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Also the new key binding that comes with the mod might seem strange, so make sure to modify the "ModData.json" file before using this mod.
@ehekatlcat Thanks for the heads up!
I will upload a new version in the next few hours.
Funny thing, the best solution seems to strip these if/else conditions from the code. I don't see a situation where using a quick attack above an interactable object is causing problem. The game seems to handle the priorities perfectly fine without it.
It should be especially fine when using another action id anyway. Let’s test that!
But I feel this solution is also not ideal. 🤔 Depending on how the interaction action is "rebinded" it can leads to strange behavior when you pick weapons (like using your recruit and picking up the weapon at the same). I guess I can add a big switch statement to handle all the possible action id (block, recruit...) priority issues.
Assigning the interact action to block was a special case though. But I made sure it is not preventing you to block when dropping a weapon.
If someone is testing the mod, make sure to redownload the latest one again and let me know if everything is working correctly. Thanks!
I'm actually looking for someone with that bug. Can you try yourself? That would be super useful. You just need to set the last parameter ("forceXInput" IIRC) to True in the config file.
@Red
Yup this was fixed. You should also be able to block while walking over a weapon. I also recommend seeing it to 'recruit'. It works pretty well. 😀