I'm having trouble building a patch for m84 flashbang mod, but for some reason the .ini always ends up empty, and the menu that is created in game is blank too. could it be that it is having trouble reading .esl files?
edit: i tried making a .ini file myself based on inferences from the other .ini files, it still didn't work, but this is what I made ;M84_Flashbang [M84FlashBang.esl|FE012f99] iPos=0 iList=0
I did get it fixed, and that was part of it, but also it turned out that the script to make the json didn't insert everything I needed either. So I went ahead and made that one manually also.
The mod sometimes stops working for me. I just started a new game and while it was working fine all the time before - also when I started new games - it doesn't cycle anymore. I cleaned the mod files completely and re-installed it. But when I set the lists and keys in the MCM, it even doesn't save my configuration properly. Re-starting the game doesn't help too. What can I do?
I suspect a possible conflict with the mod "PrivateProfileRedirector", that cache the INIs and maybe they cannot be updated properly by the "refreshINI" commant. Kerber, the author, said that he submitted a patch for this a few montsh back, but never got an answer. Maybe you guys could take this into account for the next update. At least this would explain my problem, if your mod doesn't store any configurations somewhere else.
Edit: Yep, that was the problem! Please consider adding his patch to the MCM.
Fantastic mod, the only suggestion I would have would be to show name of the grenade and/or it's icon. Atm I have set it up so that molotov is the 1st and then others in certain order so I just listen to the bottle sound as I press the hotkey and then count off the presses to the specific grenade I wanna throw.
Thanks for all your work on all your mods I use most of them!
That would be indeed a great addition! I just came back here to suggest the same idea. Maybe we can have it some day..
Edit: I just figured that you can have such a feature via the mod "Active Effects on HUD". Simply enable the explosives counter widget under additional widgets and enable "show explosives type abbreviation" in its settings. It won't show the full name, but for example "MC" for Molotov Cocktails, etc.
Is this mod supposed to cycle through the explosives if the hotkey for one of the lists is pressed multiple times, like the previous mod did (if I remember correctly)? I've tried adding at least 2 explosives on a list, and the hotkey always selects the first explosive available, either chosen alphabetically or based on the priority set in MCM. I'm just curious if I did something wrong. My setup is Fallout 4 (1.10.130.0), F4SE (0.6.16), MCM (1.36), ESH 1.7.
Yes. Mod Organizer v2.2.0beta6. I'll try right now without it to see if it works differently.
L.E. Found the issue.. it was the place I was testing it. I thought using "coc qasmoke" to do my testing before starting a new game would be fine, but some things don't seem to work there properly. Picking a save from a previous run proved that the explosives do cycle. Thanks alexcroww for the help! It gave me the incentive and idea to try this and solve it.
So far I love this mod a ton. It's great for me since I use the G502 and I had already mapped one of the side buttons for the bash\throw function. Now I can also use the other button on the mouse for swapping between molatovs, regular nades & regular\bottlecap mines.
I just downloaded v1.4 and nothing shows in the MCM. I tried on several characters, reinstalled it twice, but to no avail. I'm using the latest game, F4SE and MCM versions as of today, September 9th.
P.S. Also, when the mod is installed, the MCM settings submenu, and hotkey menu, disappears. When uninstalling the mod, they come back. The only other MCM mods I have installed is a barter mod, iHud and Holoclock 2. All latest versions, and all working as intended.
I re-downloaded both MCM v1.31 and this mod. Did manual installs this time, instead of through NMM. Tested both with, and without, the other MCM enabled mods installed. But again, to no avail. The menu just won't show up in MCM. Must be something not right here on my end since it's working for you. I don't know what else to try, and I guess I have to be without it.
OK, I tried. I deactivated the other mods using MCM in NMM. Then I moved all of their config. files out of the MCM folder. Then reinstalled this mod. Still, not a thing.
I have the same issue, when this mod is installed, no MCM menu options are visible. As soon as I remove it using Vortex, MCM's menu becomes visible again. No mods I'm using display anything on MCM besides this one.
This mod is fantastic. Its amazing how much this improves the game. Saves having to enter the pip boy as often. I second what alliluya says. It would be fantastic if Def_Explosives Widget had icons and counters for remote explosives. Its only fair considering you added support in this mod :).
47 comments
edit: i tried making a .ini file myself based on inferences from the other .ini files, it still didn't work, but this is what I made
;M84_Flashbang
[M84FlashBang.esl|FE012f99]
iPos=0
iList=0
At least this would explain my problem, if your mod doesn't store any configurations somewhere else.
Edit: Yep, that was the problem! Please consider adding his patch to the MCM.
Thanks.
Thanks for all your work on all your mods I use most of them!
Edit: I just figured that you can have such a feature via the mod "Active Effects on HUD". Simply enable the explosives counter widget under additional widgets and enable "show explosives type abbreviation" in its settings. It won't show the full name, but for example "MC" for Molotov Cocktails, etc.
I'm just curious if I did something wrong.
My setup is Fallout 4 (1.10.130.0), F4SE (0.6.16), MCM (1.36), ESH 1.7.
L.E. Found the issue.. it was the place I was testing it. I thought using "coc qasmoke" to do my testing before starting a new game would be fine, but some things don't seem to work there properly. Picking a save from a previous run proved that the explosives do cycle.
Thanks alexcroww for the help! It gave me the incentive and idea to try this and solve it.
Great mod, Neanka! Thanks!
P.S. Also, when the mod is installed, the MCM settings submenu, and hotkey menu, disappears. When uninstalling the mod, they come back. The only other MCM mods I have installed is a barter mod, iHud and Holoclock 2. All latest versions, and all working as intended.
Thank you for testing it. Much appreciated.
I'm using MCM version 1.32
Must works with MCM 1.34