This is about the gameplay mechanics, so I'm making a separate post:
The mod does what it says on the tin, but it feels a liiittle bit clunky in actual "run & gun" situations: Moving while holding the attack button is a bit unresponsive (takes a while to stop swinging and to get going), and when you stop moving, sometimes it resumes attacking, sometimes it doesn't... Being able to move while attacking would be ideal, but I'm guessing that's outside the scope of this mod. I'd be content with just a little more responsive & consistent controls.
Yeah, that's what I was hoping for too, but I don't think it is possible since I'm firing a game's own method that sets the "player cannot move" variable to true while swinging.
I definitely will investigate more. I'll check if it is possible to make it more responsive without recreating how the game swings so its future-proof.
No problem! I enjoy analyzing & talking about games (maybe too much hehe) and if it helps improve the mods I'm using, that's even better :)
Also, in case you don't know about this mod: Combat Controls Maybe you'd like to examine it for insight; decompiling it, hunting down the source code, or whatever else you crazy programmers do x)
PS: You can go all the way to the "manual download" screen (this one) to confirm the full file names at the top, without actually downloading them (yes, it's fixed now).
Thank you, this is exactly the mod I needed! A few things though:
- I was looking for an auto-swing mod but I couldn't find this mod until someone else pointed it out to me (it's especially bad because there is no "Combat" or similar tag). I'd suggest renaming the mod page to something like Omni Swing or Omni-Swing to make it easier to find (e.g. these two will show up if someone searches for swing, while OmniSwing doesn't).
- Your zip file is named "Quick Sell" instead of "OmniSwing" (only the zip file, the rest are fine). No big deal, but slightly confusing. Maybe you uploaded the file via your other mod's page, or something? (Nexus renames them automatically, using the mod name on the page.) If that's the case, it should automatically fix itself in the next update. Probably. Correction: Nexus renames the file according to the "File name" you specify in "Manage files" tab of your mod.
- Consider adding info about the config options to the description page. Currently, there's just CheckIfToolIsScythe but it's not entirely clear what it does. I'm assuming "CheckIfToolIsScythe": true means it will exclude the scythe, so if I want auto-swing on my scythe, I should go with "CheckIfToolIsScythe": false --- is this correct?
Edit: Tried the config option (both true & false) -- it doesn't allow auto-swing with the scythe. I have no idea what it does... ^_^'
- Uploaded a new version, hope that this issue is fixed.
- That option currently does "nothing", since the game doesn't allow you to auto-swing the scythe. It was used to skip swinging the scythe. I will probably delete the setting.
Again, thank you for taking the time to do this. <3
13 comments
The mod does what it says on the tin, but it feels a liiittle bit clunky in actual "run & gun" situations: Moving while holding the attack button is a bit unresponsive (takes a while to stop swinging and to get going), and when you stop moving, sometimes it resumes attacking, sometimes it doesn't... Being able to move while attacking would be ideal, but I'm guessing that's outside the scope of this mod. I'd be content with just a little more responsive & consistent controls.
Hope you don't mind the feedback/criticism :)
I definitely will investigate more. I'll check if it is possible to make it more responsive without recreating how the game swings so its future-proof.
Thank you again. :')
Also, in case you don't know about this mod: Combat Controls
Maybe you'd like to examine it for insight; decompiling it, hunting down the source code, or whatever else you crazy programmers do x)
PS: You can go all the way to the "manual download" screen (this one) to confirm the full file names at the top, without actually downloading them (yes, it's fixed now).
- I was looking for an auto-swing mod but I couldn't find this mod until someone else pointed it out to me (it's especially bad because there is no "Combat" or similar tag). I'd suggest renaming the mod page to something like Omni Swing or Omni-Swing to make it easier to find (e.g. these two will show up if someone searches for swing, while OmniSwing doesn't).
- Your zip file is named "Quick Sell" instead of "OmniSwing" (only the zip file, the rest are fine). No big deal, but slightly confusing.
Maybe you uploaded the file via your other mod's page, or something? (Nexus renames them automatically, using the mod name on the page.) If that's the case, it should automatically fix itself in the next update. Probably.Correction: Nexus renames the file according to the "File name" you specify in "Manage files" tab of your mod.
- Consider adding info about the config options to the description page. Currently, there's just CheckIfToolIsScythe but it's not entirely clear what it does.
I'm assuming "CheckIfToolIsScythe": true means it will exclude the scythe, so if I want auto-swing on my scythe, I should go with "CheckIfToolIsScythe": false --- is this correct?Edit: Tried the config option (both true & false) -- it doesn't allow auto-swing with the scythe. I have no idea what it does... ^_^'
- Fixed the name, thank you.
- Uploaded a new version, hope that this issue is fixed.
- That option currently does "nothing", since the game doesn't allow you to auto-swing the scythe. It was used to skip swinging the scythe. I will probably delete the setting.
Again, thank you for taking the time to do this. <3
Sorry for that, I thought I used Trace instead of Debug, but one statement escaped my watch!
If you like my work, please endorse it. :')