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If you have notification clearing enabled, that might be why, otherwise the notifications follow base game behavior, modifying is not that straight forward.
It's going to stack notifications which are the exact same, like looting the same item multiple times.
@Horth
Both the notification stacking and redirecting to the message box are now available.
You can try https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3400402923 for the type of custom notifications you wanted.
I'd recommend using https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3395758908 for that.
Examples :
- gnomes successfully stealing a valuable item from the player or companions
- enemies destroying valuable equipment or inventory items on the player or companions with fire/acid/cold attacks
- ether disease progressing
What would be your recommendation ? Could this feature be part of this mod in the future ?
Thank you very much for sharing your mod with us.
There was a mod that had notifications for big daddies and shrines already and I actually have a personal version that notifies when more things appear, I can publish a new mod with a filtering option this weekend.
@Horth
If you aren't seeing the option then you're probably on an older version, recheck the game files on steam or resubscribe to the mod.
I'll look into adding an option to redirect the notifications, it's quite code editing heavy though (it's more tedious work than complex but maybe I'll take the time and clean things up).
@D
Don't think the game has that natively but I could maybe make my own version, I'll try to look into it.
i.e, instead of:
Looted a pine log
Looted a pine log
Looted a pine log
Looted a pine log
We'd have, within a certain timeframe:
Looted a pine log (x4)
The game already does this in the log.
I added an option to limit the number of notifications so it starts removing older ones past a threshold. I think I could maybe make them fade out a bit instead of instantly clearing them, not sure yet, but let me know what you think.
The fading time is a bit complex, I'm not sure it makes sense to have options for it (and honestly it'd require a lot of code adjustments).
Ah yes, it's still bundled with the potential changes, I'll add some new options for that.
It's done now.
I could try to look into it but really can't promise anything as most things text related in this game are not very mod friendly.
You push|Something evades|frowns
more or less works, thanks.
Wonder if there's a way to change the color of item names in log to help with readability
You can use my other mod for filtering messages from the message box. As for notification, I can't envision that working out that well, you're probably better off relying on the message box and filtering out things.
If for some reason you want to keep those messages except when dumping let me know and I can make some setting for that.
I suggested that we get proper formatting / better text log for autodumping in the discord and game feedback last month, but I have yet to see any such improvement. Trying to sift through the log of "You push X and Y away, you open door" all while looking for what item was dropped into which chest is sort of cumbersome.
- Spell potential are actually the number of charges they have available and it doesn't affect experience gain at all, so I have disabled showing it when spell XP is gained
- Spells now show charges gained properly
- "AP" (Action Potential) no longer exists since I thought that was strictly for spells
- There was 2 ways to gain them, from reading books (which were not displayed before and are now) and from other methods (which I didn't know the use of at the time)
- One of those methods were permanent potential increases like feats or ADAM meat, which were being labeled as "AP"
- Those are now more appropriately called "BP" (Base Potential) and are summed up with the source potential of an element, to avoid showing too many numbers and it matches with what you see on the character sheet when these methods are used
The mana one is known but maybe I'll try again to think of some caching method to fix it.
For the spells, that's a good idea to add! Will look into it today.
My bad, forgot about that setting when I made a new menu. Should be fixed now.
The name displaying when an item is picked up is what you see on the inventory, as the game itself doesn't "know" the name of the item until you identify it. But yeah let me know where and when you come across this.
Should be fixed now.
Thanks for the report. Will investigate later today.
It should respect the name of item before it's unidentified (so you don't know if it's artifact, etc), do you have some case where it's not?
That's not really a mod, the sidebar widget is in the base game, the mod is just the exported widget settings.
If you want I think you can adjust the notification widget so it's more like that, or enable the side widget and put it there.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3360561055&searchtext=widget .
Having a container for the notification would be cool. The screen for the game is cluttered at times if you enable notes, quest, or other mods with display features.
Thank you!
And yeah I still want to explore more widgets and would like to make one for the party members and not just include it together with your player stats.