WeaponSkillKeys
Adds 2 customizable keybinds: one for a mainhand and one for an off-hand weapon specific attack skill. Each keybind uses a skill depending on the currently equipped weapon. Hold Fire/Reload to reload pistol (to prevent accidental reload mid-fight).
Last updated | 2 years ago |
Total downloads | 7583 |
Total rating | 4 |
Categories | Utility UI |
Dependency string | Faeryn-WeaponSkillKeys-1.5.0 |
Dependants | 2 other packages depend on this package |
This mod requires the following mods to function
README
Weapon Skill Keys
Adds 2 customizable keybinds: one for a mainhand and one for an off-hand weapon specific attack skill.
Each keybind uses a skill depending on the currently equipped weapon.
When a pistol is equipped, the off-hand button for Fire/Reload needs to be held to reload the pistol (to prevent accidental reload). This is optional, enabled by default.
You can change the keybinds in the Settings menu.
Note: The mod does not add any new quick slots, the keybinds trigger the skills on their own.
It's strongly recommended to use Outward Config Manager to set HUD element position.
Weapon skills
Main hand weapon skills
Vanilla Outward weapons
- One-Handed Axe: Talus Cleaver
- Two-Handed Axe: Execution
- Bow: Evasion Shot
- One-Handed Mace: Mace Infusion
- Two-Handed Mace: Juggernaut
- Polearm: Moon Swipe
- Spear: Simeon's Gambit
- One-Handed Sword: Puncture
- Two-Handed Sword: Pommel Counter
- Gauntlet: Prismatic Flurry
Knives Master mod weapon
- Knife: Blink Strike
Off-hand weapon skills
Vanilla Outward weapons
- Chakram: Chakram Pierce
- Dagger: Dagger Slash
- Pistol: Fire / Reload (Note: By default, the button needs to be held to reload the pistol)
- Shield: Shield Charge
- Lantern/Torch: Flamethrower
- Lexicon: Rune: Shim
Knives Master mod weapon
- Dagger with main hand Knife equipped: Dual Slash
Note: You still have to learn the skill before you can use it.
Planned Features
- Potentially include Weapon Master skills
- Drag-and-drop HUD element repositioning
- Split screen support
- Option to resize HUD elements
- Update UI when skill is learned (right now it only shows up when the player re-equips the weapon)
- Ability to change what skill is executed for each weapon (select from a list of weapon-specific skills)
- Torch and Lantern check in a more compatible manner
What to do when the mod doesn't work as intended?
There is a slight chance that the mod may break (and break your game) in various exciting ways. If anything untoward happens (or nothing happens, which is also a problem), please do one of the following:
- Open a GitHub issue
- Report it to me on the Outward Modding Community Discord
I'd love if you also attached a list of mods you are using, and the log from Outward\Outward_Defed\output_log.txt
.
Changelog
v1.5.0
- Knives Master mod support (Main hand knife: Blink Strike, off-hand dagger with main hand knife: Dual Slash)
- Lexicon now casts Rune: Shim on use
v1.4.2
- Torch and Lantern skill added (Flamethrower). This is an unstable/experimental feature. If anything breaks, use the previous version.
v1.4.1
- Weapon skill keys no longer trigger when a menu is open
v1.4.0
- Hold off-hand button to reload pistol (to prevent accidental reload in the middle of combat)
- Option to hide HUD elements instead of showing empty when the skill is not learned or there is no weapon in that slot
v1.3.1
- Bullet count display no longer visible after unequipping pistol
- Cooldown display no longer visible after unequipping weapon
- "New skill" indicator is no longer visible
v1.3.0
- Fire/reload now shows bullet count and the proper image based on the pistol's state
- Fix for a possible bug where the keybinds didn't work because of DE
v1.2.1
- Definitive Edition support (vanilla might still work, untested)
1.2.0
- Ability to reposition the HUD elements
1.1.1
- Fixed endless loading screen when starting a new game
1.1.0
- Show current weapon skills and their cooldowns on the HUD
1.0.0
- Initial release