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1) Where should I be looking on Gear and Assign pages for the link to open the loadout editor? (I can get to it if I bind a key.)
2) What should I see in the Bills Details dialog that lets me define "Do X where X is equal to possessors of tag Y"?
There are a bunch of versions of the mod, so, to be clear, I'm using the "RPG Style Inventory Revamped" mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2478833213). When using that, only with the latest version of this mod (released on January 2nd), there were two buttons at the bottom of the "Gear" tab for pawns to either change the pawn's loadouts or change the pawn's tags (basically, to access the two main UI elements for this mod).
I don't remember there being any button on the Assign page to access this mod. With the latest version of this mod, however, you can look in the Mod Options for this mod, and there are options to set the hotkeys to open this mod's two different UI elements.
Since I never really got the tags and UI working properly, I haven't played around with the new bills options (I tend to just use "do until X" where X is 1, and not count equipped, since I micromanage things a lot), so I can't really comment on whether that feature works. If I understand correctly, this mod should add an option when you look at the details for bills to instead of "do X times" or "do until X" or whatever to choose an option for doing X times per tag. I expect it would then create a UI element to set which tag you want to base the bill of off.
To be clear I'd also be relatively confident these are conflicts too. Could you post a hugslog (even if there aren't errors, I can cross-check against other peoples lists whose mod works as intended and see which mods aren't accounted for).
EGO worked with the previous update too... there was just an annoyance of having to load this mod before it. I just changed some code so it doesn't matter which order you load either mod in.
RPG inventory has specific compatibility, and to be clear, the supported version is the one that thailyn linked.
The coverage window is something I am aware of being terrible and incredibly unfriendly/un-intuitive to use, especially for large mod lists. It is what I am currently working on ( you can see the full list more or less here https://github.com/simplyWiri/Loadout-Compositing/issues/29 ).
The tldr is that its all done dynamically, and this is where most of the complexity comes from. RPG inventory (which has a similar feature) associates extra data per mod which adds a new BodyPartGroupDef / ApparelLayerDef. I'm not willing to maintain that, so the problem becomes more arduous to solve.
I am interested in any other pain points in the GUI that you have experienced though.
I completely understand that you've been dynamically generating the coverage window, as that is an obvious and efficient way to do it, and having an egregious number of slots is something most "normal" war criminals would not encounter. I would like to think I'm that unusual kind of war criminal, aiming for the most decked-out of pawns along the rim.
Regarding other pain points, I might want to wait until the bugs with vanilla features are fixed before I comment on that; if I can't do those basic things I'm not going to give your mod a fair shake and give you meaningful feedback on what could be improved.
(both of these are symptoms of the one NRE)
GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced.
Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
Ditto with the Blueprints error.
I can't change anything on my mods side which will solve those errors, and assuming they are the cause of your perceived UI bugs, that leaves me waiting on those mods to fix their bugs.
Also worth noting that I think its more than likely that you just have some corrupt save data which they are loading and not correctly handling. So you could *maybe* fix those errors just with some save editing, but that requires a lot of effort + knowledge of how to do that.
Was playing with both EGO and RPG Inventory last night and it worked wonders, I can tell this mod is gonna become part of my irremovable core pretty fast.
However when I loaded the save this morning all loadouts and all tags had vanished. And I only noticed coz this had somehow reset a bill on the machining table (it was an X per tag bill) and a pawn was filling the room with tool belts.
Anyway here's the log, hope it helps
https://gist.github.com/HugsLibRecordKeeper/edc0317abea7af5c79bb0007f6dcbc4c
That save is a ♥♥♥♥♥♥♥ mess as I've been adding modes on the fly every other day and its become pretty unstable, I was gonna tank it anyway.
As a sidenote, is there a way to copy a loadout from one pawn to another? This was a 20 pawns colony and it would go faster to paste all tags in bulk on every pawn and then removing undesired ones, rather than adding tags one by one for every pawn.
Anyway, great work, I think you nailed the perfect approach to the outfit creation in this game!
As for what the bug is, its something which occurs when saving which prevents my mod from saving any data. I can't tell you what or why, or whether it is my mod or another. I'll post an update here when I find anything.
As for the loadout copying, an idea was raised about having a way to mass-assign tags in the Tag editor itself, which I will try to get done before the next release to steam.
But do keep at it please, this is by far the best implementation I've seen so far, I've been waiting for this mod for years.
Cheers!
Now I just need to come up with a useful paradigm of tags to use here that won't take too long to establish. (My hope is that there is/will be a feature where tags/loadouts can be saved and loaded into new playthroughs, ignoring missing items as needed.