
This guide covers several topics that were not yet covered in the.For details on the referenced functions, see the.Script InitializationOnConfigInitNormally, when working with arrays or other variables that cannot be initialized immediately at the point of declaration, you have to put initialization code in OnInit.For your config menu, however, you should rather use the OnConfigInit event we provide and avoid OnInit.If that's not possible and you have to use OnInit for some reason, make sure to call parent.OnInit the original event handler of SKIConfigBase is not skipped. String myArray; WRONGevent OnInitmyArray= new myArray5.endEvent; Meh. Avoid using OnInitevent OnInitparent.OnInitmyArray= new myArray5.endEvent; OKevent OnConfigInitmyArray= new myArray5.endEventThe reason you should avoid OnInit is that config menus should be designed so that MCM (which is part of SkyUI) can be removed at any time and added again later. If that happens, the variables of your script will be reset, BUT OnInit won't be called again. This may leave some of variables uninitialized.

A gameplay save can become corrupted by improperly uninstalling/disabling a mod, simply removing a mod, changing the load order slightly or drastically or a variety of possible reasons. Changing your load order and uninstalling, disabling and installing mods mid-game can cause a game to be corrupted. If i change the Metadata in LOOT i cant from a load order because of cyclic. More) to register are mods loaded before SkyUI in my load order. You really should be running the Unofficial Skyrim Legendary Edition Patch.
Where Should Skyui Be In Load Order On Mac
OnConfigInit doesn't have this problem.OnGameReloadThere are certain settings you might want to apply after each game reload, for example scripted INI changes or other modifications that persist in memory.To do this, extend OnGameReload of SKIConfigBase. Be aware that this is not part of the base API, so you'll be responsible for calling parent.OnGameReload. Not doing that will break the menu. Event OnGameReloadparent.OnGameReload; Don't forget to call the parent!Utility.SetINIFloat('someSetting', someValue)endEventPagesIf your config menu contains a lot of options, you might want to consider diving them into several categories. Or, even if all options would fit into a single page, it might still be a good idea to separate general from advanced settings.For this purpose config menus support multiple pages. Setting them up is straightforward.Page namesDefine your page names by setting the Pages property of your config menu.
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You can either do that in the Creation Kit property editor, just like you set ModName, or you can do it in the OnConfigInit event of your script. An example for the scripted variant: event OnConfigInitPages = new string2Pages0 = 'Page 1'Pages1 = 'Page 2'endEventNow, whenever your config menu is active, the list of pages will be shown below the mod name.Page contentIn general, setting up options for multiple pages works exactly the same as using a single page; you add them in OnPageReset.
The only difference is that you check the page parameter when deciding which options to add: event OnPageReset(string page)if (page 'Page 1'); Add page 1 optionselseIf (page 'Page 2'); Add page 2 optionsendIfendEventBy default, after selecting your mod from the main list, no page is active and the page parameter is is '. Since we didn't handle this case in our example, the option list will be blank until the user has chosen a page. On way to fill that void is adding a custom logo of your mod. For further details on this topic, see Loading custom content.Pages and other eventsSince each option ID is unique, for all the other events it won't matter which option a page is on.