Cyberware 2281
I'm considering holding the TogglePOV key for vision modes.
> the stealth field to holding the sneak key
You'd have to break your invisibility, if you decide to turn on the stealth field when already crouching.
I'll keep crouching + Grab for the time being.
> the stealth field to holding the sneak key
You'd have to break your invisibility, if you decide to turn on the stealth field when already crouching.
I'll keep crouching + Grab for the time being.
1 reply
For the TogglePOV key, it would have to not the use the default function of the key under most contexts as I've said before, otherwise users end up switching between first and third person all of the time. I think overriding the pip-boy light button with vision modes is the best avenue personally, as in most cases one isn't using a light that gives away their position when they can just as easily press one to see in the dark.
As for crouch, the button works on press and not release, so holding the crouch button to toggle stealth would function similarly to the default settings provided the player was standing before holding the key.
It also occurs that there's the possibility of having the effects be bound to quest apparel, similarly to how the burst arm weapons work. Or an option for players to unbind the controller hotkey input, being as you've illustrated, there are too few bindable keys on the controller to the point of making it fairly difficult to ensure compatibility with many other mods.
I've been using this mod for years now (it's essential in my list, thank you very much for your work in it) and up until this version I had just been hitting the keyboard hotkeys when I needed to toggle abilities, the main draw for controller support was being able to use the controller in the implant menu without having to pause, disable the controller to regain use of the mouse, reopen the menu, do implants, close the menu, pause and re-enable the controller -- every time I needed to interact with it.
UPD: The worst of these issues is actually caused by an interaction between the sprint mod, an addon mod for the sprint mod, and this mod. Disabling the addon has returned the mod to almost standard function, though the bionic eyes hotkey is still causing issues in its current state. I've remedied this on my end by simply replacing the new scripts for the hotkey with the scripts from the previous version. Thanks for troubleshooting this with me.