The mod doesn't change any files, you can safely add/remove it at any point. It only patches a method at runtime which is called when you press the bulk sell button. Also possible to disable the mod from the UMM menu while the game is running.
This should now work properly (0.4.1), also fixed the same possible bug for rings, belts, amulets etc. There might still be some issues with weapons and armor (+shields), will look into those later.
Voice of the faceless is also an amulet, not a belt, maybe it was another item?
I see no way that any necklaces other than "natural armor" ones would be marked to be sold (the logic for this is in Logic.cs, lines 151 - 158). The same applies to belts, but that one allows up to 3 separate stat bonuses, and no other enchantments; so only another item satisfying this would move to be sold.
There is both an amulet and a belt with the same Voice of the Faceless name for some reason. It's a Crusade reward. Not a big deal if you can't replicate
Would also like an option to toggle selling potions/scrolls like there is for 'Sell ingredients', instead of a 100 cap, or make the cap significantly larger
Is there a way to not sell in builk when the item count is less than 5? Its really annoying not being able to sell stuff fast with bulk sell pop ups for a stack of 2, 3 or 4
In the meantime just click slightly slower and the popup won't appear, double clicking or clicking so fast that the game thinks you're double clicking is what brings up the menu
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This is the case with my other mods as well.
Voice of the faceless is also an amulet, not a belt, maybe it was another item?
I see no way that any necklaces other than "natural armor" ones would be marked to be sold (the logic for this is in Logic.cs, lines 151 - 158). The same applies to belts, but that one allows up to 3 separate stat bonuses, and no other enchantments; so only another item satisfying this would move to be sold.