This saving my from the skip bug in the UI. The one where a category gets hopped over when moving left and right thru the tabs (Floor Decor in my case) so THANK YOU!
I was wondering - what are the technical limitations of the UI improvements that can be done? That is, can you hook/override into the current object position, for instance? I'm having a hard time doing precision-based positioning - it feels it works better with a gamepad, paradoxically.
I believe what the editor is currently missing, by design, is some sort of (customizable and toggleable) 3d grid snapping or angle snapping, and tweaking the movement speed of the editor camera. Or, locking movement to one of the 3 axes.
I kinda fear this may go past what achievable via UI tweaking (probably could be obtained via direct memory access or "cheating" programs in a very convoluted way), but I'd like to double check it by asking you just the same
(is there a forum/discord for modmakers btw? I'd send you a PM but maybe this could be useful for other users as well)
Any chance of including the option to remap the WASD default movement keys to ESDF in workshop? (Yes, I know WASD can be remapped within the game for movement but in workshop mode the "F" key rotates an object instead of moving to the right despite being reassigned.)
oops, I did not know that because my PC's keyboard does not have a numpad. Today's updated version (based on game update 50) includes the supports numpad.
That's not what I meant but I'll give you a kofi for the work. I'm thinking of another mod that allows me to use the numeric keys in-game when i play with controller, not in camp building. I try,but but i'm a newbie in modding.
Love this mod! I quit playing right before "Shoot for the Stars" and now that I'm back I had to get this mod again. Huge QOL improvement imo and a must-have mod.
Quick question: when you list the hotkeys for controllers, are you refrring to the little keyboards that you can attach to a controller? Or, are these just alternative mappings for players who use a standard keyboard alongside a controller?
Sure. I know the KB is still enbal when using a controller. Just to further clarify- Are you saying that to use this mod you have to have a keyboard? If so why are there seperate keybinds?
It's not a hard "no" for me if i have to have my keyboard in order to use this mod, I just want to be clear about it.
Fantastic start to one area that desperately needs help due to Bethesda's ham handed mismanagement of it. Endorsed.
Unfortunately though I had to disable the mod for now as running it disabled Intraw Reborn, which is absolutely essential in my camp building. If you can get it to work with that mod or even better yet just include the same functionality in your mod that would be great.
Exceptional work as always, glad to see someone taking a crack at the .swf files! Since you seem to be on a bit of a action script modding kick.... do you think its possible to add a item search function to the C.A.M.P menu? This mod already helps a ton when building, but its a pain to scroll thru 200+ floor items and sub menu's to find the 1 specific floor decoration you want to place.
Hi, Thank you for your feedback. I too thinking of implementing some search function as well. but, I need to resolve search term input for local language users.
I would like to implement some filtering function. Hide items that "I would never use this item..." I don't know yet if I can...
If there was a way to have the screen display more items. The screen is so wide yet we only get this tiny panel to scroll through each item group on. If it could open up across the entire screen my scroll wheel and finger would be grateful haha.
Probably impossible but if there was also a way to compile things into more general categories so there wasn't a mile long list of atom shops items in the random order that they appear in, I would take the time to do that. Creating mods is beyond my capabilities, but I would organize the hell out of a list.
Thanks for all your hard work and yet another must have mod.
Hi, Thanks. I have not yet completed analysis of the build UI menu structure, but I feel that the build UI menu can be optimized and restructured. Properly grouping items, that do not have variants. etc...
I would like to add the mod's own tag information to all buildable items so that they can be filtered and searched. but, number of buildable items is unusually large, so I may need everyone helps with tagging them. and, would be better to have a professional camp builder design the menu, to reconstruct the new build-menu. I'm a casual camp builder, so I run the risk of degrading it more than Beth's UI. 😂
This is, potentially, going to be the most useful mod. I've always wanted a better build menu layout. (Can't understand Bethesda's thing when it comes to the menu).
Would be fantastic if, for example, all the wood walls/barn walls/brick walls/etc had their own sub menu instead of been randomly placed in a list of hundred items....
Also, why couldn't they have placed all the nuka world stuff in it's own menu, just crazy thinking.
ALSO, probably not possible, but any chance this could work with controller at some later date as controller and keybould/mouse don't work together in this game, lol... Just seen your description and don't think I scrolled down enough first time I read it...lol...
23 comments
added support numpad key(15 keys)
"#1" numpad 1
** Separate hotkeys can be set for the numeric keys and the numpad keys."#2" numpad 2
"#3" numpad 3
"#4" numpad 4
"#5" numpad 5
"#6" numpad 6
"#7" numpad 7
"#8" numpad 8
"#9" numpad 9
"#0" numpad 0
"#*" numpad *
"#-" numpad -
"#+" numpad +
"#." numpad .
"#/" numpad /
I was wondering - what are the technical limitations of the UI improvements that can be done?
That is, can you hook/override into the current object position, for instance?
I'm having a hard time doing precision-based positioning - it feels it works better with a gamepad, paradoxically.
I believe what the editor is currently missing, by design, is some sort of (customizable and toggleable) 3d grid snapping or angle snapping, and tweaking the movement speed of the editor camera. Or, locking movement to one of the 3 axes.
I kinda fear this may go past what achievable via UI tweaking (probably could be obtained via direct memory access or "cheating" programs in a very convoluted way), but I'd like to double check it by asking you just the same
(is there a forum/discord for modmakers btw? I'd send you a PM but maybe this could be useful for other users as well)
I'm ready to give you a big ko-fi.
Today's updated version (based on game update 50) includes the supports numpad.
I'm thinking of another mod that allows me to use the numeric keys in-game when i play with controller, not in camp building.
I try,but but i'm a newbie in modding.
It's not a hard "no" for me if i have to have my keyboard in order to use this mod, I just want to be clear about it.
Unfortunately though I had to disable the mod for now as running it disabled Intraw Reborn, which is absolutely essential in my camp building. If you can get it to work with that mod or even better yet just include the same functionality in your mod that would be great.
I too thinking of implementing some search function as well.
but, I need to resolve search term input for local language users.
I would like to implement some filtering function.
Hide items that "I would never use this item..."
I don't know yet if I can...
Probably impossible but if there was also a way to compile things into more general categories so there wasn't a mile long list of atom shops items in the random order that they appear in, I would take the time to do that. Creating mods is beyond my capabilities, but I would organize the hell out of a list.
Thanks for all your hard work and yet another must have mod.
I have not yet completed analysis of the build UI menu structure, but I feel that the build UI menu can be optimized and restructured.
Properly grouping items, that do not have variants. etc...
I would like to add the mod's own tag information to all buildable items so that they can be filtered and searched.
but, number of buildable items is unusually large, so I may need everyone helps with tagging them.
and, would be better to have a professional camp builder design the menu, to reconstruct the new build-menu.
I'm a casual camp builder, so I run the risk of degrading it more than Beth's UI. 😂
Would be fantastic if, for example, all the wood walls/barn walls/brick walls/etc had their own sub menu instead of been randomly placed in a list of hundred items....
Also, why couldn't they have placed all the nuka world stuff in it's own menu, just crazy thinking.
ALSO, probably not possible, but any chance this could work with controller at some later date as controller and keybould/mouse don't work together in this game, lol...Just seen your description and don't think I scrolled down enough first time I read it...lol...All your mods are original add so much more new pleasure to the game. I gonna try it right away. thx