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DekitaRPG

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Dekita

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26 comments

  1. Neo101ai
    Neo101ai
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    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. 
  2. fuisthismynamenow
    fuisthismynamenow
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    My old apparate menu is on F7 and now I have the old and new style on 2 different keys. :(

    Can you make an integrated button for Apparate aswell?
  3. hogwartsboi
    hogwartsboi
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    how do i even open the mod menu
  4. Valour549
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    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...
    1. Dekita
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      Nah no ue4ss version as that modloader that doesnt use any ui and automatically loads all mods in the 'LogicMods' folder :)
    2. Valour549
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      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?

      EDIT: Tried it, doesn't work...
    3. Dekita
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      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.
    4. Valour549
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      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.
  5. handyrefuse
    handyrefuse
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    Got this installed and working for most part, but why does it look like this?


    1. Dekita
      Dekita
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      uhhh...

      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?
    2. handyrefuse
      handyrefuse
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      Just loaded up the game again and it's still doing it.
    3. Dekita
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      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
    4. handyrefuse
      handyrefuse
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      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 
    5. handyrefuse
      handyrefuse
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      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
    6. Dekita
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      lol its all good. happy that you were able to get it all working properly :)
  6. William112792
    William112792
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    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.
    1. Dekita
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      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
  7. Favna2
    Favna2
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    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
    ABZ7juoJ.jpg

     
    Edit: nevermind, I'm stupid. I thought I enabled the mods in Vortex, but I didn't. That was the reason.
  8. ImperiusGaunt
    ImperiusGaunt
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    I can't remember most shortcuts for mods to open menus. This will come in very handy! Thanks for the mod!!
  9. jaddwar20
    jaddwar20
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    This mod doesn't work. No menu comes up
    1. icouldifiwantedto
      icouldifiwantedto
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      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)?
    2. TangerieDev
      TangerieDev
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      I’m pretty sure Apparate causes the cursor to disappear on the main menu itself
    3. TangerieDev
      TangerieDev
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      I think you may need to restart the game after first install if the button doesn't appear on the title screen, just a guess though.
    4. Dekita
      Dekita
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      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 :)
    5. jaddwar20
      jaddwar20
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      Hmmm, It seems that the latest version of UICore crashes the game.
    6. Dekita
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      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 :)