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thank you very much
Troubleshoot your mods, the first step is to make a backup of your save file and try it with just this one mod.. if you can reproduce it with no other mods loaded, then submit a bug report in discord with the steps you took to reproduce it and attach any logs / save files needed.
I've seen reports that potentially VAM might cause something like this, but can't confirm as I don't use that mod so in case you are, you're going to have to try disabling that at least
I'd like to know if it's possible to keybind MouseWheel UP and Down ? It won't let me, but maybe there's somewhere else I can edit it? I have slot 1 and 2 as MWU&D.
thank you
If you have an actual bug to report that can be reproduced with just this mod, then by all means use the discord to report it and I will look into it, heck, I'll even try to help if it's unrelated to my mod. But please refrain from silly baseless accusations that contain no actual information. Thanks.
This is entirely visual though and you can functionally use the mod with the hotkeys you just have to remember what you have in each slot.
Alternatively tot hud is also modular as far as I know and you can separately disable their changes to the shortcut bar while having the rest of the mod active in which case you would see the icons as well since you would have the vanilla bar.
Because if they were moved back to your inventory, then that's a different issue and that CAN happen on servers where the server is of poor quality or just has way too many mods and loading takes way too long.
In cases like that your items might be treated as newly looted stuff and actively moved to your inventory by the mod.
I made adjustments to minimize that situation, but that could potentially still happen on some servers - in which case you can just enable to allow looted items on the secondary bars in the mod settings.
That setting is there just to prevent insects and other harvested consumables to show up on the secondary bars, but if you already filled them with tools etc. there's no reason to keep the filter on.
Great mods btw. Using several of yours now.
Probably just some loading glitch with the vanilla game, there's a lot of those since age of heroes.
Is this a known bug? If so is there a work around that doesn't involve relogging?
Still, it's a good mod for the limited spaces of the radial menu, I'll have to adapt.
(On a side node up to now I never had anyone have any issue using it on a controller, the very reason if only adds double the amount of slots is so that it's still comfortably selectable from a controller.)
I hope it's possible to implement something that improves precision for those of us who use a controller or to be able to adjust the speed of the stick when opening the radial menu.
If you're sure that the mod is loaded and active, then it could be a matter of your keyboard localization, French keyboards are especially notorious for example, because on that layout the numbers already require pressing shift, so you cannot send shift + number input to the game. That's the reason the mod has configurable keys thou, what people with FR keyboards usually do is switch the number bindings over to the corresponding special characters, then the game can capture those along with shift etc.
I click on shift with one of mi hotkey and it do nothing
I legit use most of your mods and love them for being clean, light weight additions that work with virtually everything. Follower Remote and Armor and Weapon Stats are something that should just be in the base game in my opinion. You do a fabulous job and I want to thank you for the time and effort that you put into your mods.
Now, it's actually possible to add some form of targeted support for it, but it would require a lot of extra work to make a version just to detect the presence of that specific mod and properly interface with it (especially since that mod can also have the shortcut bar vertical etc. which would already require a redevelopment of this mod). My point is, it's not impossible, but I have no plans to do it atm.
His UI mod is modular though and as far as I know you can disable the shortcut bar changes in the settings to get back the vanilla shortcut bar where you'll be able to see the icons.
(I don't know for sure as personally I don't use any full HUD mods, just the separate elements that I made, like this and the minimap, proximity party etc. You can see that setup in one of the screenshots above)
Don't know if this is something that would be a quick fix for this mod or not. If they aren't compatible, then they aren't compatible. I'll take this over a new hud mod any day! I super appreciate all of the awesome mods that you make. I can't play without them. :D
And sadly no, it's not something that's easily doable, but that's not a bad thing, since this was the intended behavior :)
It allows you to prepare an item without having to unequip your current one just because they're on the same slot, plus otherwise like you already identified it would become problematic with usable items where consumables would be automatically consumed etc.
When I swap a slot containing an actively equipped item (such as a weapon I'm currently holding), I need to tap the slot again to equip the new item.
For me, it would feel more intuitive if it auto-equipped the item that's been swapped into the slot, if that slot previously held an equipped item.
Could this please be considered for a future update, perhaps as a configurable option?
i will like to request if possible an option NOT to hide the Shortcutbar when using controller
@[TEST] FrankManic - Ty :)
@DarkBlueAgent - Sadly not possible, thou if you think about it I think you'll realize that would potentially cause more issues than it would solve, especially with more expensive consumables and the inability to swap to them without using them :)