update please LOL the game kinda sucks now since i cant use it anymore, i have melon loader 5.7 and all that but after install something or take something off, my cursor takes every other part off LOL
Not sure if this is from this mod, but when using this mod sometimes the game will remove parts that I hover over, even if they are supposed to require removing other parts first, this is extremely annoying.
Had this issue happen to me over 5 times in under a minute, worked great before with less of that happening but now it's happening way too much, great mod but outdated and broken by now ;-;
Thanks for the mod! It's been incredibly helpful in streamlining my car dismantling/assembling process. After doing 40-odd cars the vanilla way, I was so ready for something quicker, and this mod helps with that.
Is there any way we can add a keybind to enable/disable the mod? I'm glad you have made the option available in the config, but it's too cumbersome to use every time I want to open and close a hood or door. You can't just edit the file while the game is running, either, so a restart is needed every time.
I feel like adding a keybind may also alleviate the, frankly, insane FPS drop at the car auctions. I don't know how you made this mod, but, theoretically at least, being able to turn the mod off at the press of a key, might help?
I've noticed a couple things this mod doesn't always work on. Wheels and Rear Suspension Arm B. Not sure if it's because they are somehow in a different 'state' than what is required by this mod or what.
I wish there was away you can still hear the drill and just unscrew one screw or body part at a time instead of having to hold the button down. Also, I wish you had a choice to back out with the ESC button or the left mouse button. I kept clicking the left mouse button being it was more convenient.
[InstantScrews] System.TypeLoadException: Could not load type 'MountObject' from assembly 'Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. at System.Reflection.CustomAttribute._CreateCaObject(RuntimeModule pModule, RuntimeType type, IRuntimeMethodInfo pCtor, Byte** ppBlob, Byte* pEndBlob, Int32* pcNamedArgs) at System.Reflection.CustomAttribute.AddCustomAttributes(ListBuilder`1& attributes, RuntimeModule decoratedModule, Int32 decoratedMetadataToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder`1 derivedAttributes) at System.Reflection.CustomAttribute.GetCustomAttributes(RuntimeType type, RuntimeType caType, Boolean inherit) at System.RuntimeType.GetCustomAttributes(Boolean inherit) at HarmonyLib.HarmonyMethodExtensions.GetFromType(Type type) at HarmonyLib.PatchClassProcessor..ctor(Harmony instance, Type type, Boolean allowUnannotatedType) at HarmonyLib.PatchClassProcessor..ctor(Harmony instance, Type type) at HarmonyLib.Harmony.CreateClassProcessor(Type type) at HarmonyLib.Harmony.<PatchAll>b__11_0(Type type) at HarmonyLib.CollectionExtensions.Do[T](IEnumerable`1 sequence, Action`1 action) at HarmonyLib.Harmony.PatchAll(Assembly assembly) at MelonLoader.MelonMod.HarmonyInit() in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\MelonMod.cs:line 40 at MelonLoader.MelonEvent.<>c.<Invoke>b__1_0(LemonAction x) in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\Events\MelonEvent.cs:line 174 at MelonLoader.MelonEventBase`1.Invoke(Action`1 delegateInvoker) in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\Events\MelonEvent.cs:line 143
38 comments
Is there any way we can add a keybind to enable/disable the mod? I'm glad you have made the option available in the config, but it's too cumbersome to use every time I want to open and close a hood or door. You can't just edit the file while the game is running, either, so a restart is needed every time.
I feel like adding a keybind may also alleviate the, frankly, insane FPS drop at the car auctions. I don't know how you made this mod, but, theoretically at least, being able to turn the mod off at the press of a key, might help?
I've noticed a couple things this mod doesn't always work on. Wheels and Rear Suspension Arm B. Not sure if it's because they are somehow in a different 'state' than what is required by this mod or what.
Thanks for your time!
[InstantScrews] System.TypeLoadException: Could not load type 'MountObject' from assembly 'Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
at System.Reflection.CustomAttribute._CreateCaObject(RuntimeModule pModule, RuntimeType type, IRuntimeMethodInfo pCtor, Byte** ppBlob, Byte* pEndBlob, Int32* pcNamedArgs)
at System.Reflection.CustomAttribute.AddCustomAttributes(ListBuilder`1& attributes, RuntimeModule decoratedModule, Int32 decoratedMetadataToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder`1 derivedAttributes)
at System.Reflection.CustomAttribute.GetCustomAttributes(RuntimeType type, RuntimeType caType, Boolean inherit)
at System.RuntimeType.GetCustomAttributes(Boolean inherit)
at HarmonyLib.HarmonyMethodExtensions.GetFromType(Type type)
at HarmonyLib.PatchClassProcessor..ctor(Harmony instance, Type type, Boolean allowUnannotatedType)
at HarmonyLib.PatchClassProcessor..ctor(Harmony instance, Type type)
at HarmonyLib.Harmony.CreateClassProcessor(Type type)
at HarmonyLib.Harmony.<PatchAll>b__11_0(Type type)
at HarmonyLib.CollectionExtensions.Do[T](IEnumerable`1 sequence, Action`1 action)
at HarmonyLib.Harmony.PatchAll(Assembly assembly)
at MelonLoader.MelonMod.HarmonyInit() in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\MelonMod.cs:line 40
at MelonLoader.MelonEvent.<>c.<Invoke>b__1_0(LemonAction x) in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\Events\MelonEvent.cs:line 174
at MelonLoader.MelonEventBase`1.Invoke(Action`1 delegateInvoker) in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\Events\MelonEvent.cs:line 143