After returning to skyrim it was time to update my mods and give them a MCM menu..
following the quickguide https://github.com/schlangster/skyui/wiki/MCM-Quickstart I stumbled by not able to see my page when at the point when the guide states my MCM page should be visible.
- downloaded and installed the SkyUI SDK 4.1 ( same version as my SkyUI )
- made new quest ( run on startup )
- made new script extending SKI_ConfigBase
- added string property ModName and entered my mod name as a value
- added PlayerAlias under Quest Aliases like shown in the guide ( For Fill Type, select the player reference (Specific Reference, Cell any, Ref PlayerRef ) )
- Added script to the PlayerAlias ( SKI_PlayerLoadGameAlias ) .. same way as in this http://i.imgur.com/2LHw0.png
- compiled quest script
- attached quest script to quest
- saved esp
no MCM page for my mod..
The script itself
SpoilerScriptname dyReanimateQSmcm extends SKI_ConfigBase
; OIDs
int aOID
int bOID
; Toggle states
bool aVal = false;
bool bVal = true;
event OnPageReset(string page)
AddHeaderOption('Group 1')
aOID = AddToggleOption('A', aVal)
bOID = AddToggleOption('B', bVal)
endEvent
event OnOptionSelect(int option)
if (option aOID)
; .. handle A select
elseIf (option bOID)
; .. handle B select
endIf
endEvent
; OIDs
int aOID
int bOID
; Toggle states
bool aVal = false;
bool bVal = true;
event OnPageReset(string page)
AddHeaderOption('Group 1')
aOID = AddToggleOption('A', aVal)
bOID = AddToggleOption('B', bVal)
endEvent
event OnOptionSelect(int option)
if (option aOID)
; .. handle A select
elseIf (option bOID)
; .. handle B select
endIf
endEvent
I oblivionsly did something wrong.
< User:EssArrBee
|
MCM Settings for Fear and Loathing in New Vegas
Mods like Project Nevada have many options that can affect the game play of Fallout New Vegas. This is good for users since they can customize these options through the MCM menu. Anything not listed below is left at default.
Personally, these are my preferred settings and many users may want to tweak them from what I recommend to fit their own playthrough and style. I like having a lot of HUD elements that pop up and give lots of info. I tend to wear helmets from Ranger Combat Armor or Powered Armor, so I like to imagine it has lots of projected elements. If you are doing a different type of playthrough then the best place stop lots of HUD elements from showing up is with the Extra HUD and Immersive HUD MCM menus.
The Project Nevada menus will make the game harder in some areas and a bit easier in others. I make the helmet vision mods drain energy cells slower, but the Experimental Detection AI is turned on to make the game a bit harder. Overall, it makes the game a little harder especially with regards to spawning loot. There is many mods that add in new loot to the game and reducing the spawn rate is absolutely necessary or the game becomes way to easy.
Notice: This is incomplete and will be added to very soon. |
The following will be listed in the order that the menus should be listed in the MCM.
Advanced Recon
- Basic
- FORCE HUD icons visible whilst in MCM - Tick Check box
- Use Move HUD icons to move the HUD icons around the screen
- (Optional) Set up preferred hotkeys
- Advanced
- Leave default settings
PN Core
- Features
- Make sure every check box is ticked
- Settings
- Hotkeys
- (Optional) Set up preferred hotkeys
- Quick Select
- (Optional) Set up preferred throw weapon hotkeys
- Advanced
- (Optional) Set up preferred advanced settings
- Hotkeys
PN Rebalance
- Character
- Leveling
- Experience Gain - 100% to 75%
- Perk Selection - 2 Perks Per Level to 1 Perk Per Level (With all the difficulty increases and More Perks mod, 1 per level will not unbalance the game)
- Combat XP - 100% to 90%
- Map Discovery - 100% to 70%
- Speech - 100% to 80%
- Hack/Lockpick - 100% to 80%
- Action Points
- Leave default settings
- Carry Weight
- Base Value - 25 to 50
- Throwing Range
- Leave default settings
- T.A.G.
- Leave default settings
- Leveling
- Damage + Combat
- Hit Points
- NPC Endurance Multiplier - 7 to 10
- Player Level Multiplier - 0 to 1
- NPC Level Multiplier - 0 to 1
- Damage Threshold
- Minimum Damage - 25% to 30%
- Damage
- Skill Damage Influence - 20% to 35%
- Environmental Hazards
- Leave default settings
- Explosions
- Leave default settings
- Auto Aim
- Leave default settings
- Weapon Condition
- Maximum Damage Penalty - 20% to 30%
- Hit Points
- Stealth + Movement
- Movement Speed
- Leave Default settings
- Stealth
- Sneak Profile - Vanilla to Harder
- Experimental Detection AI - No to Yes
- These two settings may need to be returned to their normal value to complete the Old World Blues X-13 tests.
- Movement Speed
- Loot Rarity
- Food
- Spawn Chance, Very Common - 37% to 25%
- Spawn Chance, Common - 37% to 20%
- Spawn Chance, Rare - 27% to 15%
- Spawn Chance, Very Rare - 17% to 10%
- Ammo
- Spawn Chance, Very Common - 100% to 35%
- Spawn Chance, Common - 25% to 25%
- Spawn Chance, Rare - 50% to 15%
- Spawn Chance, Very Rare - 75% to 5%
- Chems
- Spawn Chance, Very Common - 35% to 25%
- Spawn Chance, Common - 29% to 18%
- Spawn Chance, Rare - 21% to 11%
- Spawn Chance, Very Rare - 12% to 5%
- Misc
- Spawn Chance, Very Common - 90% to 40%
- Spawn Chance, Common - 56% to 30%
- Spawn Chance, Rare - 28% to 20%
- Spawn Chance, Very Rare - 17% to 10%
- Food
- Miscellaneous
- Primary Needs
- Hunger Increase - 216 per day to 383 per day
- Thirst Increase - 432 per day to 501 per day
- Timescale - 20 to 15
- Sleep Increase - 216 per day to 334 per day
- HUD
- Karma Messages - Yes to No
- Sneak indicator - Vanilla to Discreet
- Gore
- Dismember Chance - 30% to 18%
- Explode Chance - 45% to 20%
- Repair
- Leave default settings
- Death Physics
- Force Multiplier - 0.50 to 0.60
- Economy
- Barter - Fair Deal to Rough Traders (may not show in menu)
- World
- Allow Fast Travel - Yes to No (If time is not a problem)
- Primary Needs
JIP S-F
- HUD Indicator Settings
- Indicator Type - Option #1 to Option #2
- Everything else can be left to its default setting, except Adjust Display Properties, which is used to move the HUD icon around the screen.
PN Extra Options
- Core
- Bullet Time
- Action Point Drain - 24 to 20
- Sprint
- Action Point Drain - 25 to 20
- Vision Modes
- EM Vision Energy Drain - 6 to 3
- Heat Vision Energy Drain - 4 to 2
- Explosive Entry
- Item Destruction - Untick check box
- Use Explosive Skill - Untick check box
- Bullet Time
- Cyberware
- Surgery Options
- Time Hours - 0 to 8
- Base Cost - 500 to 1000
- Bullet Time
- V.A.T.S. Implant Bonus - Tick check box
- Surgery Options
- Equipment
- 404 - File Not Found
- That is not an error, it is an easter egg put there by the author
- 404 - File Not Found
- Presets
- Leave Default settings
- Unfound Loot
- Leave Default settings
Adjustable HUD
- Force HUD visible in MCM - Tick Check box
- Bracket: Compass - Untick check box
- Bracket: CND & Ammo - Untick check box
- Bracket: Radiation Meter - Untick check box
- Use the rest of the options to move the HUD icons around the screen.
Extra HUD
- General
- Show primary needs as - Absolute Values to Percentages or Meters/Bars
- The Meters/Bars look better for a power armor playthrough.
- Show primary needs as - Absolute Values to Percentages or Meters/Bars
- Show/Move
- Show Clock - Tick Check box
- Show Combat Stats - Tick Check box
- Show Resists - Tick Check box
- Show Encumbrance - Tick Check box
- Show Hardcore Needs - Tick Check box
- Show Rads - Tick Check box
- Show Fatigue - Untick Check box
Immersive HUD
- General
- iHUD controlled Sneak Meter - On to Off
- Hitpoints
- Activate with right mouse - Tick Check box
- Activate when health drops to - 50% to 65%
- Fade away - 6 seconds to 10 seconds
- Compass
- Activate on combat - Tick Check box
- Activate with right mouse - Tick Check box
- Fade away - 12 seconds to 20 seconds
- Action Points
- Activate when weapon out - Tick Check box
- Activate with right mouse - Tick Check box
- Ammo & CND
- Activate on combat - Tick Check box
- Activate with right mouse - Tick Check box
- Fade away - 2 seconds to 4 seconds
iHUD: Extra HUD
- Hardcore Needs
- Clock
- Combat
- Resists
- Encumbrance
- Rads
- Fatigue
- For all sections: Activate with right mouse - Tick Check box
iHUD: Other Mods
- Project Nevada: General
- Activate on combat - Tick Check box
- Project Nevada: Crosshair
- Activate when weapon out - Tick Check box
- Advanced Recon
- Activate with right mouse - Tick Check box
WMX - Weapon Mods Expanded
- WMX Notes in Pip-Boy - Untick Check box
- WMX Unistall Menu in Pip-Boy - Untick Check box
Weapon Wheel
- Set Minimum Clip Count to the minimum clips off ammo needed to include a weapon while using the weapon wheel
- For Scrolling Mode - Weapon List tick all the check boxes for preferred weapon types that should be accessible from the weapon wheel
- Set up any other preferred hotkeys.
JIP RWO
- Heat Gauge Settings
- Adjust Display Properties - Use to move HUD icon around the screen
CASM
- General Settings
- Set up based on preferred save total and format
- Autosave Conditions
- Set up based on preferred in game conditions to make a save
- Autosave Events
- Set up preferred type of save to make or not make based on in game event
Ragdolls
- Enable Havok Bouncer - Tick Check box
JIP CC&C
- Controls
- Set up preferred hotkeys
- Interface
- Companions Bar Visibility - Set to Selection Mode/Combat
- Use Companions Bar Properties to move the companion bar around the screen
- Use Commands Bar Properties to move the command bar around the screen
- Optional
- Unlimited Companions - Tick Check box
- Anti-Overlap - Tick Check box
The Weapon Mod Menu
- All Weapon Mod Visible - Tick Check box
Flashlight Settings
- Color - Neutral is best for vanilla lighting, but a different option may be needed for ENB users
- Quality - Set to Dynamic
- Interior - Set to Medium
- Exterior - Set to High
- Intensity - Set to Dynamic
- Interior - Set to Near
- Exterior - Set to Far
- Battery Use - Set to Enabled
- Icon Position - Moves the battery icon around, but 16,16 is usually the proper position
- Icon Origin - Moves the battery icon to different positions based on left, right, center and top, middle, bottom
- Toggle Button - Set to Custom key
- Set up preferred hotkey
Retrieved from 'https://wiki.step-project.com/index.php?title=User:EssArrBee/Fear_and_Loathing_MCM_Settings&oldid=66742'
Nexus requirements
Mod name | Notes |
---|---|
JIP LN NVSE Plugin | |
The Mod Configuration Menu |
Mods requiring this file
Mod name | Notes |
---|---|
Beast of Burden - FNV Weight Overhaul | You can use this mod as an alternative to the normal MCM. It's the same thing, but it also comes with an excellent autosave feature. |
Credits and distribution permission
- Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permissionYou are not allowed to upload this file to other sites under any circumstances
- Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
- Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
- Asset use permissionYou are allowed to use the assets in this file without permission or crediting me
- Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Mcm Not Showing Up Skyrim
Author notes
The above conditions are met if you credit Cipscis as the original creator of the scripts, not me. All permission requests go through him, all feature requests to this version go to me.
File credits
Cipscis for creating CASM
The NVSE team
Pelinor for MCM
The NVSE team
Pelinor for MCM
Donation Points system
This mod is opted-in to receive Donation Points
Version 1.9
- Fixed autosave stutter
- Fixed autosave incremental counter
- Optimized scripts
- Fixed MCM mouse over text
- Removed MCM quest stage and replaced with UDF
- Fixed startup and game load insta-save bug
- Removed debug messages
Version 1.8
- - Fixed trying to save the game on a new game when it's disabled
- Fixed trying to save the game when a script package is on the player
- Fixed timer countdown running twice in each frame
- Fixed minimum health check
- Autosave timer and cooldown is now reset after any save takes place
- Autosave timer only runs when in main game mode
- Setting Autosave frequency to 0 will disable it
- Settings are now saved automatically when changing them in the MCM menu
- - Fixed trying to save the game on a new game when it's disabled
Version 1.7
- Fixed minimum health percentage slider in MCM menu
- Optimized script (hopefully fixes stuttering)
- Added illegal character filtering for filenames
Version 1.6
- Fixed Lutana version detection bug. Thanks to RoyBatterian
Version
- CASM:NV 1.0.0 - 7th November 2010
- Initial release
- Compiled with NVSE v1.0 beta 1
CASM:NV 1.0.1 - 7th November 2010
- Save interval menu now functions as expected
- Quicksaving message now works
CASM:NV 1.0.2 - 7th November 2010
- Autosaving now works
CASM:NV 1.0.2b - 10th November 2010
- Compiled with NVSE 1.0 beta 4 to support New Vegas' 1.2.0.285 patch
Version 1.10
- Fixed the issue with the autosaves. Had forgotten to uncomment the timers in the script.
Version 1.11
- Removed the constant console output.
Version 1.50
- Added multiple new options for when to create saves
- Made console output optional
- Added ability to save and load an INI file
- Added two new save types
Version 1.51
- Fixed bug in the MCM script that kept the menu from showing up. Whoops.
Version 1.52
- Fixed issue with co-save bloat due to incorrect string destruction
- Now loads settings on game start (also across saves)
- Fixed mouse over text in MCM menu
Version 1.53
- Fixed Default settings when no INI present
Version 1.54
- Fixed Default minimum health percent to 20 instead of 0.2
- Removed non-standard data NXMM added to the fomod script which prevented it from working in FOMM
- CASM:NV 1.0.0 - 7th November 2010
So I got myself a copy of fallout new vegas to play. Everything goes fine except mods. I use the Nexus Mod Manager and have followed every single step on how to download and install mods. So my problem is that everything goes fine, the NMM installs the mod but at the moment of running the game it is still vanilla. I have already checked if the .esp mod files are selected, they are installed, everything seems to be functioning correctly. Yet they won't appear in game.
¿How can I fix that?
DannyDanny
1 Answer
Xpmsse Not Showing In Mcm
You don't use NMM, it's garbage. NMM causes a lot of problems and I wasted countless hours before I finally realized I needed to switch to MO. Use MO or FOMM instead. Basically, for any game that uses mods, you want to use something besides NMM, usually MO or MO2. For using Fallout New Vegas with mods, make sure you are launching through NVSE, not the Steam library, and have all the proper patches like YUP or FOOK, anti-crash mods like NVAC, and UIO - User Interface Organizer, The Mod Configuration Menu, The Weapon Mod Menu, and a HUD mod like One Hud - oHUD first, before you install any other mods.
BlazeBlaze
Not the answer you're looking for? Browse other questions tagged technical-issuesmodsfallout-new-vegas or ask your own question.
Forums:Index > Fallout: New Vegas gameplay help > Old world Blues traits are not showing up. Any help?
The iconic discount code 10. I am looking for assistance on Old World Blues Traits. All the traits the wiki reports are there are not there for the PS3. I am looking for the hoarder trait when I level up. 71.207.120.106 01:04, September 7, 2011 (UTC)
The Old World Blues traits are only obtainable through any of 3 ways. 1) When you start a new character, the new traits will be there for optimal selection. 2) When you leave Goodsprings for the first time. You can deselect original traits and select 1 or 2 of them. Or. 3) Find the upgrade/module for the Auto-Doc that allows you to change your traits. If that's not the problem, then I'm not sure what you can do. Maybe use console commands? --Tag! 07:15, September 7, 2011 (UTC)
Retrieved from 'https://fallout.gamepedia.com/index.php?title=Forum:Old_world_Blues_traits_are_not_showing_up._Any_help%3F&oldid=1355922'