Elin
MoreNotifications
94 Comments
comatose 29 Mar @ 11:53pm 
Cool :cozybethesda:
NPOu  [author] 28 Mar @ 1:54pm 
@Horth
If you have notification clearing enabled, that might be why, otherwise the notifications follow base game behavior, modifying is not that straight forward.
Horth 28 Mar @ 9:47am 
When I get 20 mesgs all at once, only the last 8 stay up for a few seconds. How to change it so that its 12 lines and how to make that few second extend to 10 seconds?
NPOu  [author] 19 Jan @ 4:37am 
@Sentiax
It's going to stack notifications which are the exact same, like looting the same item multiple times.
Sentiax 17 Jan @ 10:29am 
What is notification stacking? If it's supposed to make repeated notifications accumulate, it's currently not working for me
NPOu  [author] 4 Jan @ 10:02am 
@D
@Horth
Both the notification stacking and redirecting to the message box are now available.
NPOu  [author] 4 Jan @ 8:13am 
@Purodiusa
You can try https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3400402923 for the type of custom notifications you wanted.
NPOu  [author] 4 Jan @ 7:05am 
Karmapowered 4 Jan @ 1:43am 
I'm trying to find a mod that makes me aware (through color/bold/popup/audio cue) of important stuff that often gets drowned in the log messages during combat.

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.
Purodiusa 3 Jan @ 1:14am 
That sounds awesome man, thank you!
NPOu  [author] 2 Jan @ 1:16pm 
@Purodiusa
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.
Horth 2 Jan @ 12:09pm 
Where is the option to prune notifications past a threshold? I can only see 8 at a time and want to see the last 20/
Horth 2 Jan @ 12:06pm 
Please add an option to redirect/copy the pop notification mesgs to the chat window
Purodiusa 2 Jan @ 2:49am 
Idea: A notification for when a specific enemy you're looking for is on your current map. Right now the only way to do it is to carefully look at the log (if it's an enemy with a notification, e.g. Big Daddy, which is easy to miss with log spam.) or check your Card Codex for changes (very time consuming).
D 1 Jan @ 9:23pm 
Would it be possible to batch duplicate notifications together
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.
kkkkkk0319 27 Dec, 2024 @ 12:53pm 
thanks!!!!!!
Traps 26 Dec, 2024 @ 7:58am 
Just tested it out. Works perfectly, thank you again for the quick work! Can now box hermit crabs for days in peace. :praisesun:
NPOu  [author] 26 Dec, 2024 @ 7:22am 
@Traps
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).
Traps 24 Dec, 2024 @ 1:59pm 
Thank you for this fantastic mod. Is there anyway to limit the number of notifications, or to at least speed up the fade out time for old notifications?
NPOu  [author] 22 Dec, 2024 @ 3:13am 
@Easel
Ah yes, it's still bundled with the potential changes, I'll add some new options for that.
It's done now.
Easel 21 Dec, 2024 @ 9:08pm 
Is there a way to disable spell use notifications? I've tried excluding "charge" but it still doesn't filter it
NPOu  [author] 21 Dec, 2024 @ 2:07pm 
@D
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.
D 21 Dec, 2024 @ 12:59pm 
Yes, I had been using the message filter.
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
NPOu  [author] 21 Dec, 2024 @ 7:24am 
@D
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.
D 20 Dec, 2024 @ 11:56pm 
Dont wish to be overbearing but would it possible to add dropped items notifications as well? Mainly for autodumping when I come back to base, just in case I accidentally dropped something I did not mean to.
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.
D 20 Dec, 2024 @ 6:14pm 
Thank you. That was rather quick
NPOu  [author] 20 Dec, 2024 @ 6:50am 
Through better understanding of the potential system this update made some changes:
- 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
NPOu  [author] 19 Dec, 2024 @ 11:37pm 
@D
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.
D 19 Dec, 2024 @ 7:39pm 
Also -1 AP seems to show up twice when overcasting with negative mana.
D 19 Dec, 2024 @ 7:05pm 
When you have mana battery ether disease and you pick up rods, they get autoused, but all you see is the pickup message of unidentified rod. A notification for how many charges were added to what spell would be nice.
Virkful 6 Dec, 2024 @ 8:16pm 
@NPOu yes, it's functioning fine now.
NPOu  [author] 6 Dec, 2024 @ 9:59am 
@Virkful
My bad, forgot about that setting when I made a new menu. Should be fixed now.
Virkful 6 Dec, 2024 @ 6:10am 
@NPOu Settings_Enabled = false // is no longer functional, setting it to false still shows MMB option.
NPOu  [author] 5 Dec, 2024 @ 1:14am 
@JustCoffee
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.
JustCoffee 5 Dec, 2024 @ 1:09am 
I have experience that non-identified items will show the stat. Maybe glitch? I ss next time. I rmb i started a new game with only this mod to test some stuff and its best to hide any stat change from items until identified? so the core rng of items is still a mystery just a thought :steamthumbsup:
NPOu  [author] 5 Dec, 2024 @ 1:05am 
@OrthusFox
Should be fixed now.
NPOu  [author] 4 Dec, 2024 @ 11:56pm 
@OrthusFox
Thanks for the report. Will investigate later today.
OrthusFox 4 Dec, 2024 @ 7:51pm 
Clip of the bug happening: https://youtu.be/UNI9jeJvuLQ
OrthusFox 4 Dec, 2024 @ 7:26pm 
Okay found a bug with the mod. Disabling it in the widgets options makes whatever you harvest have infinite supply and makes your screen blink everytime you loot something.
NPOu  [author] 2 Dec, 2024 @ 11:46pm 
@JustCoffee
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?
JustCoffee 2 Dec, 2024 @ 6:10pm 
The only adjustment you may want to incorporate is the item pick up option to hide unidentified items. It should be ?,? Till identify? As a setting - I may have missed something if you already added that. @NPOu
s13356 2 Dec, 2024 @ 6:06pm 
Update is awesome, I really like it.
NPOu  [author] 2 Dec, 2024 @ 11:20am 
@JustCoffee
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.
JustCoffee 1 Dec, 2024 @ 8:32pm 
@NPOu i think i might just be overreachin; but yeah i meant with this mod:
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. :steamthumbsup:
NPOu  [author] 1 Dec, 2024 @ 2:32am 
I know duration can be manipulated, not sure about text size, but it's a bit more deeply rooted, I'd need to check if it's feasible without affecting other notifications (just from the game or maybe other mods).
Tukadian 30 Nov, 2024 @ 8:50pm 
Dude, I'm working on a tutorial series for this game and this mod just made this soooo much easier because I can actually say with certainty what does what. Legend. Only thing I'd like is if there could be a configurable text size or length of time until it disappears? But that's a minor thing, honestly it's pretty much perfect as it is.
Thank you!
NPOu  [author] 30 Nov, 2024 @ 2:46pm 
What do you mean on the side? If you want you can move the widget around (but maybe that's not what you meant.)
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.
JustCoffee 30 Nov, 2024 @ 11:38am 
If you want to expand it further, if you have those inflow text inside a container for a specific character/npc with concise detail with the icons - just a hanging fruit for ya :spiffo:
JustCoffee 30 Nov, 2024 @ 11:29am 
Honestly you made it better imo - also having the option for the widget like on the side without the massive amount inflow of text would be great. I prefer this over the runescape one
NPOu  [author] 29 Nov, 2024 @ 5:39pm 
I added basically all the icons I could, if someone isn't a big fan let me know and I can add an option to set them to the default icon.