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Witcher 3 mod load order
Witcher 3 mod load order










Tags can be accessed from scripts and read by them using CInGameConfigWrapper methods:

witcher 3 mod load order

and so on) and each Entry in the Preset contains a variable key-value pair. Presets have an id number that is assigned, normally starting from 0 (and going to 1, 2, 3. They do not need to contain an entry for each variable and activating each preset will set the values of each variable with an entry in the Preset. The PresetArray section of a menu contains preset values for variables defined in the VisibleVars section. It is displayed much like a slider, except the first and last entries are displayed on the ends of the slider, and the selected option is displayed as the value. This widget is different from the others because it contains an entries array much like a preset array, which can change many different variables. If you'd like to select a whole number (integer) from 0 to 10, there should be 11 steps. The number of steps is the number of selectable values from the starting value to the ending value, including both ends, which can cause some odd rounding: make sure to think about the number of steps carefully. If the value isn't set, the value defaults to 0 (even if the starting value is higher than this, causing an odd display!). The syntax for specifying is below:ĭisplayType="SLIDER STARTINGVALUE ENDINGVALUE NUMSTEPS" This widget is a numerical slider from a starting value to an ending value, with a certain amount of steps in between. When the menu option isn't set, the value defaults to false.

witcher 3 mod load order

This obviously translates well to the bool type.

witcher 3 mod load order

This widget has two values, true, displayed as "Enabled", and false, displayed as "Disabled", and clicking the widget toggles between the values. Each variable has an id (string based) and a displayType, which is the type of widget that is used to configure that variable. The heart and soul of the menu, the VisibleVars section contains entries for each variable that the menu configures. This will result in an entry of " parent" in the main menu, with a submenu " child" and that submenu having a nested submenu " grandchild". The basic structure of a menu XML file is as follows:Įach group represents a menu page and menu hierarchy is set by the dot/period character (".") in the displayName of that Group. ini format is in use here and the basic structure looks something like: The ttings file, found in the "\My Documents\The Witcher 3\" folder, stores all user selected values for variables set in menus.












Witcher 3 mod load order