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Created by
GeonodeUploaded by
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This page was last updated on 24 February 2025, 12:57AM
- Changelogs
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Version 2.7.2
- Add Support for Custom Archer skill: Downpour Volley
- Fixed issue where Ruinous Segil was not showing up in name for saved presets
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Version 2.7.1
- Added support for Dullahan's Mystic Spearhand: Perilous/Ruinous Segil skill
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Version 2.7.0
- Other weapons now inherit the weapon job of a sorc or mage skill. This was the only way to make the ult skills work on other weapons. The weapon will go back to it's original weapon job after the spell animation ends.
- Very Minor support for Dullahan: They will 100% work on the weapons theyre meant for, but using them on other weapons will give pose a problem because the dullahan mod checks for the weapon job, this mean you'd have to press the skill twice for it to function so it currently only works for sorc/mage custom skills.
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Version 2.6.19
- Fixed issue where you couldnt use skills with any weapon other than the one the vocation is meant for
- fixed issue where UI would not appear.
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Version 2.6.17
- Fixed Hotkey input down check
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Version 2.6.16
- Revert Equip Method change. They do the same thing, but the old method calls the new method, and the new method required more manual input.
- Added more checks for warfarer and vocations when swapping weapons in regards to the Remove Job requirements checkbox.
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Version 2.6.15
- Change equip method
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Version 2.6.14
- Fixed return values of a couple of hooks weren't returned when options were disabled.
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Version 2.6.13
- Quickspell skill will no longer activate outside of casting a mage/sorc spell
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Version 2.6.12
- Removed restriction on Vocation Action Key preventing quickspell from functioning, now quickspell from the action key fill force concentrate.
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Version 2.6.11
- Fixed issue where using a controller would cause using certain skills to override the button mapping of the skill you wanted to press.
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Version 2.6.10
- Forced Sorcerer weapon vocation when Spell Hold Skill is used because Sorcerer can hold/use all mage skills.
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Version 2.6.9
- Added check for player instance when skill instance ends.
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Version 2.6.8
- Fixed issue where minimizing the SPS window would give REF an error.
- "Attempted" to rectify issue where casting boon skills from mage's arsenal would only target yourself. This is experimental, I know it's already janky so don't report anything about it unless you're getting an error.
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Version 2.6.7
- Fixed issue where changing Presets/Vocations would call the their respective function for removal/equip twice per equipment instead of the expected once per equipment.
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Version 2.6.6
- Added Magick Archer to the list of magic jobs so that when using their skill the window for their special action is still available for a few more seconds after a cast. (Archer will be able to switch into Margick Archer aim mode when they do this).
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Version 2.6.5
- Added more checks to skill usage. The UI when pressing the button was greyed out (but still accessible) so now it's no longer greyed out for skills that were affected by weapon jobs.
- Fixed issue where keeping the weapon job was still being ignored after loading back in game - This should definitely fix it this time.
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Version 2.6.4
- Switching off "Remove Job Requirements (Weapons)" will now also toggle off "Keep Original Weapon Jobs?" in the off chance that a messed up weapons'json is created (which shouldn't happen, but might when going upgrading from 2.6.0-2.6.4), just delete the weapons.json generated in "data/sps-vocations" and restart the game an a new one will be generated.
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Version 2.6.3
- Fixed issue where weapon forcing weapon job back to it's original wasn't prioritized upon game load or scene change
- The the old cap capcom fashion, MISC Fixes.
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Version 2.6.2
- Fixed issue where pressing the same skill twice would reset the skill
- Added checkbox to keep original weapon jobs after "Remove Job Requirements (Weapons)" is enabled, this is mainly for transmogify as they both use the same field. Do note that enabling this option removes your ability to switch to any weapon other than what your vocation can use. You can still however use any skill with that weapon.
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Version 2.6.1
- Now ALL vocations have access to all skills in the skill menu
- Added Checkbox to toggle enabling all skills for all vocations. By default it is off, it requires a game restart if you toggle it back off again.
- "Enable Preset Toggle On Press/Hold" reversed method is now default when enabled.
- Added more checks for auto saving skill when setting them
- Reworded some names to make it clearer what they are.
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Version 2.6.0
- Added feature where all weapons can use any skill regardless of vocation. This main benefits Warfarer as I currently cannot get the vocation listing correctly for other vocations. "Enable All Weapons To Be Used By All Vocations?" needs to be enabled for this to function.
- Added hotkey setter (mainly for mage and sorcerer). Set this to the key you use for special actions (quickspell) when you use this key, specifically for sorcerer in this regard, it will enable Concentrate to be used for their master skills. Please do not ask about this working for levitate, it doesn't work. This is part of the above feature so it's not available unless you enable "Enable All Weapons To Be Used By All Vocations?"
- Fixed issue where auto saved skills would reset upon switching presets.
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Version 2.5.9
- Added checkbox to enable saving skills when set in the skill menu (Under General Settings). This will not function if your current preset or presets in general have 'Preset Key Held' (because that seems highly impractical when setting). So for how this works is that it will automatically save your skills when you set them for the current preset, then you can switch your preset while in the skill menu with the hotkeys and then set new skills and it will save to that preset.
- Added checkbox to enable saving weapons automatically when equipping them from the inventory/equipment menu. (This option is per vocation) This one should be self explanatory. Please do not ask about adding this for equipment, I don't have equipment separated in this regard for me to add that kind of feature.
- Added checkbox to enable saving weapons to ALL presets when equipping them from the inventory/equipment menu. (This option wont appear without the first checkbox being ticked). Also Self explanatory.
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Version 2.5.8
- Added toggle for armor and weapons being available for all vocations (you don't need to restart your game for the toggle to apply)
- Master Skills can now be added to Warfarer when in the skill selection - the master skills will be where Rearmament is (Maelstrom for some reason cannot be fetched so it's above in the list)
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Version 2.5.7
- Added General settings node so you can disable the weapon effects and body effect of warfarer for other vocations.
- Fixed error that would occur upon game load in.
- Warfarer weapon effect no longer activates if you have no weapons equipped.
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Version 2.5.6
- By default weapon save/swap only option is enabled so hat armor will apply across presets/vocations.
- All armor will be for all vocations upon game load now.
- Warfarer weapon effect added to weapons (though because the draw animation is not applied the disappear/appear effect animation is shortened)
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Version 2.5.5
- Equipment with non-compatible jobs were only being equipped visually (or rather the data was there but it wasn't fully). Added method to change equipment job to all vocations so that it equipment will equip properly. This is the equivalent of the "No Job Requirements" Armor Only mod.
- I recommend you use "No Job Requirements" it wont conflict with this mod. But only use the Armor Only variants. The method i have is barebones and will only affect armor that you have currently equipped.
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Version 2.5.4
- Layout change in how equipment checkboxes will appear. (Inline)
- Altered method in which weapons are removed before switch.
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Version 2.5.3
- A new option to reverse the way hold key toggling has been added. If you have 'Enable Preset Toggle On Press/Hold?' enabled the option will show up.
- Fixed (maybe) the issue where if you want gear not to be equipped on a preset it wont be equipped. I'm generally confused on this bit. So if it's not working as intended do tell me. I can't accommodate everything in this regard, so if it comes down to it I will revert if it ends up a problem.
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Version 2.5.2
- When holding down toggle preset, the methods to switch equipment and skills will only be called once.
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Version 2.5.1
- Give a better description of skill toggling (hovering over it will tell you what it does). If you are using the toggle on release option, you need to reapply the settings, I changed the variables so it'd make sense to me.
- Fix issue where holding down skill toggle would error out because the method is being accessed too quickly
- Added save/switch weapons only to presets, so now it can be toggled per preset. The option as a whole cannot be used if save equipment is not enabled.
- Moved hotkey listeners to a hook.
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Version 2.5.0
- Fixed issue where saving preset equipment would save it to previous presets unless reset scripts were pressed.
- Fixed issue where clearing current preset would glitch out because it retained the same data
- Fixed issue where data would be retained when clearing all and current vocations to default
- Changed how equipment is handled internally. (I was doing some unnecessary iterating when the game has a better method available).
- Fixed vocation cycling where when you set a custom order, If the order was different than what the original vocation order was, it would be ignored.
- Moved some utils and tools to a secondary folder for organization.
- Changed how hotkeys are handled by utilizing some of _scriptcore's newer methods.
- Presets will now always default to 1 when switching vocation, it was getting increasingly difficult to keep track on scenarios on the availability of a preset
- Added check to ensure vocation keys/modifiers doesn't interfere with skill presets and vice versa
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Version 2.4.7
- Delegated handling of weapons switching to the game rather than the ini file. The ini file will just hold your equipment, but the game will determine if the weapon is compatible.
- Your armor will still be retained when you switch vocations/skills. If there happens to be bugs regarding crashing and it's from armor meshes being incompatible with jobs I will disable this entirely and you will need to save armor per preset.
- Weapons will not be retained on vocation switch (unless you are a Warfarer). So when you switch vocations and your new vocation doesnt have a preset your hand will be empty.
- Known issue: Warfarer glow will error out if vocation switch is used in rapid succession (the mod will still function but the error will be there because the instance is regenerated), don't ask about it I know it exists, just reset scripts when it happens.
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Version 2.4.6
- Moved Warfarer effect for other vocations to only be used when switching vocations instead of vocations and weapons.
- Fixed issue where fighter shield would be present in other vocations.
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Version 2.4.5
- Reduced calls to the equip function - Was being called per piece of equipment , but only needs to be called once.
- Added Warfarer's glowing scar effect to other vocations when switching equipment.
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Version 2.4.4
- Rather than outright not supporting it, I've made it so that weapons will not switch "IF" rearmament is in your skill table (This applies even if it's not saved to the preset yet). So you can continue using it like other vocations but weapons will be ignored if the skill is equipped, so you will have to use rearmement for switching weapons if that's the case.
- Added Indicator saying if weapons are disabled if rearmement is equipped.
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Version 2.4.3
- Minor code cleanup
- Reverted auto equip change from 2.4.2
- Warfarer: It's setup is complex and would require a rewrite for support with other vocations in this mod. What this means is that I'd essentially have to do the same thing the mod is doing already for other vocations, but have separate individual presets for warfarer per vocation. I'm not keen on doing that unless there's a major need for it.
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Version 2.4.2
- Per Vocation: Setting if the first preset will be used when switching
- You can now exclude vocations from cycling and reorder them in the cycle
- Fixed issue where saving weapons would still apply previous vocation/preset. It will act like you are changing vocations and apply an auto equip. Unsure of what else to do with it as I'm not sure why people would only want to save weapons so I can't come up with a scenario for me to work with as a fix/solution.
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Version 2.4.1
- Skills will now default to what you had set before saving your skill preset if you didn't save your preset. (So if the json skill slot for that vocation was 0, then the game handles whatever was set for that vocation on that slot)
- Semantic Versioning
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Version 2.4
- The mod uses it's own window now. Check screenshots for visuals, no underlying structure was changed, but there's a new json file.
- updated UI, buttons are now bigger, organized and centered categories.
- Dictionary removed to opt for tooltips instead.
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Version 2.3c
- Fixed Vocation Switch Modifier being ignored when set.
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Version 2.3b
- Fixed issue with vocation modifier key all sharing the same key for their checkbox.
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Version 2.3a
- Fixed typo in naming of Theif to Thief (Rename your json file to Thief.json).
- Equipment saving now has the option to only save weapons. (All equipment will still be saved but only the weapons will be applied when switching if the option is enabled).
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Version 2.3
- The lua file has been renamed to: skill-preset-switcher.lua
- All vocation json files need to be under a folder called: sps-vocations
- Vocation switching has been separated from skill presets. Vocation switching can be turned off in it's own settings.
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Version 2.2
- Fixed issue where vocation switching to fighter wouldn't work due to selection box not reacting.
- Removed legacy code that would detect weapons and switch vocations based on it conflicting with the current implementation.
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Version 2.1
- Fixed infinite loop when switching vocations that would sometimes happen because the last used preset would be the vocation switch, so it will now choose the first item that isn't a vocation switch
- Equipment names added to equipment when saving
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Version 2.0
- Changed code and added a little bit of a design change to make it a little bit easier to read
- Added a Dictionary to help tell what certain function mean and do
- Separate items into categories
- Added text to declare if equipment has been set
- Added a Delete Preset button
- Added a button to reset all vocations to default
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Version 1.7a
- Support for Magic Archer bow, because I forgot
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Version 1.7
- Fixed issue where offhand/shields models weren't rendered correctly.
- Fixed issue where bow models were not rendered correctly.
- Fixed issue where key instance initialized too early, leading to an error on game load.
- Added additional checks for weapon for left/right wielding. Bows and shields share the same hand so it lead to render issues.
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Version 1.6b
- Fixed issue where offhand/shields models weren't being rendered after vocation/equipment change.
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Version 1.6a
- Now includes a means to switch to a different vocation via presets.
- Warfarer is subjected to bugs if used.
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Version 1.6
- Added ability to save weapon/armor to presets.
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Version 1.5b
- Fixed issue where adding a preset caused an error.
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Version 1.5a
- Fixed modifier key being ignored for preset cycling
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Version 1.5
- Added Preset Cycling
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Version 1.4
- Fixed issue where skills weren't switchable after death/camp
- Importable to fluffy mod
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Version 1.3
- Fixed issue where error would occur when adding a new preset
- _ScriptCore now required
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Version 1.2
- Added skill names to be shown in the presets and changed when you save
- Fixed last used preset for vocation not being loaded on in-game load/vocation switch.
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Version 1.1
- Fixed issue where "Toggle on release" would sometimes not work. There is an initial delay when switching presets using it.
- Skills presets now automatically switch per vocation when you're a vocation guild.
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Version 1.0
- Release
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- Author's activity
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February 2025
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24 Feb 2025, 12:57AM | Action by: Geonode
Changelog added
'Change log added for version 2.7.2'
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24 Feb 2025, 12:57AM | Action by: Geonode
File added
'Skill Preset Switcher [version 2.7.2]'
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17 Feb 2025, 8:45PM | Action by: Geonode
Changelog added
'Change log added for version 2.7.1'
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17 Feb 2025, 8:44PM | Action by: Geonode
File added
'Skill Preset Switcher [version 2.7.1]'
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12 Feb 2025, 11:29AM | Action by: Geonode
Changelog added
'Change log added for version 2.7.0'
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12 Feb 2025, 11:25AM | Action by: Geonode
File added
'Skill Preset Switcher [version 2.7.0]'
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11 Feb 2025, 4:42AM | Action by: Geonode
Changelog added
'Change log added for version 2.6.19'
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11 Feb 2025, 4:33AM | Action by: Geonode
File added
'Skill Preset Switcher [version 2.6.19]'
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11 Feb 2025, 3:29AM | Action by: Geonode
Mod image added
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11 Feb 2025, 3:28AM | Action by: Geonode
File added
'Skill Preset Switcher [version 2.6.18]'
May 2024
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08 May 2024, 4:22PM | Action by: Geonode
Changelog added
'Change log added for version 2.6.17'
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08 May 2024, 4:22PM | Action by: Geonode
File added
'Skill Preset Switcher [version 2.6.17]'
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02 May 2024, 6:28PM | Action by: Geonode
Changelog added
'Change log added for version 2.6.16'
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02 May 2024, 6:26PM | Action by: Geonode
File added
'Skill Preset Switcher [version 2.6.16]'
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02 May 2024, 12:38PM | Action by: Geonode
Changelog added
'Change log added for version 2.6.15'
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02 May 2024, 12:38PM | Action by: Geonode
File added
'Skill Preset Switcher [version 2.6.15]'
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01 May 2024, 10:10AM | Action by: Geonode
Changelog added
'Change log added for version 2.6.14'
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01 May 2024, 10:09AM | Action by: Geonode
File added
'Skill Preset Switcher [version 2.6.14]'
April 2024
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27 Apr 2024, 3:00AM | Action by: Geonode
Changelog added
'Change log added for version 2.6.13'
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27 Apr 2024, 2:59AM | Action by: Geonode
Attribute change
'File \'Skill Preset Swithcer\' changed to \'Skill Preset Switcher\'.'
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- Mod page activity
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May 2025
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19 May 2025, 5:39PM | Action by: makyomaru
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'Skill Preset Switcher'
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19 May 2025, 9:43AM | Action by: PopCornX
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'Skill Preset Switcher'
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18 May 2025, 11:55AM | Action by: MiMi97123
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'Skill Preset Switcher'
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15 May 2025, 12:02AM | Action by: Inugamii
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13 May 2025, 6:10AM | Action by: gintamania
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10 May 2025, 1:40PM | Action by: KNIGHTSCENE
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08 May 2025, 6:16PM | Action by: lgmcdeez
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'Skill Preset Switcher'
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08 May 2025, 6:09PM | Action by: lgmcdeez
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'Skill Preset Switcher'
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03 May 2025, 11:36PM | Action by: YamiTan1
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'Skill Preset Switcher'
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03 May 2025, 9:55PM | Action by: MaxwellsPersuasions
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Skill Preset Switcher
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02 May 2025, 4:44PM | Action by: AlfaMadFox
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Skill Preset Switcher
April 2025
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30 Apr 2025, 4:06PM | Action by: pullyester
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'Skill Preset Switcher'
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29 Apr 2025, 5:47PM | Action by: dragonzeha
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'Skill Preset Switcher'
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29 Apr 2025, 1:26PM | Action by: kainofastora
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'Skill Preset Switcher'
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28 Apr 2025, 8:01PM | Action by: darkzerion
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'Skill Preset Switcher'
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23 Apr 2025, 8:35AM | Action by: Abderus256
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'Skill Preset Switcher'
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21 Apr 2025, 2:28AM | Action by: jayk3368
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'Skill Preset Switcher'
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20 Apr 2025, 11:59AM | Action by: Pancarte069
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'Skill Preset Switcher'
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19 Apr 2025, 9:58PM | Action by: danne0113
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Skill Preset Switcher
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19 Apr 2025, 2:46AM | Action by: Kampfwampe01
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'Skill Preset Switcher'
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