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This doesn't change the number of upgrade slots but the UI you use to interact with them. You'll need another mod to do that. I don't know which one.
I included base configs for weapons that generally clip through the UI, for most others a quick turn of the mouse-wheel can get them to out of the way.
But, if you wanted to adjust everything then finding template names is the same process it always has been, check localisation files for the display/friendly name, and grab the template name from the [ ] 's.
"to adjust this feature" -- yes, pretty sure I put a toggle in the configs to control if this is on or off
"to just have this feature" -- as a standalone mod with only that thing? no, I won't be making that as I see no need to do so.
https://imgur.com/a/PaSYC6N
It is a nice reference point that at this time, in this commit, these mods worked okay together :)
https://gist.github.com/xPXpanD/ee01d043ed4ecb09f0fa44a8b91529bd
Currently in the middle of setting up for a new game, but the only mods that are new so far are the two Second Wave Remastered mods, Rescue Denmother, Bond To Header and two voicepacks. Everything else was active in that previous run as well, and either worked fine (been commenting on most of these) or failed gracefully enough for me not to notice.
About half of the removed mods were voice packs or classes that I "used up", so I don't expect any particularly big omissions here. (I use new voices/classes every run to keep things fresh)
It's like -almost a year- .. but the conflict this mod had with Grimy's Loot mod should now be resolved with the CHL v1.22.3 released ... yeay !!
So in the description.. in the compatibility and known issues section..... your issue was already covered ... :)
It's a problem because both mods override `UIArmory_WeaponUpgrade` ... in the case of this mod to provide the extra code needed to move the weapon pawn.. in the case of Grimy's to recolour the item name (and likely some stuff I didn't understand, Grimy's is a big mod)
Thankfully we both change different area's of that file, so with some CHL changes both mods will be able to co-exist. This mod 'helps fix' an underlying game bug/issue and/or provides a tool that many many weapon/item mods can use, so I submitted it for CHL approval.
I think it is being reviewed for inclusion in CHL 1.22 (at time of writing that 'version' only exist in the github/dev builds) .... so hopefully at some point in the future the issue will dissolve. :)
But in my personal opinion for this mod, i felt that it is not really necessary, and might as well deal without this mod when the weapon is in your face.
When I deactivate this with fresh config folder, the frame rate is back to normal.
Is there a problem on your end? If not, then another possibility might do with the "Chemthrower Addons" mod that requires this.
Does that mean they currently conflict, but won't conflict in the future?
https://i.redd.it/fvej73dpfpj11.png