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hiimzech

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hiimzech

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About this mod

now with ultrawide!
repair without inspecting.
shows %HP, max HP, durability.
clearer crafting filters.
toggle show/hide all menus while modding.

Permissions and credits
Changelogs
formerly known as workbench quick repair

started out based on the mod workbench quick fix by AniDavino,
this mod does what the original mod does, but updated to the latest interface for season 19 (03 Dec, 2024) and with other QOL improvements.


low on resources? quantify that CND meter!
lost on toggles? wonder no more!
see your PA in all of its glory in the workbench! press G!
now with ultrawide support!


updates
1.0.14
updated to season 19
attempted to fix hudmessage

Compatibility

the mod modifies examinemenu.swf
while the mod does not work with some workbench menu moving mods, there is inbuilt function to hide all the menus instead on all workbenches.

Technical Logs

Spoiler:  
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1.0.1
the mod introduces 2 new buttons (inspectbutton, repairbutton)
the mod removes 1 button (inspectrepairbutton)
the mod removes all mention and function of the inspectrepairbutton

inspect button is defaulted to X, with its displayname set as "inspect"
the mod introduces 1 new function (oninspect) to handle events triggered from inspectbutton (pressing X or clicking on the word)

oninspect function allows the user to inspect the highlighted item

repair button is defaulted to T, with its displayname set as "repair"
repairbutton triggers the existing onWorkbenchRepair function to handle events from repairbutton (pressing T or clicking on the word)

1.0.3a
checks ConditionMeter_mc.currentFrame for how long the CND bar is, and appends the result to Label_tf
renamed FilterCraftableButton's ButtonText to SHOW ALL CRAFTABLES by default. toggle it to change its text to SHOW AVAIL CRAFTABLES
renamed FilterAtxButton's ButtonText to LEARNT PLANS by default. toggle it to change its text to ALL PLANS
their functions are not impacted


1.0.4

added a click-only button to show or hide the UI to ModSlotButtonHints and ModsListHints
hideUIButton, when active, will hide all the menus and disable all keyboard inputs except ESC
it is still possible to click on the other buttons to execute their function but this will break the UI
it is currently not possible to assign any keyboard/controller input for hideUIButton


1.0.5
assigned hideUIButton a button G
made hideUIButton flash when its activated
made T)Repair show as disabled when item does not need repair, shows as enabled when item can be repaired, disappears when item cannot be repaired
made X)Tag for Search work with the X key on KB


1.0.7
hideUIButton now also hides LegendaryItemDescription_tf

1.0.11
calculates current HP as a percentage for items at frame 100 on ConditionMeter_mc, then appends the result to Label_tf

1.0.12
appended duration to Value_tf in timedentry
changed result of HP calculations in itemhealthentry to output as text. use result from itemhealthentry to fill itemstandardentry. add itemstandardentry to itemcard after itemhealthentry.
changed repairbutton to be handled by onTRepair. onTRepair checks repairbutton.buttontext to determine if it should apply workbench repair or repair kit repair

1.0.13
updated to season 18
took the ultrawide mod from NeoSphere, and put the scripts for 1.0.13 into it.

1.0.14
updated to season 19
added showhudmessage to G) hide UI



Dev Note

It appears all weapon and armor have a max health of 100. consumables however, have a much wider range.
weapons and armor have their durability reduced per use at a random rate between 0.25% to 1%. It appears a weapon with a shorter CND bar will have its durability drop faster. this is determined by game mechanics and isn't part of what we will see inspecting the weapon after use. consumables will follow spoilage over time.
the current calculations is based on math rather than counting pixels. while it will seem more accurate to use actual numbers there has been rare instances where actual number fails, and counting pixels are more accurate.
there's no way to increase the height of itemcard without changing the graphic asset. weapons with extra damage entries will have the valueentry truncated.

after many weeks of repair X equipment dailies and weeklies I discovered you can use repair kits to push the durability beyond 100%, allowing you to repair any equipment TWICE.

adding duration to each buff seems counterintuitive in workbench and inspect screen. however this is a step towards helping players make better decisions about their buffs. hopefully one day a mod will add this bit into pipboy.swf.

the weight in stash ItemCard_StandardEntry from securetrade.swf is still calculated server side. it requires subscribing to another bsui service that I'm hesitate to do. the workbench is already not always in sync. downloading more data just for 1 field is not worth it.


Donations
if you like what I do and willingly want to support me further, come join me in game on PC! :)
currently looking for plans from meat week, T-60 BOS Initiate paint plan, red asylum dress, enclave plasma mods, fasnacht masks