Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Settings Manager
   
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Type: Mod
Mod: UI
File Size
Posted
Updated
141.863 KB
13 Nov, 2018 @ 11:06pm
14 Feb, 2019 @ 7:49am
6 Change Notes ( view )

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Settings Manager

Description
Settings Manager

Here's the deal - this mod doesn't actually do anything useful by itself. If you found this page because another mod requires it then read on. If you found your way here directly from some other source (like a random steam search) then there's really no reason to continue.

Overview
Provides an easy way for other mods to declare user configurable settings and gives users a nice UI to change those settings. Setting values are persisted within game saves and if you desire it is also easy to save a set of global default values that applies across all saves.

Installation
To use this mod you also need to install

Accessing Settings
Settings Manager adds a fairly standard looking "options" pinwheel to the "toolbar" above the minimap. Click it to access the settings configuration ui.



Configuring Settings
The configuration ui looks a lot like Civ IV's normal options menu. Pretty self-explanatory. Change the settings as desired and then save them with the "Confirm" button at the bottom. Pressing the ESC key or the back button in the upper right will revert the settings to the values present when you opened the configuration dialog.

The exact tabs that are available will depend on which other mods you have installed that use the services provided by this mod.



Saving Default Settings Values
To make the current settings the default for all games, click the "Show Saveable Config" button at the bottom left of the settings popup and follow the in-game instructions.

Compatibility
This mod should be compatible with all other mods. However, as with any mod, unforeseen conflicts may occur.

Version History
2019/2/14 - Updated for Gathering Storm release.

For Modders
To learn how to use Settings Manager in your own mods, see the README[github.com]

Disclaimer
Sid Meier's Civilization VI, Civ, Civilization, 2K Games, Firaxis Games, and Take-Two Interactive Software are all trademarks and/or registered trademarks of Take-Two Interactive Software, Inc who do not sponsor, endorse, authorize or are in any other way associated with this mod.

This mod is provided "as is", without warranty of any kind, express or implied, including but not limited to the warranties of merchantability, fitness for a particular purpose and noninfringement. In no event shall the authors or copyright holders be liable for any claim, damages or other liability, whether in an action of contract, tort or otherwise, arising from, out of or in connection with the mod or the use or other dealings in the mod.
8 Comments
Accolyptus 30 Nov, 2020 @ 12:46pm 
!! IMPORTANT !!

Do not use the mods [UI settings manager + UI user plugins framework] and the mod [Community Quick User Interface] together.
It wil cut your FPS in half once you start researching the first tech and each subsequent new tech research entree on a game reload and make the game very prone to crashing and CPU overload on weaker systems!!

Cheers! :lunar2019grinningpig:
Skaeren 11 Aug, 2019 @ 7:09pm 
Either as a result of this, or as a result of the UI plugins framework, I cannot open the great works or great persons menu, except when a game is newly created or when a save is loaded, when playing hotseat. Would anyone know why?
Zugaikotsu 11 May, 2019 @ 11:19am 
Found this by accident, but seems to be exactly what I was thinking I would have to do myself. I'll take a look at this in the future as it'll surely come up for what I need. Are these options only available once the game has loaded or are they able to be changed from the Start Up screen?
For example, I can see the need for my future mods that need to toggle which function gets added to an event at the beginning of the loading of the game, and then not have that option changed later down the line once booted in.
Serp 22 Feb, 2019 @ 6:59am 
Thank you for the fast response :)
At the moment the order of options is "random" if used in several scripts. How about adding an additional parameter "order" or similar. Not sure if one per category or one per mod... Then the settings can be ordered by the numbers of that order parameter if possible.
FiatAccompli  [author] 22 Feb, 2019 @ 4:45am 
A setting can be referenced in multiple files when the declaration is exactly the same in each file.

mySetting = ModSettings.Boolean:new(<the stuff here needs to be the same in all files>)


Sorry about the lack of space in category names. I've experienced that myself, but allocating more space there just means less space for the setting descriptions, so it's just a tradeoff. Not that I claim to have made the best decision on what the split should be since I just copied the dimensions from the base game options screen.

Yes, I recommend one category per mod and the use of headers.
Serp 21 Feb, 2019 @ 7:00pm 
How to use a setting within several lua scripts?
Easy example a "debugging" setting. If enabled, I would like to print alot of stuff in all my lua scripts.
Serp 21 Feb, 2019 @ 6:34pm 
Nice work! I will use it in my notification mod, to allow users to set what kind of notifications they want to see :)

Really easy to use. The biggest problem is to find words/descriptions that fit into the small space, especially the Category is quite small.
I guess it is best to use one Category per mod and divide different parts in one mod with help of an header?
Shitdivers 28 Jan, 2019 @ 8:34pm 
Oh jee this looks like the begininning of something great!