Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It will not try to actually use them.
Instead of modifying the source, I just created two fake textures and that made the red errors go away.
The solution i settled on for now is having all shared as a second tab in the same UI, which behaves exactly the same and seamlessly with the existing ones, but are saved to the mod config file, and so shared across all saves.
I can try mess around with some options for importing and exporting them.
Maybe an option for saving/loading from mod config
Do you mean keep the saved filters between games? Or just keep the current filter between opening the window?
Thank you, no rush!
I didn't realize how long it's been and didn't look far back enough in the changelog to see it. I really should've checked the options before posting, though. Sorry for bothering you and thank you for the mod and updates!
I'll push an update tomorrow that adjusts the reference ID
Alternating row colors has been in the mod since 19th of April.
You can find it in the mod's options menu.
I hope it's not too much trouble but I was wondering if you had any update regarding the potential for alternating row colors. It's fine if you decided it wasn't worth it or something, I've just been wondering.
It basically makes all buttons permanently visible.
This in tern due to limitation in IMGUI (the UI system), causes it to lose focus on the current input box.
This is all assumptions though.
If that is correct however, then rebinding the modifier key to something else than shift, should prevent this behaviour, or alternatively pressing shift first, and then clicking into an input box while holding shift down should also work normally.
It is the act of pressing or releasing shift that would cause the interface to update. (assuming that this is actually what is happening)
It tried with holding shift or CAPS LOCK but no luck, can't type any numbers.
I'm using a german QWERTZ keyboard (60% compact layout) and none of my number keys are working.
It's not the end of the world since i can still use CTRL or SHIFT to increase or decrease the numbers but it would be way easier if i could simply type like in the vanilla trading screen.
As such this is half broken for non QWERTY users
I have now been able to test Medieval 2 bartering on my end and not been able to reproduce any issues.
Keep in mind that the Bartering window and the trade window added by this mod are completely separate things and have no overlap at all.
Neither mod actually impact or alter vanilla trade window either.
Actually, have you tried rebinding the Shift key away from Increment 100x?
When the modifiers change, the buttons update to reflect which ones are and aren't available.
In unity, updating the interface while focused in a text box causes the text box to lose focus. There is an option to try attempt to auto-refocus the control when this happens, however this sometimes ends up a bit too aggressive.
Rebinding the increment multiplier or enabling that option should mitigate the issue.
Can you describe what exactly you experience?
For arrows, the mod supports using a number of modifier keys to adjust the increments, following similar standards like in vanilla: Control, Shift, and both, for 10, 100, and 1000 increments.
Most of the time, the arrrows are enough but sometimes (especially with GTG Orbial) I need to enter specific numbers and it's a problem.
Moreover, it would be cool to have a mechanism that detect hold click and automaticaly increase the number without having to click over and over.
I have not been able to find any obvious overlap or conflicts with Bartering as it uses its entirely own UI.
But I will try to dig further when I get home from vacation
Console shows no error, at least when opening the interface and trading for me. I may have missed it if it did show errors. Works very well otherwise.
I am very accustomed to playing with your mod; it is extremely convenient for trading.
Thank you for the fix, and keep up the good work!
You are indeed correct. Knowing what to look for, i was easily able to find the missing parts.
I'll have a fix up in a moment.
In two playthroughs, I was unable to get a single quest from merchants or visitors (i.e., NPCs that open a trade window when interacted with).
I tested this in more detail in developer mode, and without your mod, I was able to get such a quest while trading. Although the chance is quite low, 1 in 10 or so.
At the same time, the quest from “beggars” who come and ask for resources was activated in both cases.
There is nothing related to UrgentHail nor WorkTypeDefs here.
I imagine KAU is Keyz Allow Utilities
I have included a portion of the error log below:
Config error in KAU_UrgentHaul: description has trailing whitespace
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
If they get cut off or column is otherwise too narrow, you can expand the column by dragging in the edge of the header.
Alternatively check for errors in log.
There is also a button to reset column widths
I have been looking into Medieval 2's batering system, and have not been able to identify any overlap that should cause any conflicts.
What exactly are you experiencing?
Simply clicking the notification bell at that point will filter the view to only the matches.