Template talk:Menus

Revision as of 16:16, 25 February 2018 by imported>Qazaaq (Formatted the talk page as described here https://www.mediawiki.org/wiki/Help:Talk_pages)

Removed Menus

At shad0wshayd3, would you explain the reasoning behind removing some of the menus from the menu list? You listed your reason as "Removed menus that respond False to UI.IsMenuRegistered." but Im not sure what that means. This information came from bethesda staff originally so I am more protective of it than information added by normal users. We really want to avoid the destruction of information on the wiki. Scrivener07 (talk) 2018-02-24T08:02:55 (EST)

Scrivener07, I loaded a save and ran the following for each menu in the list, and any of them that returned False were removed.
Debug.Trace("MenuName: ", UI.IsMenuRegistered("MenuName"))
In most cases these menus existed in Skyrim. GiftMenu, InventoryMenu, MagicMenu, QuantityMenu, and StatsMenu were all in Skyrim, but aren't in Fallout 4, either due to being replaced, or having their function moved. InventoryMenu was replaced by PipboyMenu for instance, while QuantityMenu was built into ContainerMenu and PipboyMenu. GiftMenu and MagicMenu don't have a place in Fallout 4, the only time I know of GiftMenu even being used in Skyrim was in Riverwood at the beginning of the game, otherwise most things just used ContainerMenu, while Magic obviously wouldn't have a Menu in Fallout 4. StatsMenu then is the Menu that holds Game Stats, like Enemies Killed or the Player's current bounty, which is just a Pipboy Tab in Fallout 4, not a seperate menu. That only leaves BSOverlayMenu, CompanionMenu, DebugTextMenu, and SWFLoaderMenu. Of those 4, only SWFLoaderMenu has a flash file to speak of in Data\Interface. I assume DebugText and BSOverlay were used during development, since there are plenty of console commands referring to Overlays that don't do anything in the retail version, while CompanionMenu was liked just merged into DialogueMenu, and the HUD for its function. SWFLoaderMenu does exist, but it doesn't seem to be used during normal gameplay, and as such isn't registered. It might be worth keeping it on the list because it does have a file shipped with the game, but it isn't like it's going to be used in the majority of script functions anyway. .shad0wshayd3 (talk) 2018-02-24T16:36:03 (EST)
It's all legacy stuff carried over from each of their games, and it's not uncommon that they use some of them in current games. Best to just leave them as is(not delete), in my opinion. It's the same deal with the condition functions - many of them are carry overs from Skyrim, FO3, and Oblivion, but some of them are still valid for the current game. --Rasikko (talk) 2018-02-25T14:47:07 (EST)
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