Noticing a strange bug causing my mouse cursor to get locked onto the inventory when trying to donate items to the museum, or when moving buildings on the farm through Robin. Is there a config setting change needed or is this a bug you are aware of. Currently it prevents any movement of the mouse when in these menus
I tried the museum and moving buildings at Robin's and I am not able to reproduce this. Maybe there is some other mod conflict going on. Anyway you can try the current version and see if that helps.
its not from this mod thats normal game issue. ive seen people say that changing something in settings helps it. just google "cant move cursor when donating"
Hi, I noticed that the long-press mode for the watering can and hoe doesn't follow the mouse direction; it only follows the direction the character is facing.
Yes, the facing direction change feature for normal tools does not support the extended power up modes of the watering can or the hoe. In other words moving the mouse after the initial click will not change the facing direction.
Hello! So I added the SMAPI, and nothing seems different. I am sure I did something wrong because...it's me, ha ha. Do I need to do something different to be able to have the auto attack? And what exactly should be different? When I start it up, it says "found 1 mod with warnings" and then some other lines but too quick before launching in to the game.
The slick moves only work with the mouse. Would it be possible to make them work with keyboard movement (A, S, D, and W)? I have limited movement and can only play with the keyboard.
The Mod is mouse focused. That said, it never looks at mouse buttons. It examines the UseTool and Action buttons, which can be keyboard AFAIK.
I just tried a couple of things and I could activate the slick move and the club spam attack. It was quite clunky for me as the default UseTool and Action button are X and C which with WASD is a bit clunky.
I suppose there could be an issue with some keyboard with the number of simultaneous keys that can be singalled. Especially if they are on the same scan row/column.
I've no idea that mod exists or what it does/offers.
Looking at the framework mod page it seems that you would not use this mod if using a mod for the framework. It is maybe possible that a specific mod for the framework offers items which this mod does not offer and so no conflict would exist. But any mods that are trying to do the same thing are going to conflict. Whichever runs second likely 'wins'. By same thing I mean the mod modifies game behavior for a specific given mouse/keyboard input. Two mods that are attempting to modify the same input are obviously in conflict.
my smapi consol sends an error message about this mod, but in the game nothing strange happens, maybe in future this can be problem in my game (sorry for my bad english) here is my log: https://smapi.io/log/a31d801cd4d34ccc9b6e65d9eef3047f
This is a massive improvement to the feel of combat, but is there any way to configure it so you can still move a little bit while swinging a weapon? Something with the slide mechanic, or even just a slight pause between autoswings if holding a movement key could work maybe. I hate how Stardew nails you so completely to the floor during animations.
Edit: I've been pointed to the mod that adds this, it's called Don't Stop Me Now https://www.nexusmods.com/stardewvalley/mods/10941
There's a bit of config faffery involved in getting these two to play together but they are compatible.
You can use a controller but many features are not applicable to controller use. For example you are not likely using the cursor during combat, regular tool use for that matter. This related to the facing direction change. Then something like the club spam attack feature could be useful to controller use. With split screen play one of the two players must be using a controller and split screen is properly suipported.
+1 I'd also like to know how muliplayer compatible this is 😅. Does everyone need to have it, does it only work for the people who downloaded it, or is it not multiplayer compatible at all?
Auto swing with galaxy dagger doesn't work. All my other daggers do work. It auto swings with galaxy if I move at the same time. Does it have something to do with the added weight of the galaxy dagger?
I cannot seem to reproduce this. I know older versions of the mod did have issues with very fast daggers and auto-swing, including speed boosts. So maybe you have an older version, some other mod conflict. I would more details to check into this. Try the current version and see if that helps. Also, maybe delete the existing install config file for good measure.
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I just tried a couple of things and I could activate the slick move and the club spam attack. It was quite clunky for me as the default UseTool and Action button are X and C which with WASD is a bit clunky.
I suppose there could be an issue with some keyboard with the number of simultaneous keys that can be singalled. Especially if they are on the same scan row/column.
Looking at the framework mod page it seems that you would not use this mod if using a mod for the framework. It is maybe possible that a specific mod for the framework offers items which this mod does not offer and so no conflict would exist. But any mods that are trying to do the same thing are going to conflict. Whichever runs second likely 'wins'. By same thing I mean the mod modifies game behavior for a specific given mouse/keyboard input. Two mods that are attempting to modify the same input are obviously in conflict.
here is my log: https://smapi.io/log/a31d801cd4d34ccc9b6e65d9eef3047f
Edit: I've been pointed to the mod that adds this, it's called Don't Stop Me Now https://www.nexusmods.com/stardewvalley/mods/10941
There's a bit of config faffery involved in getting these two to play together but they are compatible.
I'd also like to know how muliplayer compatible this is 😅. Does everyone need to have it, does it only work for the people who downloaded it, or is it not multiplayer compatible at all?