mirror of
https://github.com/xivdev/Penumbra.git
synced 2025-12-12 18:27:24 +01:00
Change a bunch of names and tooltips.
This commit is contained in:
parent
9cb6084d31
commit
714e8e862f
4 changed files with 144 additions and 91 deletions
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@ -42,6 +42,9 @@ public partial class ModCollection
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public bool HasUnusedSettings
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=> _unusedSettings.Count > 0;
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public int NumUnusedSettings
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=> _unusedSettings.Count;
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// Evaluates the settings along the whole inheritance tree.
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public IEnumerable< ModSettings? > ActualSettings
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=> Enumerable.Range( 0, _settings.Count ).Select( i => this[ i ].Settings );
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@ -33,7 +33,7 @@ public partial class ConfigWindow
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{
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using var group = ImRaii.Group();
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using var id = ImRaii.PushId( "##Inheritance" );
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ImGui.TextUnformatted( "The current collection inherits from:" );
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ImGui.TextUnformatted( $"The {SelectedCollection} inherits from:" );
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DrawCurrentCollectionInheritance();
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DrawInheritanceTrashButton();
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DrawNewInheritanceSelection();
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@ -187,10 +187,10 @@ public partial class ConfigWindow
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var tt = inheritance switch
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{
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ModCollection.ValidInheritance.Empty => "No valid collection to inherit from selected.",
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ModCollection.ValidInheritance.Valid => "Let the current collection inherit from the selected collection.",
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ModCollection.ValidInheritance.Valid => $"Let the {SelectedCollection} inherit from this collection.",
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ModCollection.ValidInheritance.Self => "The collection can not inherit from itself.",
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ModCollection.ValidInheritance.Contained => "Already inheriting from the selected collection.",
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ModCollection.ValidInheritance.Circle => "Inheriting from selected collection would lead to cyclic inheritance.",
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ModCollection.ValidInheritance.Contained => "Already inheriting from this collection.",
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ModCollection.ValidInheritance.Circle => "Inheriting from this collection would lead to cyclic inheritance.",
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_ => string.Empty,
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};
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if( ImGuiUtil.DrawDisabledButton( FontAwesomeIcon.Plus.ToIconString(), _window._iconButtonSize, tt,
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@ -311,7 +311,7 @@ public partial class ConfigWindow
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}
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}
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ImGuiUtil.HoverTooltip( "Control + Right-Click to switch the current collection to this one."
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ImGuiUtil.HoverTooltip( $"Control + Right-Click to switch the {SelectedCollection} to this one."
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+ ( withDelete ? "\nControl + Shift + Right-Click to remove this inheritance." : string.Empty ) );
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}
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}
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@ -55,13 +55,14 @@ public partial class ConfigWindow
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}
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// Only gets drawn when actually relevant.
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private static void DrawCleanCollectionButton()
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private static void DrawCleanCollectionButton( Vector2 width )
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{
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if( Penumbra.Config.ShowAdvanced && Penumbra.CollectionManager.Current.HasUnusedSettings )
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{
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ImGui.SameLine();
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if( ImGuiUtil.DrawDisabledButton( "Clean Settings", Vector2.Zero
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, "Remove all stored settings for mods not currently available and fix invalid settings.\nUse at own risk."
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if( ImGuiUtil.DrawDisabledButton(
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$"Clean {Penumbra.CollectionManager.Current.NumUnusedSettings} Unused Settings###CleanSettings", width
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, "Remove all stored settings for mods not currently available and fix invalid settings.\n\nUse at own risk."
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, false ) )
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{
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Penumbra.CollectionManager.Current.CleanUnavailableSettings();
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@ -70,11 +71,11 @@ public partial class ConfigWindow
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}
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// Draw the new collection input as well as its buttons.
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private void DrawNewCollectionInput()
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private void DrawNewCollectionInput( Vector2 width )
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{
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// Input for new collection name. Also checks for validity when changed.
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ImGui.SetNextItemWidth( _window._inputTextWidth.X );
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if( ImGui.InputTextWithHint( "##New Collection", "New Collection Name", ref _newCollectionName, 64 ) )
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if( ImGui.InputTextWithHint( "##New Collection", "New Collection Name...", ref _newCollectionName, 64 ) )
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{
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_canAddCollection = Penumbra.CollectionManager.CanAddCollection( _newCollectionName, out _ );
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}
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@ -82,40 +83,45 @@ public partial class ConfigWindow
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ImGui.SameLine();
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ImGuiComponents.HelpMarker(
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"A collection is a set of settings for your installed mods, including their enabled status, their priorities and their mod-specific configuration.\n"
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+ "You can use multiple collections to quickly switch between sets of mods." );
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+ "You can use multiple collections to quickly switch between sets of enabled mods." );
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// Creation buttons.
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var tt = _canAddCollection ? string.Empty : "Please enter a unique name only consisting of symbols valid in a path but no '|' before creating a collection.";
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if( ImGuiUtil.DrawDisabledButton( "Create New Empty Collection", Vector2.Zero, tt, !_canAddCollection ) )
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var tt = _canAddCollection
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? string.Empty
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: "Please enter a unique name only consisting of symbols valid in a path but no '|' before creating a collection.";
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if( ImGuiUtil.DrawDisabledButton( "Create Empty Collection", width, tt, !_canAddCollection ) )
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{
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CreateNewCollection( false );
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}
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ImGui.SameLine();
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if( ImGuiUtil.DrawDisabledButton( "Duplicate Current Collection", Vector2.Zero, tt, !_canAddCollection ) )
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if( ImGuiUtil.DrawDisabledButton( $"Duplicate {SelectedCollection}", width, tt, !_canAddCollection ) )
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{
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CreateNewCollection( true );
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}
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// Deletion conditions.
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var deleteCondition = Penumbra.CollectionManager.Current.Name != ModCollection.DefaultCollection;
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tt = deleteCondition ? string.Empty : "You can not delete the default collection.";
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ImGui.SameLine();
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if( ImGuiUtil.DrawDisabledButton( FontAwesomeIcon.Trash.ToIconString(), Vector2.Zero, tt, !deleteCondition, true ) )
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{
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Penumbra.CollectionManager.RemoveCollection( Penumbra.CollectionManager.Current );
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}
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DrawCleanCollectionButton();
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}
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private void DrawCurrentCollectionSelector()
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private void DrawCurrentCollectionSelector( Vector2 width )
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{
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using var group = ImRaii.Group();
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DrawCollectionSelector( "##current", _window._inputTextWidth.X, CollectionType.Current, false, null );
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ImGui.SameLine();
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ImGuiUtil.LabeledHelpMarker( "Current Collection",
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"This collection will be modified when using the Installed Mods tab and making changes. It does not apply to anything by itself." );
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ImGuiUtil.LabeledHelpMarker( SelectedCollection,
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"This collection will be modified when using the Installed Mods tab and making changes.\nIt is not automatically assigned to anything." );
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// Deletion conditions.
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var deleteCondition = Penumbra.CollectionManager.Current.Name != ModCollection.DefaultCollection;
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var modifierHeld = Penumbra.Config.DeleteModModifier.IsActive();
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var tt = deleteCondition
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? modifierHeld ? string.Empty : $"Hold {Penumbra.Config.DeleteModModifier} while clicking to delete the collection."
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: $"You can not delete the collection {ModCollection.DefaultCollection}.";
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if( ImGuiUtil.DrawDisabledButton( $"Delete {SelectedCollection}", width, tt, !deleteCondition || !modifierHeld ) )
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{
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Penumbra.CollectionManager.RemoveCollection( Penumbra.CollectionManager.Current );
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}
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DrawCleanCollectionButton( width );
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}
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private void DrawDefaultCollectionSelector()
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@ -123,16 +129,17 @@ public partial class ConfigWindow
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using var group = ImRaii.Group();
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DrawCollectionSelector( "##default", _window._inputTextWidth.X, CollectionType.Default, true, null );
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ImGui.SameLine();
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ImGuiUtil.LabeledHelpMarker( "Default Collection",
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"Mods in the default collection are loaded for any character that is not explicitly named in the character collections below.\n" );
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ImGuiUtil.LabeledHelpMarker( DefaultCollection,
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$"Mods in the {DefaultCollection} are loaded for anything that is not associated with a character in the game "
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+ "as well as any character for whom no more specific conditions from below apply." );
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}
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// We do not check for valid character names.
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private void DrawNewSpecialCollection()
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{
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const string description = "Special Collections apply to certain types of characters.\n"
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+ "All of them take precedence before the Default collection,\n"
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+ "but all character collections take precedence before them.";
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const string description = $"{CharacterGroups} apply to certain types of characters based on a condition.\n"
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+ $"All of them take precedence before the {DefaultCollection},\n"
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+ $"but all {IndividualAssignments} take precedence before them.";
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ImGui.SetNextItemWidth( _window._inputTextWidth.X );
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if( _currentType == null || Penumbra.CollectionManager.ByType( _currentType.Value ) != null )
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@ -163,8 +170,10 @@ public partial class ConfigWindow
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ImGui.SameLine();
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var disabled = _currentType == null;
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var tt = disabled ? "Please select a special collection type before creating the collection.\n\n" + description : description;
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if( ImGuiUtil.DrawDisabledButton( "Create New Special Collection", Vector2.Zero, tt, disabled ) )
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var tt = disabled
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? $"Please select a condition for a {GroupAssignment} before creating the collection.\n\n" + description
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: description;
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if( ImGuiUtil.DrawDisabledButton( $"Assign {ConditionalGroup}", new Vector2( 120 * ImGuiHelpers.GlobalScale, 0 ), tt, disabled ) )
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{
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Penumbra.CollectionManager.CreateSpecialCollection( _currentType!.Value );
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_currentType = null;
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@ -174,36 +183,27 @@ public partial class ConfigWindow
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// We do not check for valid character names.
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private void DrawNewCharacterCollection()
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{
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const string description = "Character Collections apply specifically to game objects of the given name.\n"
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+ "The default collection does not apply to any character that has a character collection specified.\n"
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const string description = "Character Collections apply specifically to individual game objects of the given name.\n"
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+ $"More general {GroupAssignment} or the {DefaultCollection} do not apply if an .\n"
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+ "Certain actors - like the ones in cutscenes or preview windows - will try to use appropriate character collections.\n";
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ImGui.SetNextItemWidth( _window._inputTextWidth.X );
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ImGui.InputTextWithHint( "##NewCharacter", "New Character Name", ref _newCharacterName, 32 );
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ImGui.InputTextWithHint( "##NewCharacter", "Character Name...", ref _newCharacterName, 32 );
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ImGui.SameLine();
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var disabled = _newCharacterName.Length == 0;
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var tt = disabled ? "Please enter a Character name before creating the collection.\n\n" + description : description;
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if( ImGuiUtil.DrawDisabledButton( "Create New Character Collection", Vector2.Zero, tt, disabled ) )
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var tt = disabled
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? $"Please enter the name of a {ConditionalIndividual} before assigning the collection.\n\n" + description
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: description;
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if( ImGuiUtil.DrawDisabledButton( $"Assign {ConditionalIndividual}", new Vector2( 120 * ImGuiHelpers.GlobalScale, 0 ), tt,
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disabled ) )
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{
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Penumbra.CollectionManager.CreateCharacterCollection( _newCharacterName );
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_newCharacterName = string.Empty;
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}
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}
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private void DrawActiveCollectionSelectors()
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private void DrawSpecialCollections()
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{
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ImGui.Dummy( _window._defaultSpace );
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var open = ImGui.CollapsingHeader( "Active Collections", ImGuiTreeNodeFlags.DefaultOpen );
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OpenTutorial( BasicTutorialSteps.ActiveCollections );
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if( !open )
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{
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return;
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}
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ImGui.Dummy( _window._defaultSpace );
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DrawDefaultCollectionSelector();
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OpenTutorial( BasicTutorialSteps.DefaultCollection );
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ImGui.Dummy( _window._defaultSpace );
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foreach( var type in CollectionTypeExtensions.Special )
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{
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var collection = Penumbra.CollectionManager.ByType( type );
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@ -223,32 +223,65 @@ public partial class ConfigWindow
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ImGuiUtil.LabeledHelpMarker( type.ToName(), type.ToDescription() );
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}
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}
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}
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using( var group = ImRaii.Group() )
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private void DrawSpecialAssignments()
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{
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using var _ = ImRaii.Group();
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ImGui.TextUnformatted( CharacterGroups );
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ImGui.Separator();
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DrawSpecialCollections();
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ImGui.Dummy( Vector2.Zero );
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DrawNewSpecialCollection();
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}
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private void DrawIndividualAssignments()
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{
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using var _ = ImRaii.Group();
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ImGui.TextUnformatted( $"Individual {ConditionalIndividual}s" );
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ImGui.Separator();
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foreach( var name in Penumbra.CollectionManager.Characters.Keys.OrderBy( k => k ).ToArray() )
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{
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DrawNewSpecialCollection();
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ImGui.Dummy( _window._defaultSpace );
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foreach( var name in Penumbra.CollectionManager.Characters.Keys.OrderBy( k => k ).ToArray() )
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using var id = ImRaii.PushId( name );
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DrawCollectionSelector( string.Empty, _window._inputTextWidth.X, CollectionType.Character, true, name );
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ImGui.SameLine();
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if( ImGuiUtil.DrawDisabledButton( FontAwesomeIcon.Trash.ToIconString(), _window._iconButtonSize, string.Empty,
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false, true ) )
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{
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using var id = ImRaii.PushId( name );
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DrawCollectionSelector( string.Empty, _window._inputTextWidth.X, CollectionType.Character, true, name );
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ImGui.SameLine();
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if( ImGuiUtil.DrawDisabledButton( FontAwesomeIcon.Trash.ToIconString(), _window._iconButtonSize, string.Empty,
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false, true ) )
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{
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Penumbra.CollectionManager.RemoveCharacterCollection( name );
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}
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ImGui.SameLine();
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ImGui.AlignTextToFramePadding();
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ImGui.TextUnformatted( name );
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Penumbra.CollectionManager.RemoveCharacterCollection( name );
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}
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DrawNewCharacterCollection();
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ImGui.SameLine();
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ImGui.AlignTextToFramePadding();
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ImGui.TextUnformatted( name );
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}
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OpenTutorial( BasicTutorialSteps.SpecialCollections );
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ImGui.Dummy( Vector2.Zero );
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DrawNewCharacterCollection();
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}
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private void DrawActiveCollectionSelectors()
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{
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ImGui.Dummy( _window._defaultSpace );
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var open = ImGui.CollapsingHeader( ActiveCollections, ImGuiTreeNodeFlags.DefaultOpen );
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OpenTutorial( BasicTutorialSteps.ActiveCollections );
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if( !open )
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{
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return;
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}
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ImGui.Dummy( _window._defaultSpace );
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DrawDefaultCollectionSelector();
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OpenTutorial( BasicTutorialSteps.DefaultCollection );
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ImGui.Dummy( _window._defaultSpace );
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DrawSpecialAssignments();
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OpenTutorial( BasicTutorialSteps.SpecialCollections1 );
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ImGui.Dummy( _window._defaultSpace );
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DrawIndividualAssignments();
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OpenTutorial( BasicTutorialSteps.SpecialCollections2 );
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ImGui.Dummy( _window._defaultSpace );
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}
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@ -263,11 +296,12 @@ public partial class ConfigWindow
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return;
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}
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var width = new Vector2( ( _window._inputTextWidth.X - ImGui.GetStyle().ItemSpacing.X ) / 2, 0 );
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ImGui.Dummy( _window._defaultSpace );
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DrawCurrentCollectionSelector();
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DrawCurrentCollectionSelector( width );
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OpenTutorial( BasicTutorialSteps.CurrentCollection );
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ImGui.Dummy( _window._defaultSpace );
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DrawNewCollectionInput();
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DrawNewCollectionInput( width );
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ImGui.Dummy( _window._defaultSpace );
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DrawInheritanceBlock();
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OpenTutorial( BasicTutorialSteps.Inheritance );
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@ -1,12 +1,22 @@
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using System;
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using System.Runtime.CompilerServices;
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using OtterGui.Widgets;
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using Penumbra.Collections;
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using Penumbra.UI.Classes;
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namespace Penumbra.UI;
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public partial class ConfigWindow
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{
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public const string SelectedCollection = "Selected Collection";
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public const string DefaultCollection = "Base Collection";
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public const string ActiveCollections = "Active Collections";
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public const string GroupAssignment = "Group Assignment";
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public const string CharacterGroups = "Character Groups";
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public const string ConditionalGroup = "Group";
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public const string ConditionalIndividual = "Character";
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public const string IndividualAssignments = "Individual Assignments";
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private static void UpdateTutorialStep()
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{
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var tutorial = Tutorial.CurrentEnabledId( Penumbra.Config.TutorialStep );
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@ -38,7 +48,8 @@ public partial class ConfigWindow
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Inheritance,
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ActiveCollections,
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DefaultCollection,
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SpecialCollections,
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SpecialCollections1,
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SpecialCollections2,
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Mods,
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ModImport,
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AdvancedHelp,
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@ -75,24 +86,29 @@ public partial class ConfigWindow
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+ "Go here after setting up your root folder to continue the tutorial!" )
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.Register( "Initial Setup, Step 4: Editing Collections", "First, we need to open the Collection Settings.\n\n"
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+ "In here, we can create new collections, delete collections, or make them inherit from each other." )
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.Register( "Initial Setup, Step 5: Current Collection",
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"We should already have a Default Collection, and for our simple setup, we do not need to do anything here.\n\n"
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+ "The current collection is the one we are currently editing. Any changes we make in our mod settings later in the next tab will edit this collection." )
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.Register( $"Initial Setup, Step 5: {SelectedCollection}",
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$"The {SelectedCollection} is the one we are currently editing. Any changes we make in our mod settings later in the next tab will edit this collection."
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+ $"We should already have a collection named {ModCollection.DefaultCollection} selected, and for our simple setup, we do not need to do anything here.\n\n" )
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.Register( "Inheritance",
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"This is a more advanced feature. Click the help button for more information, but we will ignore this for now." )
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.Register( "Initial Setup, Step 6: Active Collections", "Active Collections are those that are actually in use at the moment.\n\n"
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+ "Any collection in use will apply to the game under certain conditions.\n\n"
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+ "The Current Collection is also active for technical reasons.\n\n"
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.Register( $"Initial Setup, Step 6: {ActiveCollections}",
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$"{ActiveCollections} are those that are actually assigned to conditions at the moment.\n\n"
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+ "Any collection assigned here will apply to the game under certain conditions.\n\n"
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+ $"The {SelectedCollection} is also active for technical reasons, while not necessarily being assigned to anything.\n\n"
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+ "Open this now to continue." )
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.Register( "Initial Setup, Step 7: Default Collection",
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"The Default Collection - which should currently also be set to a collection named Default - is the main one.\n\n"
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+ "As long as no more specific collection applies to something, the mods from the Default Collection will be used.\n\n"
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+ "This is also the collection you need to use for all UI mods." )
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.Register( "Special Collections",
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"Special Collections are those that are used only for special characters in the game, either by specific conditions, or by name.\n\n"
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+ "We will skip this for now, but hovering over the creation buttons should explain how they work." )
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.Register( $"Initial Setup, Step 7: {DefaultCollection}",
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$"The {DefaultCollection} - which should currently be set to a collection named {ModCollection.DefaultCollection} - is the main one.\n\n"
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+ $"As long as no more specific conditions apply to an object in the game, the mods from the {DefaultCollection} will be used.\n\n"
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+ "This is also the collection you need to use for all UI mods, music mods or any mods not associated with a character in the game at all." )
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.Register( GroupAssignment + 's',
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"Collections assigned here are used for groups of characters for which specific conditions are met.\n\n"
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+ "The more specific the condition, the higher its priority (i.e. Your Character > Player Characters > Race).\n\n"
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+ $"{IndividualAssignments} always take precedence before groups.")
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.Register( IndividualAssignments,
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"Collections assigned here are used only for individual characters or NPCs that have the specified name.\n\n"
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+ "They may also apply to objects 'owned' by those characters, e.g. minions or mounts - see the general settings for options on this.\n\n" )
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.Register( "Initial Setup, Step 8: Mods", "Our last stop is the Mods tab, where you can import and setup your mods.\n\n"
|
||||
+ "Please go there after verifying that your Current Collection and Default Collection are setup to your liking." )
|
||||
+ $"Please go there after verifying that your {SelectedCollection} and {DefaultCollection} are setup to your liking." )
|
||||
.Register( "Initial Setup, Step 9: Mod Import",
|
||||
"Click this button to open a file selector with which to select TTMP mod files. You can select multiple at once.\n\n"
|
||||
+ "It is not recommended to import huge mod packs of all your TexTools mods, but rather import the mods themselves, otherwise you lose out on a lot of Penumbra features!\n\n"
|
||||
|
|
@ -100,8 +116,8 @@ public partial class ConfigWindow
|
|||
.Register( "Advanced Help", "Click this button to get detailed information on what you can do in the mod selector.\n\n"
|
||||
+ "Import and select a mod now to continue." )
|
||||
.Register( "Mod Filters", "You can filter the available mods by name, author, changed items or various attributes here." )
|
||||
.Register( "Collection Selectors", "This row provides shortcuts to set your Current Collection.\n\n"
|
||||
+ "The first button sets it to your Default Collection (if any).\n\n"
|
||||
.Register( "Collection Selectors", $"This row provides shortcuts to set your {SelectedCollection}.\n\n"
|
||||
+ $"The first button sets it to your {DefaultCollection} (if any).\n\n"
|
||||
+ "The second button sets it to the collection the settings of the currently selected mod are inherited from (if any).\n\n"
|
||||
+ "The third is a regular collection selector to let you choose among all your collections." )
|
||||
.Register( "Initial Setup, Step 11: Enabling Mods",
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue