Quick Slots Plus adds quick slot sets to the game. You can press a button and have all your quick slots reassigned, allowing quick access to the many healing items in the game.
To improve the quick slot experience QSP includes a new Quick Slot HUD. The HUD includes a number of QOL improvements over the original including accurate item use counter, a visibility toggle key bind and nearly full customizability.
Full features of Quick Slot Sets:
- 2-10 sets can be configured, default is 4.
- Sets can be cycled thru with a cycle key bind or assigned individual key binds
- Sets are save game specific.
- Sets can be exported from one save game and loaded in another.
- New games auto import sets 2-10 from your exported sets.
Full features of Quick Slot HUD:
- Visibility toggle key to show hide the HUD
- Item count is now use count that accurately counts multi use items
- When hidden HUD will show itself for a configurable amount of time when using a quick slot or changing sets. set to 0 to disable.
- Full customizability via MCM including:
- Location
- Scale
- Spacing
- What text to display
- Several text related customizations.
Making full use of this addon requires MCM(link). (while it can be used and configured without MCM you will get no help from me).
For best results also use the MCM Key Wrapper(link).
The included (optional) script to hide the engine based quick slot hud requires DLTX/DXML(link)
Installer includes files that will place the hud in locations that may be better suited for you than the default. These are purely starting points as you can move the hud around the screen in MCM.
The archive includes a package.txt that explains what is in each folder.
All features of this addon are thoroughly documented in the MCM menu.
FAQ:
- Q How do i hide the engine quickslots without using dxml?
- A open up the ui_maingame.xml and ui_maingame_16.xml (if present) that is part of your HUD addon and change the x value of every node with the word "quick" in it to 9000.
- Q My hud keeps reverting to hidden/visible when i change levels.
- A The visibility toggle key is a temporary change of visibility, set your preferred default visibility state in MCM.
- Q When i have 3 of the same item in my quick slots only one has an item count.
- A Why are you doing this? What is the point of duplicate items in the quick slots? I am not going to give everyone a performance hit so that you can have a proper count on duplicate items in your quick slots. If you want to have duplicate items just use the correct count (the one that isn't 0).
- Q How do I install this?
- A MO2 will show a simple installer with check boxes and a button to read the packge.txt file. You only need the top item.
- Q What if I want to use JSGME or install it manually.
- A Read the package.txt and figure it out.
If using the dxml engine hud hiding script make sure dxml is properly updated to the latest version. Older versions will result in crashes.
I will be deleting any comments reporting crashes due to out of date DLTX, I can't fix stupid.
Very nice!
This will make BHS more playable
Amazing work as always Raven!!
Fantastic! I’ll have a lot less unused items now and the backpack animation won’t be nearly as bothersome
I have been wishing for this for the past few weeks! thanks!
Great mod indeed!
Question: How can I have a 5th slot? I changed the parameters in MCM but there was nothing on my HUD or inventory. Could you help me please?
It is not a fifth slot. it is a fifth set.
I didn't add slots for technical reasons. Instead I let you change the contents of the 4 slots.
You enable a set either by cycling to it or using a dedicated key and put new items into it. Then you can go back to the other set by cycling to it or pressing a dedicated key.
Ohhh now I get it. Thanks mate, it's awesome!
Hey, I noticed that when I use your addon, my keybinds reset and every time I change them they go back to default the next save. Could you help me, please?
Base game keybinds? Once you enable the key wrapper for a key you need to use the key wrapper to change them.
If you mean the addons key binds. I guess I'd have to ask are other setting also resetting?
The addon keybinds are fine, they stay the way I set them, but the game keybinds (settings -> control -> keybinds) always reset with the addon
Did you install the key wrapper? Any keys that are enabled in MCM->MCM->key wrapper
Must be set in the key wrapper. The key wrapper has to reassign the normal keybinds in order to do it's thing.
Either set them in the key wrapper, or to have them behave like normal, losing the ability to have multiple actions bound to a key using modifiers like alt or shift, disable them in the key wrapper or uninstall the key wrapper.
That is a side effect of the MCM key wrapper. read about it on the keywrapper moddb (there is a video that i think covers this). Or don't use the MCM key wrapper if it is too confusing. It is recommended but optional.
Really damn late, but I got it, thank you! 11/10
Is it possible to change the colors? or is that an engine limitation? :)
What colors? The text? Sure. Pretty sure you can just edit it in the xml, I don't think I'm setting it to white in the script.
Expression : <no expression>
Function : CScriptEngine::lua_pcall_failed
File : ..\xrServerEntities\script_engine.cpp
Line : 204
Description : fatal error
Arguments : LUA error: ...on/bin/..\gamedata\scripts\ghillie_equip_override.script:3: attempt to index field 'actor' (a nil value)
stack trace:
Crashes with the ghillie overhaul mod Moddb.com . Only appears when I install the "hide engine hud[DXML] option.
EDIT: May not be a problem on your end but I post this here because sneakydud seems to not be very active in the modding scene
update modded exe's. there is a link in the description where it tells you to use the most updated version of dxml.
Sorry, I did not kept track on the updates for the EXE. I will download the newest and try again!
EDIT: works perfectly now, sorry again!
Is that possible to make vetrical quickbar?
Yes
русский перевод мода это просто капец. "Вы можете ездить на велосипеде между наборами, используя настраиваемый ключ цикла или присвоив клавишу этому конкретному набору"
Помогите автору перевести мод на русский без такого ужасного промта, пожалуйста
All I have is Google translate. I am happy to accept corrections.
This is a great mod. Thank you for making this. Must have for my modpack.
Can someone tell me what's the point of it? I thought this addon is something like this Moddb.com with difference that I can bind any of my inv equipment. But looks like it allows me to assign only meds/food.
Why?
Your keyboard doesn't have that amount of buttons to use most of your consumable items with quick slots binds, which is BY DEFINITON means usage of only urgent items and wasn't designed and supposed to be different (4 default vanilla slots is more than enough. If not then it's definately something wrong with your playstyle and understanding of stalker mechanics).
Having hope for an update. Could be a great addon if we could bind any item.
this feature was mostly requested by people using the addon "body health system" which adds a number of items to treat injuries to different body parts.
I did it as an exercise to improve my skill.
I would say that quick slot hud i made is an improvement over vanilla that is worth it in it's own right.
Did you read this before you posted it?
"Game was designed to limit quick slots, you are not playing right if you need more!"
Next line:
"Please allow binding of things that the base game never supported moving around outside of the inventory screen."
Bit of a hypocrite there, no?
Also i can tell you that the very best way to never see your feature request implemented is to insult my addon and the people using it while making that request.
I'm sorry that my attitude is too rude for sensitive europeans, but in my cruel world there's second guess on my post does exist: I politely asked for clarification because I was confused with non-sense. If it seems to you that I insulted anyone, then it's only your problem, because I'm not. Now when you answered that it was intented for body health system, the clear sky has opened to me! isn't that cool to have a conversation?
"Did you read this before you posted it?" I usually double check myself because I'm trying to be accurate most of the time. Wishing you the same because you wasn't too careful with reading what I've posted.
"Bit of a hypocrite there, no?" No, because my point was about CONSUMABLE items ONLY, it's not supposed to work the way you see it (or whoever requested it). Only as addition to mentioned mod.
Now let me explain what I meant. (if it's not insulting or offensive to you, if so then excuse me please).
When I fully locked and loaded with equipment after some time of playthrough, I have 5 guns at the same time: shotgun for close melee ranges and mutants, rifle for stalkers and short/middle distance, heavy sniper rifle for long/very long distances, rpg for copter and pistol for various tasks.
As you undestand, I'm able to use only 3 of them without opening inv (3 because of pistol-binocular addon).
It would be handy to manage switching with hotkeys. Also vanilla anomaly provides only one slot for devices, which is annoying, rf-receiver not that used as supposed to because of it.
More than that, if we setup, for example, beef's NVG and thermal vision, we have to switch it through backpack only.
That's it. I thought it was obvious because I can't be the only one who noticed these things.
I understand the issue of having many guns. I would point out that even without my addon that lets you put guns in the binocular slot anomaly is far more forgiving than CoP which restricted you to long guns on the right and small arms on the left. you'd have to go into the inventory to switch between a shotgun and a rifle. They didn't intend for you to be able to swap between "long guns" in combat. any more than they meant for you to have 8-16 quick slot items.
It is beyond the scope of this addon that simply runs the set/get quickslot console command and doesn't directly activate items. it is considerably more complex to manage arbitrary items as "use" becomes context sensitive. such as simply equipping a gun to it's native slot would put all long guns on the right and pistols in to the left vertical slot. Most ppl would want to specify what slot the gun goes into which starts heading into the realm of simple macro system.
for the device slot:
Moddb.com
Thank you for answers.
Yes, I'm already using this device addon.
Thanks for explanation, too sad it's hard to implement.
Is it posible to patch with Enhanced GUI mod?
Moddb.com
While the inventory is opened the change quick slot button is not working.
They modified ui_inventory.script to suppress key bind callbacks while the UI is open. that is their problem not mine.
Actually they probably have no idea they did that being as it came from one of the addons in their credits section.
Thank you for the info. What would I have to look for to solve this problem on my own?
ui_inventory.script search for bartouche (correct spelling in the credits list.)
There is a comment about a value being changed from or to false I forget. Make it be the opposite of what it is.
The line is something to do with keys
I am on my phone so details escape me. If you can't find it let me know and I will add more details when I can look at the script.
Thank you very alot. If anyone else is interested it's line 131. Thank you again good sir.
just wonder if anybody is familiar how to set all quick slots to none by default and add some later on examp f1 medkit f2 bandage etc by default to none of this just an empty space?
you can't. quick slot items are set via a console command. if you don't give that command something to set it to it interprets that as a request to be told what is currently set.
QSP could fake it by creating an item with no icon and assigning that from an MCM button or something. i will keep this idea in mind.
i was using this mod i think attachments overhaul and set qs in actor file to use camel sips or something with no icons as you mention above, it kinda fix my problem, also raven as we speak you familiar how can be implemented some files from alone in the windstorm to be used in Anomaly for immersive purposes like reading notes play guitar maybe knife attack to match shadow animation etc. also some whitish ppe for cold system for example and much more shold be used in Anomaly?
feature request: cycle between sets with mouse wheel
in base anomaly mouse wheel cannot be detected by scripts. maybe i will add it for modded exe's at some point
Hey man, any way you could make quick slots that can use similar item variants? It always annoyed me that f1 wouldn't use army or scientific medkits, for example. Or that f2 only uses bandages and not tourniquets. Would be cool if multiple items could be added to a list of items for a single hotkey.
That would require recoding the way quick slot items get used which this doesn't do.
hmmm...
what a bout an item that looks like a stack of medkits, weakest on top, that when activated uses your weakest med kit. and one that looks like a stack of medkits, best on top, that uses your best medkit.
same for cigs, vodka.
idk what else, ideas?.
i'll template the system tho make it easy to expand.
any one that wants to implement this idea into a mod instead of wating on me is free to do so.
`* MEMORY USAGE: 3380226 K
* End of synchronization A[1] R[1]
intro_delete ::update_game_loaded
! Invalid ogg-comment version, file: d:/anomaly/bin/..\gamedata\sounds\ambient\trx\spooks_above\spooks\sound_23.ogg
! [LUA] 0 : [C] [C](-1) :
! [LUA] 1 : [C ] pairs
! [LUA] 2 : [Lua] ...nomaly/bin/..\gamedata\scripts\rax_qslot_plus_mcm.script(253) : func_or_userdata
! [LUA] 3 : [Lua] d:/anomaly/bin/..\gamedata\scripts\axr_main.script(271) : make_callback
! [LUA] 4 : [Lua] d:/anomaly/bin/..\gamedata\scripts\_g.script(119) : SendScriptCallback
! [LUA] 5 : [Lua] d:/anomaly/bin/..\gamedata\scripts\bind_stalker_ext.script(249) :
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] 0 : [C] [C](-1) :
! [LUA] 1 : [C ] pairs
! [LUA] 2 : [Lua] ...nomaly/bin/..\gamedata\scripts\rax_qslot_plus_mcm.script(253) : func_or_userdata
! [LUA] 3 : [Lua] d:/anomaly/bin/..\gamedata\scripts\axr_main.script(271) : make_callback
! [LUA] 4 : [Lua] d:/anomaly/bin/..\gamedata\scripts\_g.script(119) : SendScriptCallback
! [LUA] 5 : [Lua] d:/anomaly/bin/..\gamedata\scripts\bind_stalker_ext.script(249) :
! [LUA] ...nomaly/bin/..\gamedata\scripts\rax_qslot_plus_mcm.script:253: bad argument #1 to 'pairs' (table expected, got nil)
! [LUA] 0 : [C] [C](-1) :
! [LUA] 1 : [C ] pairs
! [LUA] 2 : [Lua] ...nomaly/bin/..\gamedata\scripts\rax_qslot_plus_mcm.script(253) : func_or_userdata
! [LUA] 3 : [Lua] d:/anomaly/bin/..\gamedata\scripts\axr_main.script(271) : make_callback
! [LUA] 4 : [Lua] d:/anomaly/bin/..\gamedata\scripts\_g.script(119) : SendScriptCallback
! [LUA] 5 : [Lua] d:/anomaly/bin/..\gamedata\scripts\bind_stalker_ext.script(249) :
! [SCRIPT ERROR]: ...nomaly/bin/..\gamedata\scripts\rax_qslot_plus_mcm.script:253: bad argument #1 to 'pairs' (table expected, got nil)
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : E:\Github\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 257
[error]Description : fatal error
[error]Arguments :
2 : [Lua] ...nomaly/bin/..\gamedata\scripts\rax_qslot_plus_mcm.script(253) : func_or_userdata
LUA error: ...nomaly/bin/..\gamedata\scripts\rax_qslot_plus_mcm.script:253: bad argument #1 to 'pairs' (table expected, got nil)
Check log for details
stack trace:`
This happens when I try to set the quick slot cycle to double tap Q.
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line 253 change the 0 to a 1
i will update when i fix my computer.
is it possible somehow to leave quick slot items to be released from dropping with quick release system for example to leave medic items will be something "if ((SYS_GetParam(0, item:section(), "kind") == "i_medical") == false) " what should be code for qs items to leave not drop them in stash,is that kind of thing even possible,anybody familiar with that,thanks?
sure have this script in your scripts folder. Github.com
then in another script with lines like these no prmise that code i type in a comment is typo free or other wise working:
function mag_stash(item)
if is_slot_item(item) then return true end
end
actor_stash_patch.add_condition(mag_stash)
function is_slot_item(item)
for k,v in ipairs(rax_quick_slots_sets.slot_sets) do
for i, slot_section in ipairs(v) do
if item:section() = slot_section then return true end
end
end
end
the logic you want is a loop that goes is
thanks for replay,but you miss understand me i try to add that one line in script called "item_backpack" from line 36 onward in original game it leaves ammo for weapon belt equip items and quest items i try to add quick slot items as well mostly medics it should be one line nothing else!
why edit item_backpack when arti built a library script that can be used to allow many mods to make this kind of change at the same time? if you edit item_backpack and i edit item back pack only one of our mods changes can be active at a time. Arti's script allows us both to make the change without stepping on each others toes.
i show how to check if item is in a quickslot set. if you simply don't want to drop any meds that is a differnt question and not directly realted to this mod. there is a function in anomaly called IsItem() that can identifiy items in a wide variety of catagories, see if one of those meets your needs.
however if you are not asking a specifically QSP question please try the anomaly discord. heck asking me QSP modding questions there is preferable as it is easier to communicate. THis place is really only good for bug reports and reviews.