My boss has the same universal approach, by default when he's coding.Ren'Py: Customizing window hide and show for qmenus on a separate Games Off topic: From the way you explain (mutch appreciated) I reckon you have coding experience. And implement a persistent button (in some corner) to toggle the menu. With only the default buttons layout changed a little. But it's not feasible if you have (like you) the correct approach, an universal one. So my first glance approach was to hardcode settings and load them by default. What I'm trying to achieve is "no keyboard interactions". But it makes more sense not to hide it by default, due to possible custom buttons. On the "never append quick menu" issue, we can go around with an "if" statement? If native q menu implemented hide it, else nevermind. So when I hit W it will load with my prefs. So in this case it can be used with only missing keys positioned somewhere else.Īlready customised the defaults on buttons. I found custom keys made by the developer. Also about the native quick menu customisation, you are right. If permanent code alterations are happening due to injected external code, it's not a good sign. Other then saves folders from game folder and roaming folder is settings/changes stored somewhere else? I don't know if those are the ones, related to game preferences settings. persistent.variables are not stored in saves folder? Under persistent file. If it's still not saving for you after you advance the dialogue let me know which game is doing it so I can have a look, I've never had that happen to me.Īs for the hide button, that's a nice touch, I never needed it so it never crossed my mind to add something like that but it's always nice to have more options, I'll add it later once I have the time to make sure it interacts correctly with my hide interface patch for the games that have that functionality disabled. It's not ideal but the alternatives of having my quick menu variables as either part of the game or persistent are much worse in my opinion, I want to interfere with the game as little as possible to avoid unforeseen issues. To avoid cluttering the game variables list, all the customization variables exist only inside the custom quick menu screen and for some reason this means they're only saved to the file after moving forward in the story. The changes only save after advancing the scene once, if you customize the menu and save in the same frame it won't register the changes. Of course I don't mind, feel free to share them, that's why I uploaded them here instead of keeping them for myselfĬlick to expand.Thanks, I'm glad you like it. I don't know if the dev did this on purpose or not but looking at the rest of the code I wouldn't be surprised. Another way to do it is to click the "New" button before the "Quit" button shows up at the start of the game, it's silly buy it works. You can also easily solve it yourself if you have access to the console, just type hide screen m_menu_6 and it will go away. If you want, I can add an exception to the "ESCAPE" keybind of this patch to hide it if it's showing outside of the "main menu". This is only really an issue with this game because the main menu is not actually the main menu but is instead a label and already part of the gameplay so everything needs to be set up and dev the likely forgot that. Show screen key_mapSo the game never hides the "m_menu_6" screen which is the quit button. That and a lot of trial and error, Ren'py can be quite unpredictable some times. If there is a tutorial I am not aware of it, in my case I have a general knowledge of coding and then just look at the scripts and the documentation to achieve what I want. Put the file in the /game folder and it's good to go. There were other flaws in the games that could be improved but that would require an actual mod and likely break compatibility so I kept it to what you requested. I took care to make them as forward compatible as possible, if the developers keep using the same methods and assets in future versions they both should keep working without the need to update them. Since they're so different I had to create 2 separate patches, one for each game. Speaking of unpredictable, the coding on those two games is very weird, I really don't understand why developers go to such lengths to remove quality of life functionality that was already created for them, they're only adding frustration to the player's experience. Click to expand.Hi, I'm glad you like them.
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