Adds custom quickslots/hotkeys to the bottom of the screen for consumables, grenades, and cyberware abilities. Fully configurable with in-game menu. Supports controllers and keyboard/mouse.
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Custom Quickslots for Consumables Grenades and Cyberware Abilities - Traditional Chinese
Changelogs
Version 5.1.2
Fix bug with SynthDose Black Lace not appearing in slot (not to be confused with the Black Lace in the Phantom Liberty category - if using Synthdose you should use the Synthdose one)
Version 5.1.1
Allow turning off Black Chrome Aegis from quickslot.
Version 5.1.0
Added support for Black Chrome mod. Smart Blood Pump works with the existing Blood Pump slot. Aegis Shield System can be enabled from the "Enable Support for Other Mods" section in the mod's menu.
Version 5.0.4
Fixed bug where mouse wheel up/down would not activate slots when bound in the mod menu.
Version 5.0.3
Added support for Optical Camo Realism and Utility mod "Camo Partial CD"
Version 5.0.2
Fix issue with translations made with new localization system (only affects people creating translations of the mod)
Version 5.0.1
Added file missing from last version. Oops!
Version 5.0.0
- CET hotkeys no longer used for Keyboard/mouse input. Bindings now set ONLY in the mod menu. - Added a toggle to choose slot activation on button/key press or release. Default is activation on release as it always has been. - Added support for "SynthDose - More Drugs" mod items. - Cleaned up text in code to make it easier for translators. Feel free to continue making translation mods, or send me a translation file and I'll add the translation to this mod.
Version 4.4.4
Compatibility update for Codeware 1.9.0+. Codeware 1.9.0+ is now required.
Version 4.4.3
Another small fix for after using the quickhack to take control of a car: slots that should be hidden because of one of the settings in the slots menu will remain hidden after taking control of a car.
Version 4.4.2
Fix compilation error in last version.
Version 4.4.1
- Fixes a bug where slot items would change after using the take control hack on a vehicle (and possibly cameras and turrets in some cases, though I wasn't able to reproduce that). - Restoring defaults in the mod menu will now properly restore all settings to defaults (since v4.0 it has required multiple presses due to how Native Settings UI worked). - Now requires Native Settings UI 1.96+
Version 4.4.0
- Healing item (Max Doc, Bounce Back, Blood Pump) slots now only EQUIP the item instead of using it. This sucks but was required because Bounce Back slots with this mod have been broken since 2.0 because of a change CDPR made to how it works. The healing over time now only works while the item is equipped in the vanilla healing item slot. There is no easy fix for this except to completely remake how those items work, which I don't feel like doing, and can lead to breaking other things (all the stat boosts that improve healing). - Because of this change I can now add Blood Pump back in. - Blood Pump and Bounce Back's healing over time effects stop working if you unequip them. This will happen even in the unmodded game if you just switch your equipped healing item right after using one of those. Because of that, you need to be careful if using the slots for those items with this mod. e.g. make sure to keep Blood Pump equipped for as long as its healing over time effect is active.
Version 4.3.2
Fixed issue with slots staying on screen while controlling cameras.
Version 4.3.1
Updated for patch 2.1.
Version 4.3.0
- Added support for the Wannabe Edgerunner mod items (Neuroblockers) with several options. Now any other mods that are supported must be enabled in a section at the top of the menu. This will allow those categories to appear in the slot settings. - Added options for Food, Drinks, and Alcohol in reversed order (not exact reversed order - just using the game's lowest quality items first).
Updated for patch 2.1.
Version 4.2.2
Fixed bugs with Black Lace Mk 1 slot and black market booster slots. (items wouldn't show up in slots)
Version 4.2.1
Removed some debug code I accidentally left in 4.2.0 which prevented script compilation.
Version 4.2.0
- Fixed appearance of the new charged item slots (e.g. Optical camo, OS cyberware, etc.) in "Small item slots" mode. - Fixed OS slots staying normal size in "Small item slots" mode when Cyberware-Ex mod is installed. - Adds the last few PL items I missed in last update, the Black Market Boosters. - Adds a toggle to hide each slot individually. Now you can have some/all slots active and useable while not taking space on the screen.
Version 4.1.0
- Fixed a bug that caused melee attacks to stop working if you used any quickslot mapped to UP on controller (which would end after using X/UP to use a healing item). Thanks for all the bug reports folks. - Added new unique food items and Black Lace from Phantom Liberty and the Mask Cyberware (note, Black Lace does not go in the healing slot or use charges). No issues to use the mod if you don't have PL installed. - Added categories to the slot types for easier navigation now that the lists have gotten so big. - Known issues: 1) you need to select default settings up to 3 times now to get the actual defaults. That's a side-effect of how I'm doing the categories, and I'm not sure I can easily fix it - pretty minor. 2) I forgot to add the black market booster items from PL. Will add in a few days. 3) Still haven't taken the time to fix the new charge slots when using small slot mode.
Version 4.0.2
Fixed a small bug that could potentially have caused equipped items that the game wants to remove from the player to not be removed. No idea if it actually caused any issues in-game. This also fixes an issue with the Never Lock Outfits mod.
Version 4.0.1
- Fixes bug when used with Cyberware-Ex where OS (sandy, etc.) slots would disappear or appear in the wrong spot. Requires version 1.2.3+ of that mod. If you have a lower version there will be a compile error. Of course you can also not have that mod. - Actually disabled the Blood Pump slot (forgot to in 4.0.0). If you have a slot set to Blood Pump, it will be changed to Oxy Booster.
Version 4.0.0
- Update for patch 2.0. - The Blood Pump slot type is disabled due to some issues I haven't resolved yet. For now I wanted to put out the update without it. - If you use a Max Doc or Bounce Back slot while the Blood Pump is equipped in the normal healing item slot, it will cause a bug with healing items. You're fine to have Max Doc equipped and use a Bounce Back slot, or vice versa, but if you want to use the Blood Pump cyberware, just don't use either of those two healing item custom quickslot types. If you have Blood Pump you probably only want to use that anyway (since all three share a charge pool). - Added support for Smoke Grenade slot - Removed Grenade Cycle and Regular/Sticky/Homing options since Sticky and Homing grenades are no longer in the game. I will deal with possibly re-adding those in some way later when someone makes a mod to re-add them. - Removed all options for items added by other mods, since none of those mods are updated yet. When those mods are updated I will get around to testing adding them back in. - Grenades, Projectile Launcher, and Healing Item (Max Doc/Bounce Back) slots show the number of charges available, but don't show the charge animation filling up. This was a choice, I could have the slots filling up, but I thought it would be too much visual noise to have all your grenade slots filling up at once, etc. If there's demand I can add options for the visual style of each of those slot types. As a consequence if you're switching back and forth between grenades and projectile launcher you won't be able to see the charge fill-up animation of both at once. - Settings will be reset with this version because of the changes in available options. - New users please read the description and FAQ at the top of the posts page!
Version 3.8.0
- NEW REQUIREMENTS: Red4ext and Input Loader - Fixes issue where if you are ejected from a motercycle in a crash you can't use custom slots (caused by game bug where it loses track of whether you are on a vehicle or not). This likely also fixes a reported issue with Let There Be Flight where you exit a flying car and then can't use the slots, but I haven't tested it. Please let me know if you still encounter this issue. - Fixes issue where rapidly pressing certain keys could cause slots to flicker (noticeable in AZERTY, possibly depending on key bindings). - Adds an option for gamepad hold modifier duration in the mod menu (0.0 to 0.5 seconds). Default is 0.3. If you set it lower than default, you can activate the slots very fast, but there is no disabling of the other uses for those keys. For example, if you only hold down the Circle/B button for 0.1 seconds and release it, that counts as a tap of that button, triggering a crouch toggle. I could probably change that if people using this feature let me know they would like it. - Adds support for the Nano-Shield cyberware from the Legendary Cyberware Collection mod. It's the last (right-most) slot option when you enable "Other Item Mods Compatibility Mode".
Version 3.7.3
Fixed a bug that could freeze the game when cycling a grenade slot.
Version 3.7.2
- Fixes bug where cycle grenade slots could become empty in error after using the last of a grenade type. - Also changes default game behaviour when depleting a grenade type to choose another grenade of the same flavour (e.g. go from regular frag to homing frag instead of to another grenade type like EMP or something).
Version 3.7.1
Fixes bug where you can't use a custom slot with healing item or drug after using the non-custom gadget slot.
Version 3.7.0
The Neuroblocker slot type (for Cyberpsychosis mod) now slots the highest quality Neuroblocker you have (Uncommon and Common variants were added recently). I know some people would prefer individual slots for each quality, but this is easier for me and I only have so much time. When I improve the support for other mods in the future this will be supported.
Version 3.6.0
- Adds support for "Wannabe Edgerunner - A simple Cyberpsychosis mod". - The "WE3D - Drugs of Night City compatibility mode" option in the menu is now "Other Consumable Item Mods Compatibility Mode", which you will turn on to find all extra items. - The Neuroblocker is the last item in the list. - Also fixes bug where Purple Haze and Black Lace were switched in the menu (had to select one to get the other in the slot)
Version 3.5.1
Fix for "ICON MISSING" showing when cyberware slots are empty and "Hide empty cyberware ability slots" is turned off.
Version 3.5.0
- Fix for all rare cases where the slots could be duplicated (including a common case when using the Let There be Flight mod); - Also fixes bug when using E3 HUD where slots would change back to normal shape after changing number of slots in the menu.
Version 3.4.0
- Added small slots mode that shrinks the slots to ~70% size, same size as the phone/car slots (see option in the mod menu) - Fixed small bug where slots would be invisible after exiting camera/turret control until you did some action such as using the scanner - Added compatibility with Scissors' Sticky Mines mod (new sticky grenade types can be used in the slots)
Version 3.3.4
ANOTHER bug fix update: - Empty slots wouldn't update when you picked up the right item type - Consuming food or drink could make one of Scissors' drugs get equipped in the original (X) healing slot.
Version 3.3.3
- Fix bug from last version where if you are in a safe/no combat area and try to use any healing item from a quickslot (which fails because you can't use them there, that's not a bug), when you leave the safe area you won't be able to use any custom healing/drug item slots until you've used the original slot once. - Also improves visual feedback when you can't use items. Now the fail animation of the slot expanding slightly with no glowing will play whenever you try to use one but it's restricted.
Version 3.3.2
A second update today that further improves the handling of spamming the healing/drug items. Custom hotkeys should never interfere with each other now. It might be possible for the original (X/up) slot and a custom slot pressed at the same time to screw something up, but I could not make it happen in testing.
Version 3.3.1
- Fixed a bug with with healing (bounce back, max doc, and drugs) items getting messed up when spamming the buttons, or when mixing the custom buttons and the built-in original (X/up) button. - These can still get messed up when spamming the buttons, but not as likely now. I'm working on a better solution to prevent this, but it's tricky.
Version 3.3.0
- Adds compatibility option for "Drugs of Night City". Find the option at the top of the Native Settings menu (renamed from "Quickslots" to "QSlots" to save space). - For now this option adds all 24 drugs to the end of the item list, so there are now over 40 item types to choose from for each slot. Later I will change it to have types and sub types for better organization, and allow other mods that add items to easily integrate. - When you switch the Drugs compatibility mode on and off you switch between slot profiles, so you can always turn off the drugs mode and get your old slot loadout. - Bug Fix: Using your heal item that is in the original heal slot and then quickly using a custom slot heal item or drug will no longer change your equipped item to the custom slot item. - Bug Fix: Cycle grenade slots will now revert to the last equipped grenade when you switch away from them to a different grenade. Basically, if you can use the slot to cycle the grenade type, or if you have two grenade types and you switch back and forth, you will no longer be getting a new delivery type (sticky, etc.) every time.
Version 3.2.2
- Updated description of E3 HUD setting to reflect that this mod IS compatible with the newest E3 Hud (1.52+) - BounceBack and MaxDoc slot types no longer say "Mk. 1" in the menu in most languages (those slots always used the highest quality version in your inventory) - Fixed a small issue causing a warning to appear in the redscript logs.
Version 3.2.1
- Fixed bug that caused a freeze/crash when a Braindance started (possibly with other similar scenes also, such as flashbacks) if you had an empty grenade slot. (Thanks for all the bug reports folks)
Version 3.2.0
- Added a delay before the fade-in of the slots after subtitles disappear - Both the delay and fade-in duration are configurable in the mod menu
Version 3.1.0
Updated for patch 1.5
Version 3.0.1
Fixed a small bug where the item slots could go red as if you can't use them at the wrong time (easy to notice if you exhaust from using melee attacks)
Version 3.0.0
Huge update: Maxdoc/Bounce Back, grenades, projectile launcher, in game menu, and no more editing any files! - We now use the Native Settings UI mod menu to configure the slots. You also have to set mouse/keyboard hotkeys in CET and in the mod menu. Slot loadout can be changed during gameplay with this menu! - Added Bounce Back and Max Doc slots. These slots actually use the item by equipping it in the healing item slot, using the item, and then changing the equipped item back to the old one. - Added grenade and projectile launcher slots. These just change the currently equipped weapon in the gadget slot, which you use as normal. - Can cycle through regular/sticky/homing grenade types with one button. - Up to 20 slots supported by default (way too many!) - E3 Hud compatibility mode is now an option in the main file, rather than a separate download. - Compatibility issue with FGR healing item cooldowns is now really fixed.
Version 2.4.2
Update just for E3 HUD version: Car and Phone hotkeys are in center of the screen with this version of the mod, so now those also go transparent when subtitles are on-screen.
Version 2.4.1
Small fix for last update: If you acquire a new item of higher quality than the one currently equipped in a slot, the new item will be equipped.
Version 2.4.0
- Quickslots fade to almost invisible when subtitles are on-screen, they gradually reappear when conversation ends. Fade amount is configurable! - Fixed some cases where optical camo and blood pump should be disabled but weren't, such as in safe areas. - Full Gameplay Rebalance compatibility: * FGR has a cooldown preventing inhalers/injectors from being used too frequently, which was stopping all custom quickslots from working while that cooldown was active. This should be fixed now. [EDIT FROM FUTURE: NOT FIXED YET, BUT COMING IN V3.0 COMING SOON!]Food, drink, alcohol, and cyberware should all work while the cooldown is active. * Food, drinks, and alcohol are now sorted so that the highest quality items are chosen first. Quality is from the game record names not visible in-game, which is what Scissors uses for FGR's consumable quality levels (and what I'll use if I put out my own version of that). [I just realized as I wrote this that I forgot to make the item in the slot update when you acquire a new higher quality item. New version coming in a few minutes lol.]
Version 2.3.0
- Compatibility update for upcoming 0.4.x redscript release (this version works with 0.3.4 and 0.4.x) - Also added in OxyBooster support for completeness :) - Make sure to backup your config section of the config.reds before applying the update!
Version 2.2.0
- Feature: Alternate version of the mod that is compatible with Spicy's E3 2018 HUD! See the optional files section. HUGE thanks to psiberx again for helping with this. - Feature: Option to hide empty slots. Configurable in the config file for consumables and cyberware abilities separately. Turned on for cyberware by default (you need to go in and enable the cyberware slots, though) - Bug Fix: Picking up an alcohol item for first time will no longer cause the inhaler and grenade slots to show the alcohol.
Version 2.1.0
- Added support for Optical Camo and Blood Pump. (Arm Launcher is more complicated so not implemented yet). See config file to add them. - Made some updates to the config / readme instructions.
Version 2.0.1
Bug Fix: Call vehicle tap (not hold) wasn't working. Also pressing V or dpad_right while in/on a vehicle would open the vehicle menu.
Version 2.0.0
- New Feature: Controller support - prompts switch automatically based on input source. Hold a specified right side button to activate dpad inputs - New Feature: Easily configure with any number of custom quickslots, in any order, with any keyboard inputs and selection from available gamepad inputs - New Feature: Alcohol is now available as a quickslot item. Works with other mods that change Alcohol properties, such as FGR. - Bug Fix: If your only food is cat food and you pick up a second food type, the food slot will now automatically switch to the non-cat food item. - Bug Fix: In some cases it was possible that inventory changes wouldn't be recognized by the quickslots until you made another inventory change (e.g. you would have to pick up two drink items to get your empty drink slot to update). This is now fixed.
Version 1.0.2
- Fix bug where entire bottom-left HUD area would stay on screen while taking control of a camera and then be duplicated on exiting the camera view. - Updated resolution scaling module with new version from psiberx, which should give more accurate scaling for more resolutions.
Version 1.0.1
Scale size of bottom-left area based on vertical resolution instead of horizontal - this should fix issues with it being too big on ultrawide resolutions.
First, a HUGE thanks to psiberx, who helped me with several UI issues and wrote a module I'm using to auto scale the added UI elements based on resolution.
This mod gives quickslots for consumables, multiple healing items, cyberware, grenades, basically everything. It fully supports gamepads and any keyboard/mouse bindings, and has an easy to use menu in-game.
Item Types
Food, Drinks, Alcohol: These slots are are filled automatically with one from your backpack. Cat food is chosen last. Otherwise highest quality is chosen first (according to the quality level set in the game files - doesn't matter in base game, but could matter if another mod differentiates the items). Pressing the key/button causes the item to be consumed.
Boosters (Health, Stamina, Ram Jolt, Carry Capacity, Oxy):These items will be consumed if you press the key/button.
Healing Items (Max Doc, Bounce Back, Blood Pump): These slots equip the item in the normal healing item slot. In previous versions of this mod the items would actually use the item, but that doesn't work correctly anymore because of changes to how healing over time works in patch 2.0. Blood Pump and Bounce Back's healing over time effects stop working if you unequip them. This will happen even in the unmodded game if you just switch your equipped healing item right after using one of those. Because of that, you need to be careful if using the slots for those items with this mod. e.g. make sure to keep Blood Pump equipped for as long as its healing over time effect is active.
Optical Camo:Using the slot will activate the item.
Grenades and Projectile Launcher: There is one slot type for each grenade (frag, flash, incendiary, etc.) and the projectile launcher cyberware. These slots just equip the item in the normal gadget slot, so they let you quickly change between multiple gadgets. The reason they don't activate the items is that animations and everything only work when the item is equipped. I'm sure it's possible to get it working differently, but I'm not willing to invest the time in that.
Each consumable item has a sound effect (food and drink actually have sounds if you consume them directly instead of picking them up when looting, did you know that??).
Configuration With the Native Settings UI dependency (big thanks to keanuWheeze for this!), this mod is configured from the "Mods" menu in the Settings menu. This can be done any time, including in the middle of gameplay. The slots will update automatically. Some elements of the menu are translated for different interface languages automatically.
General Settings
At the top are options for controlling slot opacity (defaults to hidden while subtitles are onscreen), hiding empty slots, and choosing the number of slots.
By default there is a limit of 20 slots, which should be enough for everyone. There are 21 item types but one of those is Oxy Booster :) . At standard aspect ratio I think you can fit 19 slots, but it should be different on ultrawide.
On gamepad there are only 12 distinct input options (3 hold modifier buttons times 4 dpad directions), but you could set multiple slots to the same buttons (for example, food and drink on the same button) to get a few more useable slots.
Slot Settings
For each enabled slot you can set the slot type, keyboard/mouse input, and gamepad inputs (hold modifier and dpad button).
Installation:
IMPORTANT: This mod depends on several other mods. Download and install them first!
To install this mod, extract the zip file into the Cyberpunk 2077 installation folder.
Compatibility
This mod should work fine with any other mods that change or add to the food, drinks, and other consumables. Highest quality (according to names in game files) items are chosen first.
Support for other Mods' items Other mods must be enabled in a section at the top of the menu. This will allow those categories to appear in the slot settings. Currently supported other mods:
The translation file has changed in version 5.0.0. You can now copy bin\x64\plugins\cyber_engine_tweaks\mods\CustomQuickslots\localization\en.lua and create a new file in the same folder for the language you are translating to. No need to replace any file. The mod will use the game interface language if that file exists, or else use English.
Feel free to publish your own translated version of the mod or send me a file to add to this one.
Credits:
Thanks to the maintainers of, and all contributors to, Wolvenkit