View Full Version : Better Menus (CoreRPG, 5E/etc)
dpezet
October 17th, 2021, 03:39
Is there a way to hide certain modules from the "Books" menu? I have the "5E Automatic Effects" modules from Grim Press. When they are loaded, they take up the first 10 entries under the books menu because they start with a number. They aren't really books that would ever be referenced once they are setup so they just take up screen space. It's not a deal breaker. It's more of a minor annoyance :)
celestian
October 17th, 2021, 05:46
Is there a way to hide certain modules from the "Books" menu? I have the "5E Automatic Effects" modules from Grim Press. When they are loaded, they take up the first 10 entries under the books menu because they start with a number. They aren't really books that would ever be referenced once they are setup so they just take up screen space. It's not a deal breaker. It's more of a minor annoyance :)
There is no way to hide the book entries other than to not load the module that loads the ref-manual in question.
celestian
November 9th, 2021, 20:01
Test channel has the BetterMenus v1.5 with that works with CoreRPG changes. Please feel free to test it out. I'll push it to live once the big CoreRPG update is released.
eporrini
January 4th, 2022, 18:23
@celestian, I am getting the following error. It seems to be coming from this extension (tested with a clean campaign no error and then only loading this extension)
[1/4/2022 1:08:45 PM] s'menulist.lua' | s'populateMenuList: Adding custom menu--->' | s'rMenu' | { s'sPath' = s'', s'sToolTip' = s'sidebar_tooltip_moduleselection', s'sRecord' = s'moduleselection' }
[1/4/2022 1:08:45 PM] s'menulist.lua' | s'populateMenuList: Adding custom menu--->' | s'rMenu' | { s'sPath' = s'', s'sButtonCustomText' = s'Setup', s'sToolTip' = s'menu_setup_tooltip', s'sRecord' = s'setup' }
[1/4/2022 1:08:45 PM] [ERROR] Handler error: [string "scripts/manager_desktop.lua"]:227: attempt to index upvalue '_wShortcuts' (a nil value)
It may be similar to another issue, I saw you post on a similar error here a while back.
https://www.fantasygrounds.com/forums/showthread.php?71015-Oct-2021-Test-Channel-Bugs
celestian
January 4th, 2022, 22:18
@celestian, I am getting the following error. It seems to be coming from this extension (tested with a clean campaign no error and then only loading this extension)
[1/4/2022 1:08:45 PM] s'menulist.lua' | s'populateMenuList: Adding custom menu--->' | s'rMenu' | { s'sPath' = s'', s'sToolTip' = s'sidebar_tooltip_moduleselection', s'sRecord' = s'moduleselection' }
[1/4/2022 1:08:45 PM] s'menulist.lua' | s'populateMenuList: Adding custom menu--->' | s'rMenu' | { s'sPath' = s'', s'sButtonCustomText' = s'Setup', s'sToolTip' = s'menu_setup_tooltip', s'sRecord' = s'setup' }
[1/4/2022 1:08:45 PM] [ERROR] Handler error: [string "scripts/manager_desktop.lua"]:227: attempt to index upvalue '_wShortcuts' (a nil value)
It may be similar to another issue, I saw you post on a similar error here a while back.
https://www.fantasygrounds.com/forums/showthread.php?71015-Oct-2021-Test-Channel-Bugs
There is no "manager_desktop.lua" or _wShortcuts in BetterMenus.
You're "from another post" was pre-Core update which was 2e related and because 2e had not been ported but had nothing to do with Better Menus.
eporrini
January 4th, 2022, 22:34
There is no "manager_desktop.lua" or _wShortcuts in BetterMenus.
You're "from another post" was pre-Core update which was 2e related and because 2e had not been ported but had nothing to do with Better Menus.
I’m no expert with the extensions, but when this is loaded on a 5e campaign with no other extensions it pops up this error. I will post this on the general forum as well.
celestian
January 4th, 2022, 22:47
I’m no expert with the extensions, but when this is loaded on a 5e campaign with no other extensions it pops up this error. I will post this on the general forum as well.
Update 5e? Use the latest Better Menus (forge)? Neither of those should be an issue unless you're using old versions.
GKEnialb
January 5th, 2022, 02:24
I can recreate this with latest better menus (9/29/2021), latest 5e (1/1/2022). The error is actually coming from the core rules manager_desktop in this function:
function initializeSidebar()
-- Set up references and theming
_wShortcuts = Interface.findWindow("shortcuts", "");
_wShortcuts.onSizeChanged = DesktopManager.onSidebarSizeChanged;
-- Build sidebar
DesktopManager.loadSidebarCategoryState();
DesktopManager.configureSidebarTheming();
DesktopManager.rebuildSidebar();
_bInitialized = true;
end
Interface.findWindow is returning nil with the bettermenus extension loaded - perhaps "shortcuts" is a window that doesn't get created with better menus loaded but does otherwise?
GKEnialb
January 5th, 2022, 02:37
Actually - I forced an update of better menus by removing it, disabling it, re-enabling it, and doing an update (for some reason "update" didn't pull down a newer version until I did all three of the prior steps) and the error went away.
celestian
January 5th, 2022, 02:44
Actually - I forced an update of better menus by removing it, disabling it, re-enabling it, and doing an update (for some reason "update" didn't pull down a newer version until I did all three of the prior steps) and the error went away.
I can recreate this with latest better menus (9/29/2021), latest 5e (1/1/2022). The error is actually coming from the core rules manager_desktop in this function:
function initializeSidebar()
-- Set up references and theming
_wShortcuts = Interface.findWindow("shortcuts", "");
_wShortcuts.onSizeChanged = DesktopManager.onSidebarSizeChanged;
-- Build sidebar
DesktopManager.loadSidebarCategoryState();
DesktopManager.configureSidebarTheming();
DesktopManager.rebuildSidebar();
_bInitialized = true;
end
Interface.findWindow is returning nil with the bettermenus extension loaded - perhaps "shortcuts" is a window that doesn't get created with better menus loaded but does otherwise?
Thats why I said "wShortcuts" isn't in Better Menus (that was old rev), check versions ;)
People have extensions dangling around from pre-Forge still. Glad you figured it out.
mordkhaan
January 14th, 2022, 21:08
Not sure if this is old news but...
5e ruleset, only Better Menus loaded
If a user has chosen to not use Menus but stick with Sidebar via Options
And they then Full screen their map (making it the background), it will cover the sidebar buttons
This does not happen without Better Menus loaded
celestian
January 15th, 2022, 04:51
Not sure if this is old news but...
5e ruleset, only Better Menus loaded
If a user has chosen to not use Menus but stick with Sidebar via Options
And they then Full screen their map (making it the background), it will cover the sidebar buttons
This does not happen without Better Menus loaded
Known issue, nothing I can do to fix it until they allow API calls to programatically change panels size.
Aedus Amaterasu
February 26th, 2022, 22:27
I have encountered a recent issue with Better Menus. For some reason the ext. breaks the Library window. Not sure if it is from a recent update to the ext. itself or to FGU but when you go into the Library window and click on a module from the list nothing shows up on the right side for any module. I have tested this in 5e with ONLY this ext. installed and it still persists. When I tested it in CoreRpg no modules show up in the library at all. This really wouldn't be much of a problem except that not all modules show up in the Books drop down menu. Images include for reference. Thanks again for making this awesome ext. :)
celestian
February 26th, 2022, 22:54
I have encountered a recent issue with Better Menus. For some reason the ext. breaks the Library window. Not sure if it is from a recent update to the ext. itself or to FGU but when you go into the Library window and click on a module from the list nothing shows up on the right side for any module. I have tested this in 5e with ONLY this ext. installed and it still persists. When I tested it in CoreRpg no modules show up in the library at all. This really wouldn't be much of a problem except that not all modules show up in the Books drop down menu. Images include for reference. Thanks again for making this awesome ext. :)
https://i.imgur.com/cRS3JUt.png
That isnt the current version.
Aedus Amaterasu
February 26th, 2022, 23:15
https://i.imgur.com/cRS3JUt.png
That isnt the current version.
Thanks for the super fast reply. That was indeed the issue. I think is was cause I assumed the forge version would overwrite the one I had downloaded and manually installed. Once I removed that one the forge version took over and it is now showing as version: 1.51 and is working correctly. Thanks again for the help :)
Dar Kreader
August 8th, 2022, 18:08
Hello Celestial,
I have updated FGU after getting this extension. I can now unlock the menus and move them around but i don't have the menus at the top of screen. how do i get to the "Menus-records-books" menu at the top? I'm a noob and am working with people who have small laptops and would like to help them declutter their screens. any help you could give would be amazing. I am on mac so that may be a consideration.
NVM!!! Google fu has helped me learn that i need to start a whole new campaign. It works great!
celestian
August 8th, 2022, 18:59
Hello Celestial,
I have updated FGU after getting this extension. I can now unlock the menus and move them around but i don't have the menus at the top of screen. how do i get to the "Menus-records-books" menu at the top? I'm a noob and am working with people who have small laptops and would like to help them declutter their screens. any help you could give would be amazing. I am on mac so that may be a consideration.
NVM!!! Google fu has helped me learn that i need to start a whole new campaign. It works great!
Glad to hear it. Should be as simple as loading the module with the reference manuals for those books to show up in the drop down.
Good luck with your games!
Dar Kreader
August 8th, 2022, 21:42
Thank you so much! works like a charm.
celestian
October 18th, 2022, 17:39
Update
1.52: Color menu name changed with new dice features
Saagael
December 13th, 2022, 21:56
I'm trying to get this working with my extension Decked Out, but I'm running into an issue I'm not able to solve. Decked Out adds a new sidebar button that I need to put in your menulist_window class, but it doesn't have a dropdown, it's just a single button. I got it working for the 2e ruleset, but BetterMenus has this change that's breaking things.
The hideOtherButtonMenus function on the menulist_window class currently has this statement:
if not aControls[i].windowDropDown.isMinimized() then
but my button doesn't have a windowDropDown object or an isMinimized() function.
Would it be possible for you to add check to see if the windowDropDown exists before calling isMinimized? Something like
if aControls[i].windowDropDown and not aControls[i].windowDropDown.isMinimized() then
aControls[i].windowDropDown.minimize();
end
Because this bit of code is buried in the middle of a loop in the function I can't really get this behavior without completely overwriting the function, which I'd like not to do.
celestian
December 14th, 2022, 17:01
Because this bit of code is buried in the middle of a loop in the function I can't really get this behavior without completely overwriting the function, which I'd like not to do.
I've added the logic check for ya and put it on the Test Channel if you'd like to verify it works for you. If you can confirm I'll push it to live.
Saagael
December 14th, 2022, 17:08
I've added the logic check for ya and put it on the Test Channel if you'd like to verify it works for you. If you can confirm I'll push it to live.
Thanks for the quick turn-around! Just checked and it worked perfectly for me.
celestian
December 14th, 2022, 17:46
Thanks for the quick turn-around! Just checked and it worked perfectly for me.
Sounds good, ill push it live here shortly then.
celebrindal
December 16th, 2022, 01:34
Hey Celestian, sent you a message the other day about my extension not working with yours. Have you had a chance to look at that? Thanks.
celestian
December 17th, 2022, 03:11
Hey Celestian, sent you a message the other day about my extension not working with yours. Have you had a chance to look at that? Thanks.
Where did you "send" me a message.
celebrindal
December 17th, 2022, 04:21
When you are logged in you should see a little envelope symbol click on that and you can see direct messages. If for some reason you can't i'll post it here as well.
celestian
December 17th, 2022, 06:56
When you are logged in you should see a little envelope symbol click on that and you can see direct messages. If for some reason you can't i'll post it here as well.
My mailbox is full, always is. Get to many mails. Thats why my sig says to post here or in discord.
celebrindal
December 17th, 2022, 12:18
Hi Celestian. A user has identified an issue where my extension is generating an error when running your extension.
I've narrowed it down to how the window is being called from the menu. In particular if we call the extension from your improved menu it will open and appear to run but generates errors. e.g. it's not getting a value back from an Interface.findWindow() call.
If I open my extension via the /openwindow command from the command line it seems to work fine.
Thoughts? The only thing I can think of is perhaps the data source is empty?
I've included how i'm initializing things and the declarative for the xml. Thanks.
function onInit()
local tButton =
{
sIcon = "button_CRND",
tooltipres = "sidebar_tooltip_CRND",
class = "CeleRNDWindow",
};
DesktopManager.registerSidebarStackButton(tButton, false);
DB.createNode("RNPC").setPublic(true);
Debug.console("DB created")
end
<?xml version="1.0" encoding="iso-8859-1"?>
<root>
<windowclass name="CeleRNDWindow">
-----
So a console command of /openwindow CeleRNDWindow and the extension works as built, called from your better menu errors.
celestian
December 19th, 2022, 07:55
If you're adding sidebar menus like the standard ones it should work fine. If not perhaps instead of having a undefined datasource set it as ''. FGU has in the past not liked that in some cases tho I dont know about in this case. All I can say is it should work if the sidebar is configured like the standard ones are. If you can't resolve it with that then post the console log and I might can see whats going on.
celebrindal
December 23rd, 2022, 14:12
If you're adding sidebar menus like the standard ones it should work fine. If not perhaps instead of having a undefined datasource set it as ''. FGU has in the past not liked that in some cases tho I dont know about in this case. All I can say is it should work if the sidebar is configured like the standard ones are. If you can't resolve it with that then post the console log and I might can see whats going on.
I don't know if I can grab images from someone else so i'll link the post where she put it.
https://www.fantasygrounds.com/forums/showthread.php?75849-Customized-Random-Encounter-Generator-PF1
Post #6, she has included images showing the errors.
So from my investigation what is happening is when you click on the menu button, with your extension, it creates the window. But when you go to do anything when I do a findWindow it is returning nil. If we open the window using the /openwindow it works fine.
So it has to be the window instantiation from the menu buttons is where the issue is. I'm not strong enough in LUA/XML foo to really understand why it's not creating correctly, if it's something on my end I need to do differently or if it's something odd from yours. Any help is appreciated.
celestian
January 8th, 2023, 19:53
Update: Version 1.56 is pushed to live, corrects the "diceselect" text.
charmov
February 24th, 2023, 02:02
Hi Celestian! This error popped up with the new update. It doesn't seem to break anything just thought I'd bring it to your attention. 56334
celestian
February 24th, 2023, 03:29
Hi Celestian! This error popped up with the new update. It doesn't seem to break anything just thought I'd bring it to your attention. 56334
I am not sure where that is coming from but...
I was able to do some work on my ruleset (which uses a version of this natively) that allows a better coexistence of the menu/sidebar that I'll also add to the BetterMenus extension.
When I do that work I'll see if this problem is also resolved.
Milke
February 24th, 2023, 06:03
I've used this extension for a long time. As of this latest version 4.3.3, it JACKS UP my entire setup. I had to turn it off. It no longer has buttons for assets in the menus.
celestian
February 24th, 2023, 17:06
I am not sure where that is coming from but...
I was able to do some work on my ruleset (which uses a version of this natively) that allows a better coexistence of the menu/sidebar that I'll also add to the BetterMenus extension.
When I do that work I'll see if this problem is also resolved.
I've pushed version 2.0 to the Test channel. Please test that it works as expected for you. Tested locally myself and everything seemed to be working properly.
Milke
February 24th, 2023, 18:51
I've pushed version 2.0 to the Test channel. Please test that it works as expected for you. Tested locally myself and everything seemed to be working properly.
I'll check it out. Thanks. This is by far one of my favorite add-ons. I was sad when it came up wonky.
kilma.ard.venom
February 25th, 2023, 20:39
I had the same issue (error) as Milke. And with the latest update it's finally gone. :) Thank you!
celestian
February 25th, 2023, 20:54
I had the same issue (error) as Milke. And with the latest update it's finally gone. :) Thank you!
Pushed it out to live this morning, glad it's working for ya. In theory should be easier to switch between the Menu style and the sidebars now and it shouldn't mess up your desktop map views either.
Milke
February 25th, 2023, 21:44
I play PF2e. My menus bar is still jacked :(
It's still missing the Assets button, and whatever button is supposed to be below Party Sheet. Those 2 buttons are gone, all the rest seem to be there.
celestian
February 26th, 2023, 00:53
I play PF2e. My menus bar is still jacked :(
It's still missing the Assets button, and whatever button is supposed to be below Party Sheet. Those 2 buttons are gone, all the rest seem to be there.
Then you havent updated or have a local copy of the extension would be my guess.
https://i.imgur.com/Mlrbm6N.png
Milke
February 26th, 2023, 04:24
I have just clicked the update button that's at the bottom of Fantasy Grounds when you first load it. I thought these Forge extensions automatically updated when FG updated. Maybe I can try deleting the file and redownloading it.
Okay. I don't know what I did. But I messed with deleting and downloading and updating in some combination, and it works now. =p
RedmondStache
June 25th, 2023, 08:38
Been using and loving this extension for years, but it seems that the newly-added Sounds menu item in FGU 4.4.1 doesn't show up when this extension is loaded.
celestian
June 25th, 2023, 20:43
Been using and loving this extension for years, but it seems that the newly-added Sounds menu item in FGU 4.4.1 doesn't show up when this extension is loaded.
I've had this fix ready I completely forgot to push it tho. If you update you should see it now. As the menu list is alphabetical it will show up as the last option on the list now.
Larrytheblock1
August 17th, 2023, 12:18
Hi there! Love the extension, but when I apply it my dice tower image seems to be cut off, I'm using call of Cthulhu 7e and the fantasy grounds dark theme. I've attached an image of said dice tower.
celestian
September 12th, 2023, 15:32
Update released.
v2.2: Ensured Sound Sets will show in records drop down
rocketvaultgames
November 7th, 2023, 19:14
Is there any way to make it so you can drag menu items to hotkeys like in the default menu system (i.e. Dragging a Combat Tracker link to be able to toggle it on/off as a hotkey).
Thanks!
celestian
November 9th, 2023, 04:25
Is there any way to make it so you can drag menu items to hotkeys like in the default menu system (i.e. Dragging a Combat Tracker link to be able to toggle it on/off as a hotkey).
Thanks!
No, the extension uses various mechanics that are not actually buttons so that I can do some other things. If they were buttons, I could.
rocketvaultgames
November 9th, 2023, 05:11
No problem. Thank you for the reply.
rocketvaultgames
December 14th, 2023, 16:57
Not super important, but with yesterday's update, 'Assets' now shows as 'tokenbag' in Better Menus.
celestian
December 14th, 2023, 17:26
Not super important, but with yesterday's update, 'Assets' now shows as 'tokenbag' in Better Menus.
I had this updated but did not push, I've done so now. If you update it should show "Assets" again (they changed the variable).
rocketvaultgames
January 17th, 2024, 22:41
It appears that with only Better Menus loaded in a D&D 5e campaign, it causes FGU to stutter (.25 second freeze) every 10 seconds or so.
There are regular dips in GPU utilization when these occur: https://imgur.com/BHrtSyG
These stutters don't happen with zero extensions loaded, nor with a ton of other extensions loaded.
damned
January 17th, 2024, 22:56
How many modules have you got loaded in this test instance?
rocketvaultgames
January 17th, 2024, 23:03
Many (TM)....
Actually, 91: https://imgur.com/Mmxck4D
damned
January 17th, 2024, 23:17
As Better Menus looks at all those modules to build out its menu lists can you try closing the Adventure modules that you are not playing and see if that makes any difference?
rocketvaultgames
January 17th, 2024, 23:49
I just unloaded every module and the problem disappeared.
Looks like I'll have to find a happy medium of which ones to load.
Does the quantity of modules matter, or just their sizes?
My campaign pretty much involved all the 5e Forgotten Realms adventures, so it is nice to have it all loaded up and ready to go.
damned
January 18th, 2024, 01:49
I was going to suggest unloading the adventures but you are using those. Most people only need 1 or 2 adventures open. My guess is that it is the number of reference manuals that might be causing the issue. Its only a guess.
celestian
January 19th, 2024, 20:35
I just unloaded every module and the problem disappeared.
Looks like I'll have to find a happy medium of which ones to load.
Does the quantity of modules matter, or just their sizes?
My campaign pretty much involved all the 5e Forgotten Realms adventures, so it is nice to have it all loaded up and ready to go.
It should only load that data initially and if the event for modules updated is also triggered. If that is happening that often I could see that being an issue. Tho to be clear, it doesn't update that information until the menu is clicked. It gets the event notice and next time a click is registered on the menu it updates.
What triggers these latency issues, just sitting there moving the mouse and you notice is blinks around? If you can give me some specifics I can see if there are other events I can hook into that indicate that "modules" have been updated. It needs to do this so that it has a correct list of the ref-manuals.
To keep that data current I check during onModuleAdded, onModuleUpdated and onModuleRemoved.
rocketvaultgames
January 19th, 2024, 20:50
No matter what I am doing in FGU (same for many extensions and for only Better Menus loaded), there is a brief hiccup every 10 seconds or so where FGU doesn't process any inputs during that ~1/3 second window. It is shown by the dips in 3D processing here: https://i.imgur.com/QbbGJWF.png
This leads to clicking on unintended things when FGU processes clicks made during the lag where ever the cursor is after the lag spike.
Just toggling from Menu to Sidebar in Options with the extension loaded does fix the problem as well not loading the extension in the first place: https://i.imgur.com/hDjJR4b.png
rocketvaultgames
January 19th, 2024, 21:08
If you have an image open with FX going, it makes it obvious to see when the lag spike happens as the FX freezes momentarily as well.
celestian
January 19th, 2024, 21:30
No matter what I am doing in FGU (same for many extensions and for only Better Menus loaded), there is a brief hiccup every 10 seconds or so where FGU doesn't process any inputs during that ~1/3 second window. It is shown by the dips in 3D processing here: https://i.imgur.com/QbbGJWF.png
This leads to clicking on unintended things when FGU processes clicks made during the lag where ever the cursor is after the lag spike.
Just toggling from Menu to Sidebar in Options with the extension loaded does fix the problem as well not loading the extension in the first place: https://i.imgur.com/hDjJR4b.png
Was able to reproduce this. I loaded all the 5e modules I had and could see the hiccup every 15 or so seconds. I wont be able to address this until I get back home (on work travel till first of feb) but I can see it and that'll help to narrow down cause.
rocketvaultgames
February 16th, 2024, 15:52
Would it be possible to have the dropdown menus default to a height that includes all of the entries? Many extensions add more items to the menus and I find myself mouse-wheeling up and down frequently. It's not a huge deal, but if it's simple, I'd welcome the change.
Thanks much!
rocketvaultgames
March 7th, 2024, 16:23
A low-priority request: Have the position of the "Menus" remembered when toggling between "Menus" / "Sidebar" in options. It currently resets to the upper left corner.
celestian
March 7th, 2024, 22:20
Was able to reproduce this. I loaded all the 5e modules I had and could see the hiccup every 15 or so seconds. I wont be able to address this until I get back home (on work travel till first of feb) but I can see it and that'll help to narrow down cause.
So, I did a lot of testing on this pre-4.5 release and was not able to find a solution. I believe it had something to do with the event I was looking at for module load changes but those changes were not acted on until the menu was selected so shouldn't have caused any issue like this. Even disabling the books section didnt resolve it which was where the code ran to check for it.
That said, I've not seen the issue in 4.5 so something updated in FG 4.5 that resolved it.
I released an updated version today that will resolve the Menu name changes introduced in 4.5.
Would it be possible to have the dropdown menus default to a height that includes all of the entries? Many extensions add more items to the menus and I find myself mouse-wheeling up and down frequently. It's not a huge deal, but if it's simple, I'd welcome the change.
The only menu that should not be static is the books menu. Unfortunately there is no way to programatically change the size of a Panel which is what the system uses. Once it reaches a specific size it adds the scroll bar.
Maasq
March 7th, 2024, 22:45
Hi Celestian
Today's update introduced a small conflict with your extension. The button that allows you to change between combat tabletop list or party tabletop list for the portraits becomes non-clickable except for the single pixel to its extreme left when Better Menus is loaded. Hopefully it is an easy fix as I love Better Menus. EDIT: I am using D&D 5E.
Could I also request a feature? I was having a discussion on the main FG Discord channel the other week about Better menus, specifically the 'Books' menu.
What I was asking is why the Player's Handbook in 5E shows up as PHB Deluxe, and the short answer appears to be that the 'Books' menu reads the module name rather than the display name.
Is it possible to change it? I guess an option to show either would probably be the best so as not to annoy long term users. I don't even know if this is possible, but I thought I'd ask. :)
Thank you
Maasq
celestian
March 7th, 2024, 23:36
Hi Celestian
Today's update introduced a small conflict with your extension. The button that allows you to change between combat tabletop list or party tabletop list for the portraits becomes non-clickable except for the single pixel to its extreme left when Better Menus is loaded. Hopefully it is an easy fix as I love Better Menus. EDIT: I am using D&D 5E.
Could I also request a feature? I was having a discussion on the main FG Discord channel the other week about Better menus, specifically the 'Books' menu.
What I was asking is why the Player's Handbook in 5E shows up as PHB Deluxe, and the short answer appears to be that the 'Books' menu reads the module name rather than the display name.
Is it possible to change it? I guess an option to show either would probably be the best so as not to annoy long term users. I don't even know if this is possible, but I thought I'd ask. :)
Thank you
Maasq
Is the 5E character panel not movable? The Menu bar is. You can unlock and move it as well. That was one reason I used panels so that the user could place it where it worked for them.
RE: the book names, I'll look at if that info is available in the API.
Maasq
March 8th, 2024, 00:16
Is the 5E character panel not movable? The Menu bar is. You can unlock and move it as well. That was one reason I used panels so that the user could place it where it worked for them.
RE: the book names, I'll look at if that info is available in the API.
Hiya, thanks for the reply.
The character panel is movable, yes - that's not the issue.
The functionality where there is a small button to the bottom left of the character panel that can be clicked to swap between its two modes is what is clashing with Better Menus.
When Better Menus is loaded, the button can't be clicked (except for a single pixel column to its far left).
It isn't an issue with the menus or positioning - I think it is a clash with the feature you added that allowed the character panel to be moved.
Hope this helps!
Maasq
celestian
March 8th, 2024, 00:27
Hiya, thanks for the reply.
The character panel is movable, yes - that's not the issue.
The functionality where there is a small button to the bottom left of the character panel that can be clicked to swap between its two modes is what is clashing with Better Menus.
When Better Menus is loaded, the button can't be clicked (except for a single pixel column to its far left).
It isn't an issue with the menus or positioning - I think it is a clash with the feature you added that allowed the character panel to be moved.
Hope this helps!
Maasq
Oh, hum, yes that is movable now by default. That isnt needed anymore. Infact I think they sorted out the issues I had with the dice tower (both used to show up behind the desktop style map view).
I can remove it and you'll get default.
Maasq
March 8th, 2024, 00:53
That works for me. I hope it proves as simple as that. I know from my adventures in coding it rarely is :)
Thank you
Maasq
Maasq
March 8th, 2024, 20:27
Everything seems fine now - did you update again? Thank you if so!
celestian
March 8th, 2024, 20:39
Everything seems fine now - did you update again? Thank you if so!
Yes, when I posted my last message I had pushed out an update.
rocketvaultgames
March 17th, 2024, 20:11
So, I did a lot of testing on this pre-4.5 release and was not able to find a solution. I believe it had something to do with the event I was looking at for module load changes but those changes were not acted on until the menu was selected so shouldn't have caused any issue like this. Even disabling the books section didnt resolve it which was where the code ran to check for it.
That said, I've not seen the issue in 4.5 so something updated in FG 4.5 that resolved it.
I released an updated version today that will resolve the Menu name changes introduced in 4.5.
The only menu that should not be static is the books menu. Unfortunately there is no way to programatically change the size of a Panel which is what the system uses. Once it reaches a specific size it adds the scroll bar.
Sorry, I didn't see this until now... I really appreciate you having looked into all of this and responding.
I'm still seeing the regular lag spike in 4.5.1. Toggling between Sidebar and Menus fixes it just like before.
celestian
March 19th, 2024, 18:29
Sorry, I didn't see this until now... I really appreciate you having looked into all of this and responding.
I'm still seeing the regular lag spike in 4.5.1. Toggling between Sidebar and Menus fixes it just like before.
I ran my checks in the TEST channel before 4.5 was released and was not able to see lag spikes when I had about 10 modules loaded. In anycase I dont run persistent pulsing checks for anything in my code. There are some events I monitor and if those are causing it thats API side I can't resolve. I updated the event specific to this to use the same one that JPG used for the new "Books" of theirs for 4.5.
metaldm007
April 11th, 2024, 23:04
Hey there, just curious if there's any compatibility between this extension and extensions that add new menu options, such as Timer. (https://forge.fantasygrounds.com/shop/items/665/view) As it stands, the timer button does show up with the default menu (https://i.imgur.com/ZA20xbL.png) but not with Better Menus (https://i.imgur.com/mgP4IKt.png). Figured I'd ask because I couldn't find anyone else experiencing this in the thread.
celestian
April 15th, 2024, 02:44
Hey there, just curious if there's any compatibility between this extension and extensions that add new menu options, such as Timer. (https://forge.fantasygrounds.com/shop/items/665/view) As it stands, the timer button does show up with the default menu (https://i.imgur.com/ZA20xbL.png) but not with Better Menus (https://i.imgur.com/mgP4IKt.png). Figured I'd ask because I couldn't find anyone else experiencing this in the thread.
There is functionality that developers can use to add their own menus. The first post links to it which is here : https://www.fantasygrounds.com/forums/showthread.php?58226-Better-Menus-(CoreRPG-5E-etc)&p=574918&viewfull=1#post574918
metaldm007
April 15th, 2024, 03:52
There is functionality that developers can use to add their own menus. The first post links to it which is here : https://www.fantasygrounds.com/forums/showthread.php?58226-Better-Menus-(CoreRPG-5E-etc)&p=574918&viewfull=1#post574918
Thanks for the clarification.
rocketvaultgames
May 10th, 2024, 21:30
I ran my checks in the TEST channel before 4.5 was released and was not able to see lag spikes when I had about 10 modules loaded. In anycase I dont run persistent pulsing checks for anything in my code. There are some events I monitor and if those are causing it thats API side I can't resolve. I updated the event specific to this to use the same one that JPG used for the new "Books" of theirs for 4.5.
I'm still getting these lag spikes with 0 modules loaded and no other extensions except for Better Menus in my main campaign.
I don't get these lag spikes in a new campaign (0 Mods/other extensions)...
What else about a campaign could be possibly causing these spikes?
celestian
May 17th, 2024, 01:24
I'm still getting these lag spikes with 0 modules loaded and no other extensions except for Better Menus in my main campaign.
I don't get these lag spikes in a new campaign (0 Mods/other extensions)...
What else about a campaign could be possibly causing these spikes?
I'm not suggesting the issue is not Better Menus but there is nothing I've tried that will resolve it. I can only speculate as to the cause and most of what I come up with is outside of my ability to correct.
rocketvaultgames
May 17th, 2024, 15:46
I'm not suggesting the issue is not Better Menus but there is nothing I've tried that will resolve it. I can only speculate as to the cause and most of what I come up with is outside of my ability to correct.
Do you have any guesses as to what it might be? Size of Log File? Total size of Campaign Folder? Anything like that? Leftover data from a previously used but disabled extension?
Until the default menu bar becomes movable, I'm sticking with Better Menus even with the lag spikes, but I'm willing to try to solve the issue on my end. I'm just not even sure where to start.
celestian
May 19th, 2024, 01:01
Do you have any guesses as to what it might be? Size of Log File? Total size of Campaign Folder? Anything like that? Leftover data from a previously used but disabled extension?
Until the default menu bar becomes movable, I'm sticking with Better Menus even with the lag spikes, but I'm willing to try to solve the issue on my end. I'm just not even sure where to start.
I am not sure if its any of those issues but my test environment would not have large files for either of those. I tested dropping various pieces connected to the modules. In that case I thought it was because I was looking for changes but even with that disabled it didnt change things. It's probably some interaction with the API but to the best of my knowledge I have no "watch for these changes all the time" which would cause it to "check" while you might be moving or anything else. My checks only trigger when a menu option is clicked.
rocketvaultgames
November 19th, 2024, 20:44
Not a huge deal, but it looks like if Better Menus is loaded, but toggled off so that the default sidebar is used, Better Menus prevents FG from remembering the expansion state of the sidebar (small/med/large) upon reloading.
celestian
November 20th, 2024, 16:31
Not a huge deal, but it looks like if Better Menus is loaded, but toggled off so that the default sidebar is used, Better Menus prevents FG from remembering the expansion state of the sidebar (small/med/large) upon reloading.
I'm deep into a project right now but will review this after the current "test" is live and resolve any issues.
rocketvaultgames
February 11th, 2025, 18:30
I'm deep into a project right now but will review this after the current "test" is live and resolve any issues.
Not a super high priority, but just wanted check back in about this one:
"If Better Menus is loaded, but toggled off so that the default sidebar is used, Better Menus prevents FG from remembering the expansion state of the sidebar (small/med/large) upon reloading."
celestian
February 12th, 2025, 04:57
Not a super high priority, but just wanted check back in about this one:
"If Better Menus is loaded, but toggled off so that the default sidebar is used, Better Menus prevents FG from remembering the expansion state of the sidebar (small/med/large) upon reloading."
I completely forgot about this. I'll give it a look and see. I don't use 5e personally and in 2E its not doing this.
celestian
February 12th, 2025, 22:33
Not a super high priority, but just wanted check back in about this one:
"If Better Menus is loaded, but toggled off so that the default sidebar is used, Better Menus prevents FG from remembering the expansion state of the sidebar (small/med/large) upon reloading."
Question, whats the use case for this situation? Is the HOST using it and players arent? Or the other way round?
Also, im testing this with 5E and not sure what issue is. When I toggle the menu bar off I can toggle the side bar and seems to cycle through them all as expected and the menus look ok. Can you show me a SS and explain in more detail the issue?
rocketvaultgames
February 12th, 2025, 22:39
Question, whats the use case for this situation? Is the HOST using it and players arent? Or the other way round?
In this case the players are using it and the host isn't (ironically to save some screen real estate based on the minimum dimensions of certain things).
rocketvaultgames
February 12th, 2025, 22:45
Question, whats the use case for this situation? Is the HOST using it and players arent? Or the other way round?
Also, im testing this with 5E and not sure what issue is. When I toggle the menu bar off I can toggle the side bar and seems to cycle through them all as expected and the menus look ok. Can you show me a SS and explain in more detail the issue?
Sorry... just replied to the snippet in the email notification...
This is how it looks on the GM side:
63433
Then when I restart FG, it looks like this:
63434
I can click through to make the sidebar small again, but I have to do it every time I load FG.
Same situation with and without other extensions. This didn't use to happen back before the update last fall when I posted about this originally.
celestian
February 13th, 2025, 02:54
Sorry... just replied to the snippet in the email notification...
This is how it looks on the GM side:
63433
Then when I restart FG, it looks like this:
63434
I can click through to make the sidebar small again, but I have to do it every time I load FG.
Same situation with and without other extensions. This didn't use to happen back before the update last fall when I posted about this originally.
What ruleset is this? 5e? I assumed but you've not mentioned.
rocketvaultgames
February 13th, 2025, 02:58
What ruleset is this? 5e? I assumed but you've not mentioned.
D&D 5e. Same issue whether the campaign is set to Legacy or 2024.
celestian
February 13th, 2025, 18:21
D&D 5e. Same issue whether the campaign is set to Legacy or 2024.
Okay, I've dug into this and seems a situation that is probably not all that common. GM not using the menus, using "Save window positions" and the "Save window positions" doesn't honor the side bar on reload. It doesn't seem to interfere with other windows (I've tested character windows and various others).
The work-a-round is to simply click the sidebar adjustment.
This is a non-critical issue but I will look into changing how it works if it doesn't require major overrides as those tend to cause long term management issues.
rocketvaultgames
February 13th, 2025, 18:54
Okay, I've dug into this and seems a situation that is probably not all that common. GM not using the menus, using "Save window positions" and the "Save window positions" doesn't honor the side bar on reload. It doesn't seem to interfere with other windows (I've tested character windows and various others).
The work-a-round is to simply click the sidebar adjustment.
This is a non-critical issue but I will look into changing how it works if it doesn't require major overrides as those tend to cause long term management issues.
I agree with all of that. Thank you for taking a look.
jkeller
February 16th, 2026, 15:13
Hi - I had a request to make one of my extensions compatible with Better Menus. I added the addMenuItem call like this:
function onTabletopInit()
if Session.IsHost then
local tButton = { sIcon = "FF_Icon", tooltipres = "FF_title", class = "fishing_tournament_window", path = DB_ROOT };
DesktopManager.registerSidebarToolButton(tButton, 8);
if MenuManager then
MenuManager.addMenuItem("fishing_tournament_window", DB_ROOT, "Open the Fishing Fun UI", "Fishing Fun");
end
end
end
It works, but it ends up adding two menu entries. Did I do something wrong?
66624
Not sure if it matters, but this is for 5E.
celestian
February 19th, 2026, 19:06
Hi - I had a request to make one of my extensions compatible with Better Menus. I added the addMenuItem call like this:
It works, but it ends up adding two menu entries. Did I do something wrong?
66624
Not sure if it matters, but this is for 5E.
Try not adding it and see what happens. It looks like it detected a menu and added it and then you're adding it again.
jkeller
February 19th, 2026, 20:27
If I don't call it, I get no menus. If I call it, I get both. When selected, both open my window.
celestian
February 20th, 2026, 02:05
Even if the code is just...
function onTabletopInit()
if Session.IsHost then
local tButton = { sIcon = "FF_Icon", tooltipres = "FF_title", class = "fishing_tournament_window", path = DB_ROOT };
DesktopManager.registerSidebarToolButton(tButton, 8);
end
end
DesktopManager.registerSidebarToolButton internally adds the button record to Desktop.aCoreDesktopDockV4["live"]. BetterMenus' createMenuSelections() automatically iterates that exact list to populate the dropdown.
I expect if you use one or the other it'll be there just once.
jkeller
February 20th, 2026, 02:36
If I just use registerSidebarToolButton, then I don't see it in the menu. All I did was comment-out the addMenuItem call.
if I have both, I see the 2 menu items.
Anything else I could try?
celestian
February 20th, 2026, 04:40
Sorry, nothing comes to mind immediately and im not home to dig deeper into the code for a week. I was certain it would be the discovery bit.
The other option is try...
function onTabletopInit()
if Session.IsHost then
if MenuManager then
MenuManager.addMenuItem("fishing_tournament_window", DB_ROOT, "Open the Fishing Fun UI", "Fishing Fun");
end
end
end
jkeller
February 20th, 2026, 15:09
Thanks for the responses. That works fine as long as I have Better Menus. But if not, then of course it doesn't show up in the sidebar. That's not really an option.
I can use if/else; it does what I want as long as Better Menus loads first. Do you specify a load order? I typically don't for mine (which I think means it defaults to 50).
function onTabletopInit()
if MenuManager then
MenuManager.addMenuItem(EXT_UI, DB_ROOT, "Open the Boar Riding (festival event) UI", "Boar Riding");
else
local tButton = { sIcon = "BR_Icon", tooltipres = "BR_title", class = EXT_UI, path = DB_ROOT };
DesktopManager.registerSidebarToolButton(tButton, 8);
end
end
celestian
February 20th, 2026, 23:28
It loads last, 999 I believe.
jkeller
February 21st, 2026, 00:44
I think it might work as long as I do it in onTabletopInit, not onInit.
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