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ConsoleEnablerMod overhaul #687
ConsoleEnablerMod overhaul #687
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…ey instead of replacing the first one feat: Add some missing IsValid checks refactor: Removed obsolete parameters
… add them at the end of the array
…Case to match the previous style
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it's a very useful changes
I get this error when loading the mod, on Deep Rock Galactic, 4.27: |
If you have an error, it would be helpful if you would post the whole log. |
That was it, I knew I must've been missing something, thanks, it works now. |
Others have had plenty of time to review if they wanted to, so will merge this now and if there are any problems from it I'm sure they will be caught in experimental. |
yeah |
Changes
Description
I don't know the reasons for the structure of the mod, but I couldn't find any harm in my improvements.
Originally the mod overwrites the first hotkey for the console with F10, if the game has default settings that allows you to open the console, it would overwrite the default key.
Also the most universal key to open a console on English keyboard layouts is ~ (tilde).
My changes add ~ in addition to F10, check if hotkeys are already set, if not the mod expands the ConsoleKeys array and adds ~ and F10 as additional options to open the console. Not only does it allow you to respect the game's settings, but it also allows other mods to add their own hotkeys to open the console.
Testing
I've tested the changes and I use it basically daily with my Cheat Console Commands Mod for Abiotic Factor.
For test purposes I've locally changed key mappings to F11 in my mod here and it worked. I could open the console with any of assigned keys.
Changelog changes
Like usually I'll write down the changes in the Changelog.md a bit later, maybe after an initial review, so I know which changes will remain.Added