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Heinous Hat

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  1. I think the exception you're encountering is what will happen if you try to launch the game (through the PW launcher) without first updating the dll in the PW mods folder. The current working version of IE Mod by tjayharvey is using the 5.1.0 launcher (Jan 6, 2016), but you need to replace the IEMod.pw.dll... the update is posted on Nexus right below the main download... ver 5.2.0 Patch DLL (Feb 27, 2016). Personally, I prefer simple pre-patched dlls to the launcher setup, but that's how it is temporarily. The walk mod works fine with 3.0, btw, once you set the hotkey. Everything else is off by default, so no bother really with unwanted features.
  2. Some feedback from brief testing... Walk Mode - working Additional Game Speeds - working Blue Selection Circles - working One Tooltip at a Time - working Autosave Options - working (didn't test all variants, but saves are occurring prior to area change, as expected) Backer Name Change and Dialogue Disable - not working (throws a missing txt file error in the dialogue window, dialogues remain active) So just the last item so far, from the mod selections I generally use. Will test more thoroughly moving forward. There is a general behavioral glitch when using the mouse wheel to scroll text in popup windows (character sheets, journal screens etc) where camera zoom is still active behind the window. Don't know whether that's new or not... I typically left click and grab to scroll, which avoids it. Thanks for your efforts, one and all . Do you prefer feedback here, Nexus or Git?
  3. My essentials from IE mod are... 1) Walk toggle... just because it looks cool and feels right. Sometimes. Mostly. 2) Additional game speeds... these are indispensable. The 'super fast' setting is great for zipping through areas that you've seen a dozen times. 'Extra slow' is a very nice alternative to repetitive pausing in combat. Sometimes I even notice animations and audio that otherwise fly by. In a perfect world, we'd have a slider for game speed. 3) Alternative autosaves... cuts down on save spam (with the frequency option) and speeds up area loading. Well, theoretically... load screens are still awful due purely to volume. I also use the blue NPC circles, the tooltip limiter and a few other things. Been meaning to try the loot shuffler.
  4. Hi celliot, I don't generally use X-Mouse Button Control with PoE (since the native keybinding is excellent). I only created a profile to work around the problem I was having with the beta. I did test with it completely shut down (not in memory). Also, to clarify, by mouse3 I mean the 4th mouse button. In my case that's the 'back' button on a 5 button mouse (Logitech Trackman). However, this may all be irrelevent as the problem seems to be gone as of this morning's update to rel 2.0 and White March I'll follow up if it returns. For reference, I believe that there is (or was) a depricated control mapping for the chant editor which could be complicit. I came across this when using the IE mod with game versions prior to the beta, where that unused control was repurposed to implement a 'walk mode' hotkey for characters. This is likely why I did not see the problem prior to the beta... and it surfaced in absence of the mod. For whatever reason, it's working correctly so far since the update. Thanks.
  5. Looks like something's amiss with key assignments for mouse buttons... From observation, it appears mouse3 is internally bound to the 'edit chants' dialogue panel. There's no indication of this in the controls options nor any way to unbind the function. This results in multiple functions firing when using that hotkey. With a Chanter character selected, the chant panel opens in addition to whatever function I've assigned manually to mouse3. With any other character, the panel doesn't open but you get the related UI sound effect (in addition to the assigned function) For example, if I bind mouse3 to toggle 'scouting' in options->controls, the edit chant dialogue will open when I use the button (if I have a Chanter character selected). I can then close that panel by pressing mouse3 again, at which point scouting will toggle as desired. Another example... assigning 'pause' to mouse3 doesn't work at all... the chant panel opens or closes as above, but the pause command doesn't fire. In both of the above cases, I can bind those functions to any other mouse button withput issue. I find that I can work around this (and also confirm the problem) by using an external utility (X-Mouse Button Control) to intercept mouse3, block the original input and assign the button to another mapped key (e.g. 's' for scouting or 'space' for pause). This effectively kills the call to open the chant panel while issuing the desired key command. PoE's scope with regard to keybinding is greatly appreciated, by the way . With most games, I have to use a 3rd party utility to get functionality out of secondary mouse buttons. That can be finnicky to get working as desired.
  6. Walking animations are on the same level as idle animations (i.e. standing around scratching yourself). They serve no purpose other than to make the game world look like a semi-believable place filled with people that act and move in a reasonable manner. When you remove these elements, that believability starts to fall apart. Absolutely no one (I presume ) is suggesting that they want to walk everywhere, all of the time... probably not even most of the time. However, when your character(s) are performing a facsimile of a real life activity, like moving across a bar room floor or traversing some dimly lit coridoor, it looks absolutely bizarre to do it with your knees at right angles and your virtual cape fluttering in the breeze. Doing it in slow motion or in a half crouch doesn't quite cut it either, especially when other people are apparently capable of walking. Put another way, if your game design doesn't include walking, then it doesn't make sense to include scenarios where a reasonable person would walk. Essentially, it looks cheap and it feels cheap. It's visually unsettling in an otherwise richly detailed game world.
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