from my tests, it appears that eating a food with a lower grade regen rate will overwrite a higher regen rate.
since a higher regen rate will overwrite a lower regen rate, it's not too big a deal. just making note that you can still lose your higher regen rate to a lower one if you're not paying attention.
Many thanks for feedbacks, I'll fix mod name. About Extended Quickslots, BepInEx download link in description is indeed crossed out but Ashnal did upload a compatible BepInEx version you'll find in Extended Quickslots files tab.
Mod name fixed in 1.0.0.1 for BepInEx 5 RC1 (v1.0.0.0 of the mod for BepInEx build #122 should not need fixing), I f*cked-up with copy-pasting mod bootstrap from a BepInEx StopFoodDecay I made (only Partiality mod I use so I did not want to install Partiality mod wrapper...). Thanks again for pointing it out.
Hey great mod, I really would like to use it, the buffs priority in this game always bothered me, and still do. But here's the catch, ExtendedQuickslots is using BepinEx 4.0 for whatever reason, you are using 5.0 and other mods are using mostly Partiality.
For the partiality mods we have the partiality wrapper which seems to work for every partiality mods I've tested. But basically if we want to use your mod we have to get rid of 8 quickslots. Personnally I've been thinking about it for hours and I don't know which one to choose.
Ofc there are alternatives to ExtendedQuickslots but when you get use to having all your keybinds showing at once, with 16 different key bindings it's hard to go back to 2 separate bars with a keybind to switch between them. (maybe I don't know all the mods quickslot related, so if I forget one please let me know).
So yeah, is there something we plebs can do to work around this ? or maybe if it's not too much trouble could you consider changing the mod so it can work with partiality ? Idk anything about codding, if it's like 15 hours of labor just forget it I'll find another way
Hi, ExtendedQuickslots is using BepinEx pre v5 because v5 alpha release is pretty new, so I'm the faulty one, it was available when I started this mod and did not want to learn a soon to be obsolete way of doing things with BepInEx. I'll try to find time to change it a bit and compile it against a pre-5 BepInEx build. This mod is really only a mod scaffold with a few lines patching priority weight, nothing more, so not a great deal. I however probably won't test it, because I'm not currently playing the game and to lazy to change the BepInEx integration to test it. I'm not willing to learn Partiality for now though, but porting to BepInEx pre-5 should be easy enough.
A new DLL compiled against BepInEx 5 build #122 (the one provided in Extended Quickslots mod file page) has been uploaded. Please let me know is it works so I can update mod description.
No problem, it was only a matter of adapting mod bootstrap so it is compatible with the older version of Harmony shiped with unstable BepInEx 5. Thanks for testing, that was the part I was to lasy to do ;-)
12 comments
since a higher regen rate will overwrite a lower regen rate, it's not too big a deal. just making note that you can still lose your higher regen rate to a lower one if you're not paying attention.
this is a great change for the game, thank you!
BepinEx LogOputput.log
[Message:BepInEx] Chainloader ready
[Message:BepInEx] Chainloader started
[Info:BepInEx] 2 / 2 plugins to load
[Info:BepInEx] Loading [No Perishable Item 1.0.0.0]
[Info:BepInEx] Loading [Partiality Wrapper 1.0]
[Message:BepInEx] Chainloader startup complete
About Extended Quickslots, BepInEx download link in description is indeed crossed out but Ashnal did upload a compatible BepInEx version you'll find in Extended Quickslots files tab.
Thanks again for pointing it out.
For the partiality mods we have the partiality wrapper which seems to work for every partiality mods I've tested. But basically if we want to use your mod we have to get rid of 8 quickslots. Personnally I've been thinking about it for hours and I don't know which one to choose.
Ofc there are alternatives to ExtendedQuickslots but when you get use to having all your keybinds showing at once, with 16 different key bindings it's hard to go back to 2 separate bars with a keybind to switch between them. (maybe I don't know all the mods quickslot related, so if I forget one please let me know).
So yeah, is there something we plebs can do to work around this ? or maybe if it's not too much trouble could you consider changing the mod so it can work with partiality ? Idk anything about codding, if it's like 15 hours of labor just forget it I'll find another way
Again great work, bravo !
I'll try to find time to change it a bit and compile it against a pre-5 BepInEx build. This mod is really only a mod scaffold with a few lines patching priority weight, nothing more, so not a great deal.
I however probably won't test it, because I'm not currently playing the game and to lazy to change the BepInEx integration to test it.
I'm not willing to learn Partiality for now though, but porting to BepInEx pre-5 should be easy enough.
Please let me know is it works so I can update mod description.
Thanks for testing, that was the part I was to lasy to do ;-)