None of my enchanted gear are applying their effects when equipped through the manager. Did I do something wrong, or is this a bug?
The effects in question are the inc spell points during summer/spring/fall/winter, the inc spell points during lunar phases, and the strengthened armor effects.
Same issue. it appears that enchants are not getting applied on outfit switch... so close to awesome edit: or not looks like its hit or miss. probably due to so many items changing at once that DFU is having a fit
Just wanted to say that the mod seems to function ok, but only with a vanilla style ui. It doesn't work with a ui replacer and turning gui off doesn't work.
m8 thanks for your mods but if you're not going to update them for the latest version for a long time you should write in the description that they are incompatible with the latest DFU version. So that people like me don't end up installing them and fiddling around wondering why they aren't working. Just my 2 cents
Regarding the new UI in version 4, I just want to say WOW! It is very intuitive, blends well with the inventory screen, and is absolutely a must-have mod for quickly swapping outfits while playing with the Climates & Calories mod where the character must dress appropriately for ambient temperature changes. :thumbsup:
Not abandoned. Working on other mods. I have the first UI code done, but the UI system is a pain to work around because of its age and how it works code wise. I'll come back to this in next few weeks.
I'm using the current version, but I kept accidentally hitting the key to disable the interface, and I never use the keybinds anyways. So I just set all the keys to "None" and it seems to work. I suspect any gibberish that's not recognized as a valid key will have the same effect. It's obviously not required, but a toggle on the side of each keybind to disable that keybind would be nicer.
Another thing I'd like is to have an explicit "Save" button, instead of hitting name of the outfit to save. Additionally, it would be nice if the name of the outfit would prompt for renaming it. That way you'd get the old ability to rename outfits, without needing to rename it every time you update it.
Crazy ideas for the future that may be hard or impossible to implement currently. Or just take more time than you care to spend:
1. The ability to set which slots are active in a given outfit. If I only activate the weapon slots, then I can switch between weapons without having to update the armor in every single weapon set. Likewise, I could equip a sword in my town clothes without having to equip all my armor. Of particular concern to me is my magic items that auto-cast on equip. I don't want to use up precious durability just to equip a sword and kill one pesky bandit.
2. The ability to set hotkeys for specific outfit slots. Combine that with the ability to set a specific outfit to a specific slot, then we could use, e.g., 1, 2, and 3 to swap between weapons, and 4, 5, and 6 to swap between town clothes, armor, and armor plus magic items.
3. The ability to use modifiers for hotkeys. Alt+1, Shift+2, etc. Not sure if this is supported and I just don't know how to use it, or if DFU even allows such things.
For 2 and 3, it would be really ideal to have a WoW-like hotbar setup where individual mods could expose commands as "abilities", which could be dragged to the hotbar, re-ordered, etc., then the hotkeys to the bar would be more permanently set in the options somewhere. Each "ability" could be modifiable so, e.g., the "Outfit Manager: Equip" ability could have one argument for "which outfit" and another for "equip, unequip, toggle". But, in the meantime, it wouldn't be bad to have several hotkeys for swapping gear without having to cycle through everything in the inventory.
Thanks for the feedback. I have some ideas on how to improve the bundle system with things I have learned about the UI system working on other mods.
Keep an eye out, I'll come back to this, but right now, I'm working on a very large project that completely overhauls the FPS weapon system and adds both completely equitable hands on screen to enable duel wielding, shields, parry mechanics, and combat particles.
30 comments
The effects in question are the inc spell points during summer/spring/fall/winter, the inc spell points during lunar phases, and the strengthened armor effects.
edit: or not looks like its hit or miss. probably due to so many items changing at once that DFU is having a fit
Another thing I'd like is to have an explicit "Save" button, instead of hitting name of the outfit to save. Additionally, it would be nice if the name of the outfit would prompt for renaming it. That way you'd get the old ability to rename outfits, without needing to rename it every time you update it.
Crazy ideas for the future that may be hard or impossible to implement currently. Or just take more time than you care to spend:
1. The ability to set which slots are active in a given outfit. If I only activate the weapon slots, then I can switch between weapons without having to update the armor in every single weapon set. Likewise, I could equip a sword in my town clothes without having to equip all my armor. Of particular concern to me is my magic items that auto-cast on equip. I don't want to use up precious durability just to equip a sword and kill one pesky bandit.
2. The ability to set hotkeys for specific outfit slots. Combine that with the ability to set a specific outfit to a specific slot, then we could use, e.g., 1, 2, and 3 to swap between weapons, and 4, 5, and 6 to swap between town clothes, armor, and armor plus magic items.
3. The ability to use modifiers for hotkeys. Alt+1, Shift+2, etc. Not sure if this is supported and I just don't know how to use it, or if DFU even allows such things.
For 2 and 3, it would be really ideal to have a WoW-like hotbar setup where individual mods could expose commands as "abilities", which could be dragged to the hotbar, re-ordered, etc., then the hotkeys to the bar would be more permanently set in the options somewhere. Each "ability" could be modifiable so, e.g., the "Outfit Manager: Equip" ability could have one argument for "which outfit" and another for "equip, unequip, toggle". But, in the meantime, it wouldn't be bad to have several hotkeys for swapping gear without having to cycle through everything in the inventory.
Keep an eye out, I'll come back to this, but right now, I'm working on a very large project that completely overhauls the FPS weapon system and adds both completely equitable hands on screen to enable duel wielding, shields, parry mechanics, and combat particles.