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Created by

InkBlack

Uploaded by

inkblack85

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About this mod

Perform "workshop repair" directly without needing to "inspect" first. But Repair Kits are still used in Inspect Mode, though.

Permissions and credits
Update: If you check the photos, you can see I removed "toggle craftable" and "toggle unlockable" from the first page of the workbench craft stations. This affects weapons/armor/tinkerer's workbenches. And this just removes clutter, these buttons don't have a real purpose on the first page anyway.

Known (vanilla) Bugs:
- Pressing the the toggle buttons on the "ModSlot" page, aka the second menu page, will kick you back to the first page. I'll try to fix this bug if I can, but it's not from this mod, it's vanilla.
- Entering "ModSlot" or second menu page, then switching to Crafting will bug out the rightside info box. The box should have the title "Current Mods", normally, and then it should switch to "Requires" when you are in Crafting mode. But if you go to modding mode first and then to crafting the title wont change. It's a vanilla bug, it's superficial, and it's not this mod.



Well I'll just tell a little story about the mod:

So I use controller and found it really annoying that you have to press Y to inspect and then X to workshop repair. So I wanted to swap the X for the Y button so it was quicker. But I couldn't find the right .swf file to edit. Then by chance I found Eckserah's mod called Old Style Workbench Repair and I saw they found the right .swf. So I downloaded the mod and it was just a way better idea then mine. I wouldn't even have the skills to make this mod, not even close. Anyway, they haven't updated their mod in 3 years, so I spent the last two days trying to figure out what they did and copied the edits over into a new version of examinemenu.swf

I saw in the comments to their mod that lots of people wanted an update. Now we have one! Cool right? Go give their mod a download and endorse cuz without their help you'd just have an X/Y button swap mod.

Cheers,
InkBlack

Other Mods:
Much needed tweak to UI for controller users


Here's how the mod works:


You need to edit examinemenu.swf, I've pointed out the lines you need to add or delete or change, below. I've left some surrounding context so you can use the search tool in JPEXS to find where to put everything. So here it is:

      private var InspectRepairButton:BSButtonHintData;
      
      private var InspectButton:BSButtonHintData; #<------------ add this line
      
      private var RepairKitButton:BSButtonHintData;

######
public function ExamineMenu()
 {

   this.InspectRepairButton = new BSButtonHintData("$REPAIR","T","PSN_Y","Xenon_Y",1,this.onWorkbenchRepair); #<--change
   this.InspectButton = new BSButtonHintData("$INSPECT","X","PSN_R3","Xenon_R3",1,this.onInspectRepair); #<----add
   this.RepairKitButton = new BSButtonHintData("$REPAIR KIT","T","PSN_Y","Xenon_Y",1,this.onRepairKit);

#######
      private function PopulateButtonBar() : void
      {

         this.InventoryButtonHints.push(this.InspectRepairButton);
         this.InventoryButtonHints.push(this.InspectButton); #<----add this
         this.InventoryButtonHints.push(this.ModButton);

########

               case "YButton":
                  if(!this.modalActive)
                  {
                     if(this.eMode == this.INVENTORY_MODE)
                     {
                        this.onWorkbenchRepair(); #<---------Make this whole thing look like this
                        _loc3_ = true;
                     }
                     else if(this.eMode == this.INSPECT_MODE)
                     {
                        if(this.RepairKitButton.ButtonVisible)
                        {
                           this.onRepairKit();
                        }
                        _loc3_ = true;
                     }
                  }
                  break;
               case "R3":
                  if(this.eMode == this.INVENTORY_MODE) #<--------and change this one to look like this
                  {
                     this.onInspectRepair();
                     _loc3_ = true;
                  }
                  else if(!this.inspectMode && !this.modalActive)
                  {
                     this.onSearch();
                     _loc3_ = true;
                  }
                  break;

########

# find the following line, it's very long so it looks like 2 lines on Nexus#
this.ModButton.ButtonEnabled = this.isCrafting || this.ModSlotListObject.entryList && this.ModSlotListObject.entryList.length > 0;

# below this line, you need to delete the following stuff
                  if(this._allowRepair)
                  {
                     this.InspectRepairButton.ButtonText = "$INSPECT/REPAIR";
                  }
                  else
                  {
                     this.InspectRepairButton.ButtonText = "$INSPECT";
                  }

#then the next line after the first long line is the following

this.InspectRepairButton.ButtonVisible = this._allowRepair;

#then you need to add the following line

this.InspectRepairButton.ButtonEnabled = this.BGSCodeObj.CanRepairSelectedItem(false);


# in the end it should all look like this (again the first line is too long for Nexus to show correctly#

                  this.ModButton.ButtonEnabled = this.isCrafting || this.ModSlotListObject.entryList && this.ModSlotListObject.entryList.length > 0;
                  this.InspectRepairButton.ButtonVisible = this._allowRepair;
                  this.InspectRepairButton.ButtonEnabled = this.BGSCodeObj.CanRepairSelectedItem(false);
                  this.ScrapButton.ButtonVisible = this._showScrapButton;
                  this.ToggleEquipButton.ButtonVisible = this._allowEquip;



So that's it, get the original .swf and get the modded .swf here and just compare. Theses are all the changes you need. you just need to copy it correctly.