I agree, it is quite redundant. I had this initial idea of only show gold as an inventory item in order to remove the gold button to clear out more space for other stuff. But later I added the little gold widget as you call it, and I ended it making it the gold button anyway. So I think I will actually remove the gold from the inventory in the next version, it really has no practical purpose of being there.Shapur wrote: ↑Thu Nov 04, 2021 4:34 pm Great mod,
I do not have a one request though:
Would it be possible to hide the gold pieces item from the inventory? (As a settings option probably)
The current amount of gold is visible on the widget on the top of the screen, so the gold pieces item is kind of redundant imo.
Thanks you very much for finding the issue for our mods not being compatible! I did remove that code from my mod and it did the trick, seems to work perfectly. There is absolutely no reason for me overriding that method. I initially override mostly everything to tinker and try out different ideas and this one just ended up being left there, un-changed and forgotten. Will fix this in my next release.Macadaynu wrote: ↑Fri Nov 05, 2021 11:25 pm Hi Uncanny, love this mod.
I'm the Hotkey Bar author, and I had a look into why our mods are not compatible. It turned out to be the RaiseOnItemHoverEvent being overridden in the UncannyInventoryWindow. All I did was remove the below code, and it seemed to work:
Is there a reason you need to override this method? Or is it OK to just let the base class fire the event? If so that would make our mods compatible I think.Code: Select all
new public event OnItemHoverHandler OnItemHover; protected override void RaiseOnItemHoverEvent(DaggerfallUnityItem item, ItemHoverLocation loc) { OnItemHover?.Invoke(item, loc); }
Thanks