This is intended to be a way to set Options from the Options menu for an individual save instead of for the entire game. It involves building menus with Battery's UI utility in ways he never intended (I know because he advised me on how to do it).
The idea here is that a series of persistent values are stored in the save game. When the game loads, those values are used to overwrite what the game just loaded from Options.ini. I only bothered with settings that I thought were likely to be different in different challenges or self-imposed rules. Things like camera scroll and temperature display in C or F and things like don't appear.
Screenshots the current multi-tab dialog are attached. I used game strings from EA's options dialog wherever I could, but I wasn't able to completely avoid adding some new strings. Those are hard-coded in English. I do STBLs last.
NOTE: In order for the game to use any of these settings, the "Use Save Options" setting on the first table MUST be set to true. It starts out set to false, so the mod does nothing. You can set it back to false to use settings from Options.ini. Or you can remove the mod. Saves should revert to the ini file just fine if the mod is gone.
Things I know work as intended:
1. Human lifespan
2. Pet lifespans
Things I think probably work as intended, but it'll take more gameplay to be sure:
1. Demographics settings (turning occult/celebrities on and off)
2. Weather (rain, fog) toggled on or off.
Things I am not sure are working at all:
1. Seasons, length or toggle
2. Lunar settings
3. I have not implemented "Opt out of opportunity dialogs" and "Opt active household out of celebrity system." Both are weird, and I need to look at them some more. I can't see myself ever using the first one, but I definitely have different rules about active celebrities in different save games.
Seasons seem straightforward in the SeasonsManager, but I didn't see the settings reflected in my game while testing. Lunar settings don't appear in the LunarCycleManager. They're actually set in the World object for some reason. It's possible (likely) I haven't played my test game long enough to see changes in those settings take effect.
I hope some folks try it out. I've been hacking on it all month instead of the other projects I have almost done....
OK, what I have learned from more extensive testing:
1. The season length and lunar cycle length really don't work. I'm going to have to look for another way to set them that doesn't write to the ini file.
2. The lifespan lengths work great, but I'm setting them on loadup after NRaas StoryProgression runs, so I'm getting the, "You seem to have changed your lifespan" prompt twice on every load -- once for loading the lifespans from options.ini and then a second one for loading the lifespans from my mod. I have a good idea how to fix this one.
Other stuff -- I have since learned that all the Seasons/Lunar settings are already set per save. You use the EA Options dialog, but it actually sets something in the save and ignores everything about the Options.ini file. My dialog settings don't work, and you don't need to use them.
The lifespan settings DO work, but I'm having timing issues with NRaas StoryProgression, so in the most annoying case, you'll get TWO "Looks like you changed the lifespan" prompts, one for the settings pulled from the ini file and another for when I overwrite the settings with mine. You can cancel out of any prompts that you get because the manager speeds are fine.