When updating from previous versions to version 1.1.2+ please make sure to also update your DeftHands.XML settings file. In this update I have added the BarOffset setting, which allows you to vertically position the bar menu.
The source files and documentation to the latest version of Deft Hands can now be found in the GitHub repository.
Thank you everyone who showed their support while the mod was in hotfiles.
I'm just coming back to playing F4 and trying to speed things up in the lockpick area like with Skyrim. This looks perfect and I love the look of the mod! When trying to use it on a 21:9 ultrawide monitor the bar and ticks didn't show. Is there any suggestions on how to remedy this? Should I remove the lockpickmenu.swf? Change the .ini file and which one? Is there a change in the .xml that I can make without mucking about in the file too much please? (My specialty is assembly/machine languages not .esl/.xml dialects :-).
It has been a while since I last looked at this, however I believe you unfortunately would have to modify the SWF file in Adobe Animate to support the 21:9 aspect ratio.
I can't ever get these to work. I'm running truby9+DefUI. I have deft hands at the bottom of my load order not being overwritten in MO2. No conflicts showing up in MO2 either. I enabled archive invalidation as well. Only thing i can think of is maybe bc I repackaged the 15 main bs2 textures with BiRaitBec's textures? Idk any help?
This is from a while back, but you might want to try editing the fallout4prefs and other main fallout .ini files from MO2. Tools->Tool Plugins->INI Editor. Mod Organizer separates and uses it's own INI files for your games, which it does to maintain separate profiles. You may think you've enabled something in the ini, but it actually isn't.
Yes it's ridiculous that this is the default, however another user mentioned pressing Ctrl+P and unticking "Use profile-specific Game INI files" to prevent this in the future. As long as you know, though, it shouldn't be an issue. Your problem could have been something else entirely, but for future readers it's worth a shot.
works great. only issue i have is at 3440x1440 21:9 the top edge of the swf is a bit clipped. I can't see about 5-8mm of the lockpick markers because the UI can't draw high enough on the top edge. so maybe from 11 to 1 oclock there is some clipping of the mods' markers.
i really can't justify using a plugin slot for this as there is another mod named "Enable Lockpick Debug Menu" that does essentially the same thing without a plugin. yours looks nicer however. any chance of a plugin-less version? btw, i did endorse this as it is an excellent mod.
As it says in the description, this mod only uses an empty light-plugin to load the archive containing the SWF file. So, you can always extract the SWF file from the archive and load it as a loose file if this is for some reason a problem for you. I don't know why it would be though, because light-plugins do not contribute to the limit of 256 active plugins.
Deft Hands does not simply enable the debug display that Bethesda has hidden in the lock picking menu, and I invite you to read over the source files if you think any different.
i normally wouldn't have a problem with using another plugin, but for some reason ever since when Bethesda did the update back in November i can't have over 400 active plugins anymore (including .esl files). the game refuses to load at 401 plugins now, and i have exactly 400 in one of my profiles in MO2. my load order before that update was somewhere around 550, and i had to dump 150+ mods and start that character over. apparently Bethesda changed how .esl and .esm files work. that was the only reason why i was asking.
it's possible your problem is related to something else. i noticed i was near 400 too, so i enabled a few extra plugins to fill the gap and see what happens. it crashed, and by trial and error i found it was my quick script compilation plugin that caused it. after removing it and enabling a few more plugins i was able to boot the game and go ingame with 463 plugins just fine.
one possible reason, it had no masters to load creation kit faster. the new engine change requires plugins to have fallout4.esm as its master (or something else that has it, like any of the dlc or other mods), otherwise the new .esl change may crash your game if the mod has any records in 001-7ff range, since without a master it'll overwrite the game's (sometimes critical) records with its own.
another reason may just be a broken plugin. one of your plugins may be corrupted, the one i had a problem with had a few blank records the game seems to require to be filled. the change in engine may changed how this works and instead of ignoring it it crashes now.
edit: actually an update on that if you're even reading this, it's almost the same thing that caused new vegas to break after roughly 140 mods. fo4 seems to have support only for up to 256 file handles for ba2 archives (with the vanilla game using around 40 already), and if you use over 400 mods the amount of archives will quickly accumulate and eventually crash.
This might be more an issue with the memory limits on script data at load which can prevent a game from loading. THe following mod is the fix for that issue. https://www.nexusmods.com/fallout4/mods/46340
If anyone reads this, likes the mods, and has a vote to cast in for Mod of the Month, then consider Deft Hands for March 2020. Its the VOTE button next to the endorse button.
If you're experienced with Flash you could quite easily take the source code that has been provided and hard-code your settings into the SWF. I wouldn't recommend doing this unless you know what you're doing though.
49 comments
The source files and documentation to the latest version of Deft Hands can now be found in the GitHub repository.
Thank you everyone who showed their support while the mod was in hotfiles.
Yes it's ridiculous that this is the default, however another user mentioned pressing Ctrl+P and unticking "Use profile-specific Game INI files" to prevent this in the future. As long as you know, though, it shouldn't be an issue. Your problem could have been something else entirely, but for future readers it's worth a shot.
Deft Hands does not simply enable the debug display that Bethesda has hidden in the lock picking menu, and I invite you to read over the source files if you think any different.
one possible reason, it had no masters to load creation kit faster. the new engine change requires plugins to have fallout4.esm as its master (or something else that has it, like any of the dlc or other mods), otherwise the new .esl change may crash your game if the mod has any records in 001-7ff range, since without a master it'll overwrite the game's (sometimes critical) records with its own.
another reason may just be a broken plugin. one of your plugins may be corrupted, the one i had a problem with had a few blank records the game seems to require to be filled. the change in engine may changed how this works and instead of ignoring it it crashes now.
edit: actually an update on that if you're even reading this, it's almost the same thing that caused new vegas to break after roughly 140 mods. fo4 seems to have support only for up to 256 file handles for ba2 archives (with the vanilla game using around 40 already), and if you use over 400 mods the amount of archives will quickly accumulate and eventually crash.
https://www.nexusmods.com/fallout4/mods/46340
https://www.nexusmods.com/fallout4/mods/motm
What about the xml file? do I also need it? I already extracted LockpickingMenu.swf into interface folder.
Thanks!