (I'm pretty sure everyone will do this eventually for their mods)


@skacikpl: I think this would be a great way of selecting and applying custom appearances!
 

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Though how exactly do you access .ws from menu .xml file?
 
Though how exactly do you access .ws from menu .xml file?


CInGameConfigWrapper



just define as:

var ingameConfigWrapper : CInGameConfigWrapper;

then I created an array in the script, containing all the environment definitions like so:

environmentDefinitions.PushBack("environment\definitions\cutscenes_definition\cutscen_definition_global.env");
environmentDefinitions.PushBack("environment\definitions\env_skellige\env_pbr_skellige_v7_tm_fog_sky_b_tm_exp.env");

then I get the Value from the XML (KNGMenu) from Group EnvironmentDefinition



selectEnvironmentId = StringToInt (inGameConfigWrapper.GetVarValue('KNGMenu', 'EnvironmentDefinition'));

then I declare the selected environment from the array:
environment = ( CEnvironmentDefinition )LoadResource( environmentDefinitions[selectEnvironmentId], true );

So if you choose CSLM it's value is 0 which is the first array entry, which is:

environmentDefinitions.PushBack("environment\definitions\cutscenes_definition\cutscen_definition_global.env");



Also, currently I "reload" settings from the Options Menu by pressing F3 or any other key that you rebind in user.input.

Although I'm pretty sure you might be able to just reload settings once you leave the mainmenu, maybe checking for condition: theGame.IsPaused() ? I don't know.

I pretty much choose the simplest solution last night to test the menu, which was just binding a key to read selected values from the menu in the script and then applying them by pressing F3.
 

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@KNGRSM Genius!

The best thing is that no custom menu will conflict codes with each other! No merge will be needed.
 
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Guest 2364765

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@KNGRSM Genius!

The best thing is that no custom menu will conflict codes with each other! No merge will be needed.
That's not entirely true, it just depends on how complex your mod is.
Doing anything more complex still requires you to use existing classes in order to access stuff like timers.

This just simplifies end-user access for mods that have lots of configurable variables.
 
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