Added Additional Options & Settings: - Can now disable "looping" when getting to the first and last interaction modes - Can now ignore/skip specific interaction modes, so ignore ones you never/rarely use - Can now disable the mouse-wheel from cycling through interaction modes - Can now optionally set a keybind to cycle through interaction modes (for those with a broken mouse-wheel like myself.) - Keybind is by default 'R', but this can be changed to any of the valid "KeyCodes" Unity recognizes. The following URL lists them: https://docs.unity3d.com/ScriptReference/KeyCode.html
I love the idea of this mod. I can't practically use it, though. My mouse has a sensitive and fluid scroll wheel and that makes it difficult to accurately select the right mode. Would it be possible to add a way to adjust the sensitivity?
Maybe a simple way would be a number of notches in a particular direction before it changes, rather than programming a true sensitivity option.
Hi there, Would you please add an option to modify the order of actions in the cycle? I like to use this order when assigning function keys to actions: Info / Talk / Grab / Steal
I have a suggestion for a small but highly meaningful refinement: add an option to prevent it from looping.
As it is, you must always look down to check what setting you’re at, which you didnt back when using dedicated keys. If you block circular cycling, itll be possible to muscle memory what setting youre on without looking down to the icon by fast scrolling up or down to the last setting either direction then adjusting a single tick up or down.
for example: fast scrolling to the bottom always lands you on grabbing, but then ticking one up lands you on stealing. Likewise, fast scrolling to the top always lands you on looking, but then ticking one down changes it to conversation.
In both cases you have the main archetypal action at either extremes, with their more advanced offspring availabe a single tick away either direction. So:
Yeah, somebody already suggested that to me on either the Discord server or Forums I think. Next time I update this I plan to do that, just not sure when I'll get to it though.
Oh cool. I'm completely at your mercy here, but seeing as this really does have quite a weighty impact on moment to moment gameplay, here's to hoping it won't be long. Anyways, consider me ready to receive that update at the soonest :)
ps it would also make sense to get rid of the nuissance constant messages 'interaction is now in x y z mode' everytime you change it.
Unfortunately, I likely won't be able to get rid of the HUD text, the way the interaction mode is being changed in this case it always will show that message when changing modes, not something that can really be changed by the mod alone.
No problem, of course. Hopefully that main matter of looping prevention is not a very difficult thing to implement and won't take too long to make. With that in place I think the mod should easily become part of default installation.
just tested, really good to have these options but I'd still suggest you change the order to the one I outlined in the OP, so that it makes more contextual sense for rapid actions.
I love this mod in theory, but unfortunately I'm unable to use it. Since I'm playing Daggerfall Unity on a Windows Handheld, I don't have a mouse wheel available. And I can't get they key cycling setting to accept controller buttons. Is that an actual limitation of the mod (i.e., not supporting controllers) or am I doing something wrong?
I suppose you can try changing the hotkey for the cycling in the settings, but I have no clue if it will be recognized as a valid key by Unity's list of Keycodes. So no I didn't consider control support, it is generally a pretty niche thing. But possibly next time I update this I'll see if I can take that into consideration, no promises though.
Small Update: Changing the button input in the settings file seemed to do the trick. It was just the mod settings menu of DF Unity that did not recognize the controller button. The main difficulty was finding the settings file. (For me it was in "AppData\LocalLow\Daggerfall Workshop\Daggerfall Unity\ModsGameData\f243399e-1850-41d2-bdab-1369c452680e", in case anybody else is looking for it.) I have now set the mod to skip talk and info mode, only cycling between grab and steal, and I put it on the same button that activates sneak. I am also using "Sneak and Crouch Combined", so with one button press I can activate Sneak, Crouch and Steal at the same time. Endorsed!
Cool glad to hear you found a solution in this case. Guess that might be a thing for the main-fork to consider at some point, that being recognizing controller inputs in the mod-settings window.
Funny I was just about to look into maybe making that a thing in the .ini file, but had no clue how. Hey a mod will do!
I for one enjoy that it loops though, sometimes I like going straight from Steal to Talk, expecially with Language Skill Overhaul coupled with Locked Loot Containers in dungeons!
Thanks for the mod, really useful for the modern gaming. I edited your codes for my own use so that scrolling is only limited to Info and Interaction, which is the 2 most used actions for me ^^ Only possible coz you shared the source.
This is an essential mod. It really should be part of main DFU build. I cannot even fathom going back after this. Absolutely game-changing. Thank you for a great mod - and so far it works perfectly with many and varied other mod combos I've tried.
daggerfall's quality of life just leveled up. thank you so much for this. i'm constantly switching modes in-game, and this makes things much more pleasant 💚
33 comments
Added Additional Options & Settings:
- Can now disable "looping" when getting to the first and last interaction modes
- Can now ignore/skip specific interaction modes, so ignore ones you never/rarely use
- Can now disable the mouse-wheel from cycling through interaction modes
- Can now optionally set a keybind to cycle through interaction modes (for those with a broken mouse-wheel like myself.)
- Keybind is by default 'R', but this can be changed to any of the valid "KeyCodes" Unity recognizes. The following URL lists them: https://docs.unity3d.com/ScriptReference/KeyCode.html
Maybe a simple way would be a number of notches in a particular direction before it changes, rather than programming a true sensitivity option.
Would you please add an option to modify the order of actions in the cycle?
I like to use this order when assigning function keys to actions: Info / Talk / Grab / Steal
Thank you for your work.
I have a suggestion for a small but highly meaningful refinement: add an option to prevent it from looping.
As it is, you must always look down to check what setting you’re at, which you didnt back when using dedicated keys. If you block circular cycling, itll be possible to muscle memory what setting youre on without looking down to the icon by fast scrolling up or down to the last setting either direction then adjusting a single tick up or down.
for example: fast scrolling to the bottom always lands you on grabbing, but then ticking one up lands you on stealing. Likewise, fast scrolling to the top always lands you on looking, but then ticking one down changes it to conversation.
In both cases you have the main archetypal action at either extremes, with their more advanced offspring availabe a single tick away either direction. So:
/\
LOOK
|
TALK
|
STEAL
|
GRAB
\/
ps it would also make sense to get rid of the nuissance constant messages 'interaction is now in x y z mode' everytime you change it.
Since I'm playing Daggerfall Unity on a Windows Handheld, I don't have a mouse wheel available.
And I can't get they key cycling setting to accept controller buttons.
Is that an actual limitation of the mod (i.e., not supporting controllers) or am I doing something wrong?
Changing the button input in the settings file seemed to do the trick. It was just the mod settings menu of DF Unity that did not recognize the controller button. The main difficulty was finding the settings file. (For me it was in "AppData\LocalLow\Daggerfall Workshop\Daggerfall Unity\ModsGameData\f243399e-1850-41d2-bdab-1369c452680e", in case anybody else is looking for it.)
I have now set the mod to skip talk and info mode, only cycling between grab and steal, and I put it on the same button that activates sneak. I am also using "Sneak and Crouch Combined", so with one button press I can activate Sneak, Crouch and Steal at the same time.
Endorsed!
I for one enjoy that it loops though, sometimes I like going straight from Steal to Talk, expecially with Language Skill Overhaul coupled with Locked Loot Containers in dungeons!
Only possible coz you shared the source.
Thank you so much!