Modding wishlist

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MegaJohnny
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Re: Modding wishlist

Post by MegaJohnny » Mon, 27. Aug 18, 19:19

Sparky Sparkycorp wrote:Hi there,

I think this will be a naive question..but here goes :)

Is there a particular reason why mods target the 6-button menu instead of the 10-button menu (Ability Menu, and Quick Menu)?

Regards,
Sparks
Sorry I didn't get back to you, but in case you're still interested, it's just that the two are really specialised for different things, and modders can't really mess with this, sadly.

The 6-button menu is very closely tied-in to the conversation system in the game, so it's smart enough to pause a conversation (while the user is deciding what to click on), appear only when needed (it pops up when you run the 'add a conversation choice' command, and disappears when you click one, etc), and maybe some other properties I haven't thought of.

By contrast the 10-button menu is rather locked down to its vanilla usage AFAIK. I poked around in the code for this, and it leaves little decision-making up to the Lua code - so I think the actions each button performs is decided by the exe, not any external code we can edit.

Anyway, I hope this page-2 necro isn't too offensive, I have another query :)

We now have a picture of the docked menu at a station. I don't suppose this is in Lua, as well? It would be amazing to be able to add stuff to that menu.

j.harshaw
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EGOSOFT
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Re: Modding wishlist

Post by j.harshaw » Mon, 27. Aug 18, 19:42

MegaJohnny wrote:I don't suppose this is in Lua, as well?
It is.

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MegaJohnny
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Post by MegaJohnny » Mon, 27. Aug 18, 21:45

Oh, happy days! :mrgreen: Thanks for the response.

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