by Kyle873 » Thu Jan 29, 2015 7:20 pm
Simply, when one loads two different mods that modify the OptionsMenu node, the mod loaded last will take over and overwrite the previous menu's definition. Therefore, it's impossible to load two mods with MENUDEFS modifying the said OptionsMenu node without blocking access to one of the menus. At least, not without frankenstitching the MENUDEFS together or some such.
What I'm asking for is a simple keyword or method to simple tell the MENUDEF to add a new menu to the already existing OptionsMenu node (or any other if necessary/needed) so that these types of conflicts would no longer occur.
In this example case, I'm referring to Doom RPG and Droplets, both of which use menus for settings adjustment, but only that which is loaded last will take precedence over the menu modification.
Simply, when one loads two different mods that modify the OptionsMenu node, the mod loaded last will take over and overwrite the previous menu's definition. Therefore, it's impossible to load two mods with MENUDEFS modifying the said OptionsMenu node without blocking access to one of the menus. At least, not without frankenstitching the MENUDEFS together or some such.
What I'm asking for is a simple keyword or method to simple tell the MENUDEF to add a new menu to the already existing OptionsMenu node (or any other if necessary/needed) so that these types of conflicts would no longer occur.
In this example case, I'm referring to Doom RPG and Droplets, both of which use menus for settings adjustment, but only that which is loaded last will take precedence over the menu modification.