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Disgo

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42 comments

  1. Olyvion
    Olyvion
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    I'm not sure if it's working for me, I've installed the UE4SS on nexus, and I plopped it into the mods folder, and put the line in mod.txt folder and still I don't see grid snapping with num key.

    Oops my thing was a folder deep now it's working now.
  2. Taragonra
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    Would love to use this....I'm setting up in the furniture store top floor and using cubicle walls to make "rooms"...but the gaps between them are driving me nuts! However, I'm using a laptop and don't have a numpad...is there any way to use this mod without one?
    1. kaedys
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      Go into {STEAM}\steamapps\common\AbioticFactor\AbioticFactor\Binaries\Win64\ue4ss\Mods\ExplicitQuantum\scripts\main.lua.  At the bottom of the file are a bunch of "RegisterKeyBind" calls, specifying the action the mod takes and the key it is bound to.  Change whichever ones you like, save the file, reload the game. 

      You can find a list of valid keys here: https://github.com/UE4SS-RE/RE-UE4SS/blob/main/docs/lua-api/table-definitions/key.md.  If you look at the definition for the "guarded_hotkey.increment_up" on line 288 of that file, you can see the syntax if you want to use a modifier key for your keybind.
  3. sjent
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    Is there any way to make settings to save? I set it to 5 degree adjustment, but on every load it resets back to this 4 degree. Why is it by default on 4 degree at all!?!?
    1. kaedys
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      Go into {STEAM}\steamapps\common\AbioticFactor\AbioticFactor\Binaries\Win64\ue4ss\Mods\ExplicitQuantum\scripts\main.lua, you'll find the Defaults definition from line 25 through 36.  Change it however you want, then save the file and restart the game.  The one you're after, I believe, is called "nudge_increment", defaults to 4.0.

      Edit: actually, that nudge_increment appears to be for lateral nudging, not rotational.  You might be looking for the "snap_angles" list instead.  The "grid_size" also defaults to 4.
  4. Desgeras
    Desgeras
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    Am I doing something wrong or is rotation adjustment broken? Rotations are always 4 degrees, even if I set it to 90, 45, 30 etc. 
    1. Domage
      Domage
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      Seem to remember the same issue, try the hotkey (Shift + Numpad Plus/Minus - Increase/decrease the increment size)
  5. BouncyHat
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    Working for me on 1.0 update.
    I did the fix RollermineC suggested, commenting out line 51 in main.lua.
    Edit: Confirming that the fix stops the mod re-initializing every time you use a vehicle.
    1. Abomination713
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      So I barely know what I'm doing with it comes to messing with .lua files. Do I erase the whole line at 51 and add -- in it's place or just add a space and -- a the end of like this "mod_initialized = false --"?
    2. Logic530
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      Change line 55 to
      -- mod_initialized = falseOr delete line 55
      Or replace line 102 with
      RegisterHook("/Script/Engine.PlayerController:ClientRestart", mod_init)
  6. CornObjects
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    Works partially similar to Apocryphal Maxima in 0.9.2, but the grid-snapping tends to be pretty wonky at times even with turning down the angle-snap degrees, and it also loves to place things hovering several inches off of walls for some reason. I've also had a weird, consistent issue where rotating and nudging things sometimes just makes them fly way off of where they should be or outright disappear when crossing certain thresholds of rotation/nudging, seems random every time it happens. All of these make getting things to actually line up right more of a pain with the mod than they would be vanilla at times, though I'm assuming that's an issue caused by major game updates and not intended behavior.

    More importantly than any of this, though, is the fact that in its current state, this mod loves to cause fatal error crashes and I have no clue why. As soon as I removed it again while testing mods, suddenly the crashes every 10-15 minutes stopped being an issue. It also tends to cause my game to chug horribly when going to place an item after a session has been open for about the same amount of time. The performance dip is drastic enough that I can go to plug in a cord, watch my game freeze and have to wait a minute or more for my attempt to scroll to a non-deployable item and save my FPS to actually register. Not an expert by any means, but based on prior experiences with mods freaking out in games, I'm guessing this means there's a really bad memory leak going on with this mod, causing the lag and crashing over time that I mentioned.

    Short version is, it kinda works right now in 0.9.2, but desperately needs an update to fix both janky behavior and the performance drops/crashes it causes regularly, at least on lower-end PCs like mine.
    1. RollermineC
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      It seems like getting in or out of a vehicle will cause the mod to initialize again. It will cause the wonky issue you have. It will also sometimes prevent you from doing the minigame in the Crafting Bench. Adding "--" in line 51 in main.lua fixed the issue for me. 
    2. kemylu32
      kemylu32
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      The mod has a memory leak.  As soon as you are in building mode it will higher your ram usage, until your game crash because of ram usage being leaking constantly
  7. kemylu32
    kemylu32
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    "set planck length" . is it a joke or why would  you use that hotkey?
  8. kemylu32
    kemylu32
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    The mod causes infinite Ram Memory leak usage ramping up as long as you are in the building mode, even when not building anything or having the mod enabled in the UI. It ramps up until it crashes because the ram doesn't go down until restarting the game. Your mod is calling something infinetly and causes infinite memory leak and could ramp up till infinity 
  9. JazzyTK
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    A little note on something I discovered.

    Pressing ctrl + R will break the mod, due to UE4SS having a hot reload system on the same key combination.
    Disabling that in ue4ss/UE4SS-settings.ini should fix that.

    change EnableHotReloadSystem = 1 to 0.

    Also I am not sure if it's a linux moment, but the mod seems to restart when I enter a vehicle.

    that's how I discovered this. Tried to rotate while crouching, broke the mod, restarted by entering a vehicle lmao
  10. dmndpineapple
    dmndpineapple
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    Can you add the third axis? X,Y and Z. That would be nice. If you place a laser on a wall, you will need the third axis because it will rotate on the wrong one. And if you adjust it at the wall it will move into the wall.
    1. WillOhTheWisp
      WillOhTheWisp
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      I would also love to see a third axis! I love this mod already for its functionality, being able to more accurately place things on walls and being able to raise some objects off the ground would be so helpful.