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I also have blank/empty cards that show up? I see them in CYOC, but I don't know what caused them to exist. We took one, and it added like pork ribs or something, but we couldn't ever plate or serve them, and the customers never asked for them. Anyways, weird stuff, probably not your problem.
It's a good idea for a mod, I hope you didn't abandon it. I would love to see this updated and usable again.
1. The cards go beyond the screen and do not scroll. I think this is because it uses the in-game "active cards" menu, which (ofc) does not have room all existing cards. A scrolling menu or grid menu would be great.
2. I struggle to turn off cards, because some cards seem to be grayed out accidentally on controller when I'm trying to scroll, then I instinctively press right to fix it, which jumps cards all together. I don't know if you can use the A/B buttons for controller (space or maybe enter for keyboard?) but that'd help a ton. A legend or key for buttons required in-game would also help. This is further made worse by the fact that I can't tell if I have accidentally turned a card off, because I can't see most of the cards on screen, which is the same as above (first) issue.
To Toye, not sure if you have abandoned the mod, so I'm leaving this here in the event you ever intend to fix it. Main.Menu is reliant on Player opening the pause menu to be initialized by Pause Menu Setup Event. GetRandomUnlock not accessible unless Main.Menu is initialized. GetRandomUnlock can and should be made static and probably moved to a static helper class instead. This is something I'm unlikely to patch via CYOC_Fix since the effort required would better justify rewriting the entire mod for maintainability sake at this point.
Let me know if you do, so I can redirect my Harmony Patch to the new class. Alternatively you can just decompile, read and integrate the entire CYOC_Fix into your mod. I'm OK with that. Helps with me not needing to maintain CYOC_Fix. Let me know so I can remove CYOC_Fix from workshop to prevent conflicts.
I think what made me think it was bugged is the fact that enabling a card doesn't immediately turn it on, it just adjusts the deck that the game picks from. So your best bet is to make all the changes right at the start, or enable more cards as you get further in the playthrough but before the end of the day when the game makes you choose.
Thank you for making this mod!! :)
- Cards given at the wrong time, which could theoretically be fun, but in my experience wasn't.
- Cards given that are impossible to do, thus no challenge (e.g. steak sauce when you don't have steak.)
- Events like Xmas that give a specific card at the start is now randomized, which ruins it.
- Selecting the cards to allow is tedious. Would greatly benefit from being able to make custom "loadouts" that you can name and swap between. (Ideally as many as you want to create.)