Mod Configuration Menu

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Author: Kyne's Peace

Last revision: 13 May at 08:29 UTC

File size: 9.04 MB

On Steam Workshop

Description:

A simple Mod Configuration Menu, in which authors can expose their own mod’s settings for the players so that they can change them and customize the game to their liking. This is but a framework. On its own, it does nothing, but mod authors can use it to add settings to their mods. Support for custom keybinds! No longer we need to edit Engine.ini for simple settings.

FEATURES:

  • Framework for mod authors. Mod Configuration Menu allows mod makers to easily expose and set up settings for their mods (blueprint aimed) with the objective that mod users can easily change the settings and customize their own gameplay.
  • Exposed variables and custom keybinds. Mod authors will be able to expose floats, ints, bools, strings and transforms to a menu that allows the end user to edit these, with the mod author’s mod loading the customized variables back in automatically. Even custom keybinds are possible. There is also the ability to create combo boxes for multiple option choices.
  • Easy to set up. All the mod author has to do is define which variables will be exposed to MCM, choose display names and default values.
  • Quick return to default values. If mod users change things too much and wish to go back to the mod’s default values, they can do so, mod by mod, with just one button.
  • Unified mod menu. Every mod that implements MCM’s way of exposing the variables is automatically listed in the MCM. The list is dynamic, this means that if a mod user uninstalls a mod that implemented MCM, the mod will be removed from the list.
  • No hard requirements. Mod authors can implement MCM in their mod, but it will not be 100% required to run. Mod authors are still able to set up settings through Engine.ini if so they wish whiles having MCM as a secondary option. MCM is merely a way to make things easier for the final user.
  • Fully customizable. Mod authors can define categories of their settings, and the settings will be listed according to their category. Categories each have an image that can also be customized too. The mod’s header on itself can also have an image that can be customized. Mod author’s name can appear in the MCM too. Mod makers can write tooltip text to explain what the setting does, this tooltip appears on hover.
  • Full guide for setting up. A guide was made to help mod authors implement MCM into their own mods, including two different mod examples. Mod authors will need to download a base MCM mod so the packaging process succeeds.
  • Real time changes. All changes done in MCM are done in real time, this means that most settings may not require a restart of the game.
  • Greatly useful in testing environments. MCM features buttons on the UI that are a very quick way of testing.
  • Possible to use with a controller. It has gamepad mode and keyboard mode. Although swapping to either mid setting features will reopen the menus. To change strings, users are required to use mouse and keyboard.

KNOWN ISSUES:

  • Keybinds do not return to default. At this moment I can’t find a feasible way for this to be done given the way custom keybinds can be implemented.
  • For gamepad users, strings require to switch to mouse+keyboard mode. At this moment the way the game handles input is really annoying to have into account all the combinations and things that could happen. Setting up modes is the easiest way to handle this.
  • Gamepad users MAY find that the mouse cursor in gamepad mode is stuck. You may need to plug in a mouse for it to move (even if you will continue using gamepad mode). Not confirmed this happens in the mod, but I do not have an Xbox to test this.
  • UI sometimes reopens when opening it for the first time or changing gamepad mode. This is intended! When you first open the UI the mod searches for your input mode (keyboard/gamepad), and will reopen straight away when it finds one of the input modes. If you swap input mode mid changing settings, the mod will always try to reopen the UI to the one that fits your input mode.
  • No localization yet, don’t expect it until GSC adds localization to Zone Kit directly, I am not going to bother with doing much with that.

FAQ:
How do I open the MCM?
Press B. That is the default key. Later on in the menu you can change it yourself to whatever you want.

New Game Required?
Nope.

I am a mod author, how do I add settings for my mod in MCM?
I have made a small guide that you can follow here: https://www.notion.so/STALKER-2-Mod-Configuration-Menu-6349b3bade3c82bd90a5812d4eb79cce Please do check the MCM Example Mod, it has a lot of information.

Help! Something broke!! I don’t know how to fix it!!
In the menu, press the button "Delete Settings", then restart your game. OR, go to C:UsersYOURUSERAppDataLocalStalker2SavedSaveGames and delete MCM_Settings.sav.

COMPATIBILITY:
Should be compatible with everything and with future updates.
You may open the menu by pressing B. This keybind can be changed inside the menu itself!

CREDITS:

  • Kyne’s Peace/ZunaSW: Art and coding
  • Raven Ascendant and Anomaly MCM authors: For the inspiration, this mod is heavily based on Anomaly’s mod MCM
  • GSC Game World: For letting me be part of the Zone Kit beta and honestly doing so much for modders.

I do not allow the contents of this mod nor this mod to be uploaded anywhere else nor by other people other than myself. The usage of this mod’s contents in custom modpacks that are done outside of collections in Steam, Nexus or Mod.IO is not allowed unless explicit permission is given by myself. This is a framework, and as such, you may use it as requirement for your mods, but you may not pack it with your own mod.

[ko-fi.com]