Is there a tool that would list the chunk used by each mod installed or do we have to take not on every single one manually? If there is no tool then it feels like a massive missed opportunity since this is one of the important aspects of the HL modding scene.
Is there a UE4SS version of this? I think UE4SS contains Blue Print Loader mod but I'm kind of confused how to use it without installing BP separately...
So does that mean with mods which have BP as requirement (like this one), I can just use only UE4SS, but then throw all the files into LogicMods and have it work?
no not all mods, only those that have been made compatible. apparate requires a specific file structure, as does ue4ss, you have to include both to get compatibility with both. my logic mods are all compatible, but i cant guarantee for others. normally the dev would mention it on the mod description if compatible :)
For all of my mods (not apparate or apparate ui) can be put into the LogicMods folder and should work fine.
Would you consider writing a mod that allows us to bind a hotkey to switch to the "last-used spell set"? If you've played counter-strike before, it's like the Q button that allows you to switch between your current weapon and the last-used weapon.
A problem with the game right now is if you have bound "next spell set" to a hotkey, pressing that hotkey forces you to cycle through all of the spell-sets you have unlocked with Talents. But often one of these sets is not for combat use.
Now that I think about it, it would be best if that mod could simply exclude specified spell-sets from the cycling. So if you had three sets for combat you could just cycle through those.
it'd look like that if the button texture didnt load properly, but it should have.. does it look like this every time you open it or was it just a one off?
Thats the strangest thing. Do you have some custom settings for the game config or something that could be causing textures to behave differently? Because the texture 100% exists if you have the latest v1.2a of UICore, and its stored in the same location as the texture used for the 'apparate ui' header area, which is clearly working fine lol
I mean, as long as the functionality is all still there, I wouldnt worry too much, but that certainly shouldnt be happening lol Random question: has your game performed the 'precomiling shaders' step since the last update? if you disabled that and havent done it since the update, that could maybe explain why its acting strange :P
weird ... nope, no config changes, didn't disable the shaders from running each time starting the game. no texture mods, only mods are yours and a couple others, but nothing that should conflict i think
oh well, no biggie really just strange, i can live with it
me stupid apparently I was still using 1.1 UICcore could have sworn I updated it, but must have downgraded it when I was having issues with loading the game the night before you got out the last update of your other mods. so all is good and it looks pretty now thanks
Works great for me and love the design! I catch myself just going into the menu to view the mods lol
Some features I would like to see: Enable/Disable option to turn off mods but still keep them in separate list/array to add back later Priority arrows/changes to move some mods up and down in the active list just in case some need to be enabled before another runs. And submenu to show additional Details for that mod on hover or select. Maybe like Name, version, logo/image, and brief description/notes.
Last part may require other modders to use a similar format to add the info into their specific mods for it to show on here. Just to help keep track of mods that need to be updated and more details to remember which is which.
lol thanks. happy to hear folks are enjoying the design :)
Unfortunately the core apparate code would need edited for those features, but someone has done work to add some of the things. not sure how stable or complete it is yet though. Once those features are in the main apparate system, I'll be able to wrap them in a nice ui :P
It looks great, but I cannot manage to add new mods. Whenever I type anything then hit enter, even if it's an actually invalid name, I get the popup "Mods unchanged" and I cannot enable new mods. Any thoughts on this?
Screenshot:
Spoiler:
Show
Edit: nevermind, I'm stupid. I thought I enabled the mods in Vortex, but I didn't. That was the reason.
Yeah - I have to agree. It installs fine into the old BP Apparate menu... but I assume that next time I press F8 I should get the spiffy new menu, right? I don't. I get the old menu. Then when I press F8 to get rid of the old menu the screen freezes (as if the new menu is on-screen, but it isn't) and I have to press ESC to un-freeze the screen. That's it.
Are we doing something wrong? How do we see the new menu (if not F8)?
make sure you have the latest version of the uicore (1.2a) and have rebooted your game after you add the uicore and apparateui into the old apparate modlist. after that you shouldnt need to use f8 anymore :)
latest uicore will crash the game if you havent yet updated the other mods that use the uicore. the uicore changes required the other mods to be rebuilt or they cause a crash :)
26 comments
If there is no tool then it feels like a massive missed opportunity since this is one of the important aspects of the HL modding scene.
Can you make an integrated button for Apparate aswell?
EDIT: Tried it, doesn't work...
For all of my mods (not apparate or apparate ui) can be put into the LogicMods folder and should work fine.
A problem with the game right now is if you have bound "next spell set" to a hotkey, pressing that hotkey forces you to cycle through all of the spell-sets you have unlocked with Talents. But often one of these sets is not for combat use.
Now that I think about it, it would be best if that mod could simply exclude specified spell-sets from the cycling. So if you had three sets for combat you could just cycle through those.
it'd look like that if the button texture didnt load properly, but it should have.. does it look like this every time you open it or was it just a one off?
I mean, as long as the functionality is all still there, I wouldnt worry too much, but that certainly shouldnt be happening lol
Random question: has your game performed the 'precomiling shaders' step since the last update? if you disabled that and havent done it since the update, that could maybe explain why its acting strange :P
oh well, no biggie really just strange, i can live with it
apparently I was still using 1.1 UICcore
could have sworn I updated it, but must have downgraded it when I was having issues with loading the game the night before you got out the last update of your other mods.
so all is good and it looks pretty now
thanks
I catch myself just going into the menu to view the mods lol
Some features I would like to see:
Enable/Disable option to turn off mods but still keep them in separate list/array to add back later
Priority arrows/changes to move some mods up and down in the active list just in case some need to be enabled before another runs.
And submenu to show additional Details for that mod on hover or select. Maybe like Name, version, logo/image, and brief description/notes.
Last part may require other modders to use a similar format to add the info into their specific mods for it to show on here. Just to help keep track of mods that need to be updated and more details to remember which is which.
Unfortunately the core apparate code would need edited for those features, but someone has done work to add some of the things. not sure how stable or complete it is yet though. Once those features are in the main apparate system, I'll be able to wrap them in a nice ui :P
It looks great, but I cannot manage to add new mods. Whenever I type anything then hit enter, even if it's an actually invalid name, I get the popup "Mods unchanged" and I cannot enable new mods. Any thoughts on this?Screenshot:
Edit: nevermind, I'm stupid. I thought I enabled the mods in Vortex, but I didn't. That was the reason.
Are we doing something wrong? How do we see the new menu (if not F8)?