Exemple #1
0
        /// <summary>
        ///   This initializes the game mode.
        /// </summary>
        /// <remarks>
        ///   This gets the user to specify the directories where the programme will store info
        ///   such as install logs, if the directories have not already been setup.
        ///   This method also checks for DLCs, and cleans up any missing FOMods.
        /// </remarks>
        /// <returns>
        ///   <lang langref="true" /> if the game mode was able to initialize;
        ///   <lang langref="false" /> otherwise.
        /// </returns>
        public override bool Init()
        {
            if (!Properties.Settings.Default.falloutNewVegasDoneSetup)
            {
                var sfmSetup = new SetupForm();
                if (sfmSetup.ShowDialog() == DialogResult.Cancel)
                {
                    return(false);
                }
                Properties.Settings.Default.falloutNewVegasDoneSetup = true;
                Properties.Settings.Default.Save();
            }

            ((SettingsFilesSet)SettingsFiles).FODefaultIniPath = Path.Combine(PluginsPath, @"..\fallout_default.ini");
            if (File.Exists("FNVEdit.exe"))
            {
                Tools.Add(new Command <MainForm>("FNVEdit", "Launches FNVEdit, if it is installed.", LaunchFNVEdit));
            }
            Tools.Add(new CheckedCommand <MainForm>("Archive Invalidation", "Toggles Archive Invalidation.",
                                                    ArchiveInvalidation.IsActive(), ToggleArchiveInvalidation));

            if (!File.Exists(((SettingsFilesSet)SettingsFiles).FOIniPath))
            {
                MessageBox.Show(
                    "You have no Fallout INI file. Please run Fallout: New Vegas to initialize the file before installing any mods or turning on Archive Invalidation.",
                    "Missing INI", MessageBoxButtons.OK, MessageBoxIcon.Information);
            }

            ScanForReadonlyPlugins();
            ScanForReadonlyFiles();

            return(true);
        }
        /// <summary>
        /// Initializes the game tools.
        /// </summary>
        protected void SetupTools()
        {
            m_lstTools.Clear();

            ArchiveInvalidation aitAI = new ArchiveInvalidation((SkyrimGameMode)GameMode);

            aitAI.SetToolView(new ArchiveInvalidationView(aitAI));

            m_lstTools.Add(aitAI);
        }
Exemple #3
0
 /// <summary>
 /// A simple constructor that initializes the object with the given values.
 /// </summary>
 /// <param name="p_aitArchiveInvalidation">The <see cref="ArchiveInvalidation"/> tool
 /// for which we are presenting a UI.</param>
 public ArchiveInvalidationView(ArchiveInvalidation p_aitArchiveInvalidation)
 {
     p_aitArchiveInvalidation.ConfirmAiReset = ConfirmAiReset;
 }
		/// <summary>
		/// A simple constructor that initializes the object with the given values.
		/// </summary>
		/// <param name="p_aitArchiveInvalidation">The <see cref="ArchiveInvalidation"/> tool
		/// for which we are presenting a UI.</param>
		public ArchiveInvalidationView(ArchiveInvalidation p_aitArchiveInvalidation)
		{
			p_aitArchiveInvalidation.ConfirmAiReset = ConfirmAiReset;
		}
Exemple #5
0
 /// <summary>
 ///   Determines if archive invalidation is active.
 /// </summary>
 /// <returns>
 ///   <lang langref="true" /> if archive invalidation is active;
 ///   <lang langref="false" /> otherwise.
 /// </returns>
 public virtual bool IsAIActive()
 {
     return(ArchiveInvalidation.IsActive());
 }