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
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.