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KrrKs and Kahmu

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KrrKs

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10 comments

  1. LadyAlekto
    LadyAlekto
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    • 127 kudos
    Holy Hell

    Why didnt i ever see this mod before

    Especially since i could have had 2 replays with it already!
  2. Trazibol
    Trazibol
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    • 13 kudos
    Thank you for this particularly essential mod.
  3. onedownyeahs
    onedownyeahs
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    Perfect quality-of-life mod, thank you!
  4. weirdsciencex
    weirdsciencex
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    • 5 kudos
    What an excellent idea! Thanks so much for this
  5. Kahmu
    Kahmu
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    • 64 kudos
    This mod is a really good idea, thank you for that. I tried to fix the problems you mentioned:
    I have increased the font size slightly and added additional spacing so that the numbers line up with the arrows. Because there is now more space, I have increased the distance between the up/down arrows, so they buttons do not overlap anymore.
    The only problem is that the size of the characters is not fixed. If the smallest digit is a 1, the larger digits move a bit to the right so they are not aligned anymore. I think there is no easy way of fixing this, but it's not too important.
    I also changed the bounds handling of the quantity to Clamp, meaning if there are 100 units for sale and you press the +1000 button, the selected quantitiy goes to 100.

    Can you tell me how you made it so that the buttons add different amounts? I couldn't figure it out.

    My changed project file: https://we.tl/t-rTzyOSDHZF
    1. KrrKs
      KrrKs
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      Yeah character size is not fixed. Also certain fonts (like the 24p which I wanted to use initially instead of the vanilla 22p one) do apparently not contain any number characters.

      Great Idea about the Clamp! Does decrementing by one from 0 still select the max. value with that?

      This whole mod is probably the second to worst way to do it, but I found no other working solution:
      Basically the IntegerVariable has an internal field which determines by which number the current value is increased or decreased.
      What I did is to add cascades of EventSplitters. There is one splitter, that when triggered calls the increase function ten times. Another splitter that calls the first splitter ten times when triggerd, and another one that calls the last splitter ten times.
      And then there is the whole cascade again for decreasing the current value.
      Depending on the button pressed, one of those splitters is triggered in one of the event connections started by the button.
      Only the +/- 1 and +/-10 Buttons call the events for increment/decrement directly (once or ten times respectively).

      I'll try to take a look at your mod at the weekend or so. Would you be interested to have that one hosted here instead of my version? I believe there is a way to transfer or share ownership of Nexus modpages (though I have never used that before), so you'd have complete control over that as well.
    2. Kahmu
      Kahmu
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      I just copied the font file/config and changed the font size and spacing.

      With Clamp you don't get the maximum if you decrement at 0. However, pressing the +1000 button once will get you the maximum if there are less than 1000 items available, which should be most cases.

      I get the idea behind the EventSplitters, but how do you know what the events do? The Source and Target Event are only hex values, how are these connected to the buttons and incrementing/decrementing the value?

      As far as I know you can give me the permission to edit the mod under Permissions/User Permissions, so I could upload my version.
    3. KrrKs
      KrrKs
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      The hex values for the events are total annoyance.

      Wavebend had made an EBX Dump of the game into txt files, which included the meaning of some of those values.
      I used that one to search for whatever Object might work in this use case, and found those splitters and their source and target events (as 'onImpulse' and 'Impulse' respectively).
      There is a Nexus Backup of the original Dump:
      https://www.nexusmods.com/masseffectandromeda/mods/433

      For those EventConnections:
      I found that the 'Flag' value at the Entity, the Client/Server*Setting, and the event values must exactly match like in the places they were found at/taken from.
      Apparently there is a cross connection between those three.

      Also: You should now have full access to this page. :)
    4. Kahmu
      Kahmu
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      • 64 kudos
      Ok, thanks for the explanation. I have uploaded my version and updated the images. If you want to, you could add an image with the legend again (like you did on your second image). But I think its pretty self-explaining.
  6. CluckenDip
    CluckenDip
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    • 16 kudos
    Lifesaver!!