Do you run FuzzUI? If so, that makes the alchemy menu crash in OBR v1.1, and when paired with this, can make your game crash on startup as well. Delete its alchemy files and you should be good.
IDK if this will help when you go to look into controllers conflicting with your mod, and as breadcrumbs for anyone coming here looking for answers, but I did a little testing and I confirmed that as long as you START the game on PC with the controller OFF, and only turn it on once loaded into a save, the mod will work for the duration of that play session.
Seems like your mod and something with the startup process isn't playing nice when a controller's involved.
Doesn't works for me. My guess is a conflict with other mods that i cant fix through switching the load order because of this weird blueprint loader thingy. I got to the point where i could start the bluprint loader with J and could load the mod by typing it and selecting it. But it wont color the text.
Ui mods like this normally dont go in the load order anyway since they're not .esp. I have a bunch of ui mods like fuzzui and it works fine, it colours the filters green btw not the actual items (i thought it wasnt working either before i realised this). Would be cool to have an alternate version where when you click an ingredient it colours all the other matching ingredients green.
Yea I'm aware it colors the filters and not the ingredients, but it still doesn't show for me. Tried both manual install and vortex. No idea what the problem is, cuz I also use some FuzzUI stuff and that works fine.
Are you using a controller ? Other people have reported an issue with it. Certainly because the UI element i use to trigger my mod change on console. I will look into it just need to borrow a controller.
Would there possibly be a way to make it so that selected filters (Restore Magicka for example) go to the top of the scroll down? It is really annoying that the default for it is that the scroll defaults to being at the very top and you have to scroll all the way down if there is still a single ingredient in the effect category.
So I think this does work with SML. The command you are looking for is: mod add /Game/CustomContent/AlchemyMenuEnhanced Just paste that into your console and I think that should do it. Because SML doesn't work fully for Gamepass I think you have to paste the command each time you load.
Appreciate putting the work in and don't want to seem too critical, I think a lot of people would appreciate a version of this not dependent on Blueprint Mod Loader. Personally I feel like the hassle of a whole other system for one mod isn't worth it.
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Seems like your mod and something with the startup process isn't playing nice when a controller's involved.
Certainly because the UI element i use to trigger my mod change on console.
I will look into it just need to borrow a controller.
Thank you for posting.
mod add /Game/CustomContent/AlchemyMenuEnhanced
Just paste that into your console and I think that should do it.
Because SML doesn't work fully for Gamepass I think you have to paste the command each time you load.
It's the reason I'm not downloading this mod.
Blueprint Mod Loader is a super common tool for Unreal Engine games.
That one is the winner.
Its even compatible with "FuzzUI Plus Alchemy".