POTENTIAL FIX FOR EAQS BUG I think I figured out a fix for the equipped items being deleted. The issue (I think) is the code saves two characters one with your items and the first utility item and another with the 2nd utility item and no armor which is how it allows you to use both. This is an issue because EAQS cannot load the correct character (there's no check in either code to check this) meaning once the game is loaded it's going to load the character with nothing equipped except the last utility item you used. I tested this with a friend, and we figured out a fix.
1. Delete Equpment multiple utility items, as well as archive (if in vortex), then disabled EAQS. 2. Load a new world with the character that has only the one utility item, (it will probably be the utility item you had equip in your inventory and not the one on the utility armor slots). Drop that item (for my friend it was the belt that gives extra carry weight) 3. Quit the game re-enable EAQS 4. Load a previous save that has your character in armor (most will have a save like an hour or two before the issue occurred), you should then see your character standing in the start screen with your items. 5. Load into a different new world and your items should all be there besides the item you dropped (in my friends example it was the belt).
@StepBro77 Since he is not the mod author I don't think he can However I would gladly take an update on the link to download your version @Windwhistle :)
This mod works (perfectly) fine with EAQS in-game(!) (at least in VH v0.217.14 and v0.217.24). Problems only arises when you load a saved character that had multiple active utilities at the time of saving. Only in this case do you lose everything that was in the EAQS slots - being replaced by one of the other active utilities.
Anyone thinking a little bit about this plus a bit of testing would come the conclusion that the problem is most likely within EAQS, not EMUI. I mean it could maybe be fixed in/from EMUI if the active utilities are not saved at all (meaning: saving characters with zero active utilities). @aedenthorn maybe you could implement this as a configurable option ("if >1 active utilities -> save zero instead" but I guess that would require intercepting whatever does the saving - so a lot more pretty much unrelated work to the actual functionality of this mod)?
In case anyone is interested in this incompatibility to be fixed - feel free to upvote(?) my bug report in EAQS's GitHub (which has gone ignored for the last ~2 weeks :-/ ). Or even better take a look at the code for a bugfix/pullrequest - I'm pretty sure the fix is exceptionally simple (missing just one check if there's already anything in the EAQS slots I think).
@aedenthorn - thank you for this and all the other mods you've made and maintain(!) (and dealing with low effort complaints ;-) ). I'd love to use "Extended Player Inventory" instead of EAQS but the last time I tried, EPI had one "fatal" flaw: When switching equipment the slots don't stay the same. Meaning if I have a helmet in one of the quick slots and switch it with my current head gear it doesn't actually get switched. The helmet gets equipped and the previous head gear goes in my inventory but not in the same slot where the helmet was OR even dropped on the ground if all other slots are already occupied.
I haven't gotten a chance to really use this mod but after reading on all the issues that it has with Epic Loot mod and Equipment and Quick Slots, I'm not very impressed... I'm not sure why every compatibility issue brought up is met with a "not my problem" response, or no response at all. The Author could try to reach out and collaborate with the Epic Loot mod and Equipment and Quick Slots Authors since they seem to be the biggest issues that people have. Being able to equip multiple utilities (basically accessories) is a very sought after ability, especially with how a lot of the mods out there tend to push an RPG feeling to the game rather than it just staying as an Open World Sandbox game. Epic Loot gives so much more variety in the items that you can use, instead of the same few plain weapons, tools, and armor. Additionally, Equipment and Quick Slots solves a MASSIVE design flaw in this game were there were no dedicated slots to place these items and we were forced to waste inventory space with all the equipment cluttering it. So considering how popular those mods are, and considering that THIS mod doesn't seem to play nice with them whenever the other mods work just fine without this mod... it feels to me that the Author should at least put some due diligence into communication with the other mod Authors to try to identify the cause for the lost items. Doesn't seem right to me to build something, distribute it, gain a certain popularity with what you have created, but then tell everyone to "go talk to the other guy" whenever a compatibility issues comes up. Sure, the issue could be with the other mods, I don't deny that. However, at the same time, this is still an issue involving this mod and the Author could still reach out to the other Authors to help fix this issue by providing information regarding how this mod interacts with the game. That way they can fix it on their end. It shouldn't be left solely in the hands of the users to do all the communication. That's just my thoughts whenever I read through these posts and the bug reports.. Until the Compatibility issues have been resolved, i supposed ill just wait and see.
I know what the cause is; Equipment and Quick Slots totally replaces the inventory with its own set of inventories that are set as private to that mod. The only way to access them is by reflection, and if that mod ever upgrades, the inventory breaks again. You have it backwards; that mod makes compatibility a nightmare.
I made an alternative that uses the game's vanilla inventory, Extended Player Inventory. It solves the same problem. Just don't use Equipment and Quick Slots if you want compatibility with any other mod that interacts with the player inventory.
As for epic loot, I don't know what issue you are referring to but the same thing applies; if it doesn't make use of the game's built in utility item slot, it's really on that mod for breaking compatibility.
Finally, this is a mod, not a paid game; sure, I could do all the things you mention, but the truth is yes, it isn't my problem. If you have a problem, go make your own mod.
Not for lack of trying, I am unable to get Grantapher's Valheim Plus, Epic Loot, Equip Multiple Utility Items, and either Extended Player Inventory or Equipment and Quick Slots to cooperate together. I use other mods, but I don't believe them involved in the conflict. Extended Player Inventory is not a solution in this particular instance.
105 comments
I think I figured out a fix for the equipped items being deleted. The issue (I think) is the code saves two characters one with your items and the first utility item and another with the 2nd utility item and no armor which is how it allows you to use both. This is an issue because EAQS cannot load the correct character (there's no check in either code to check this) meaning once the game is loaded it's going to load the character with nothing equipped except the last utility item you used. I tested this with a friend, and we figured out a fix.
1. Delete Equpment multiple utility items, as well as archive (if in vortex), then disabled EAQS.
2. Load a new world with the character that has only the one utility item, (it will probably be the utility item you had equip in your inventory and not the one on the utility armor slots). Drop that item (for my friend it was the belt that gives extra carry weight)
3. Quit the game re-enable EAQS
4. Load a previous save that has your character in armor (most will have a save like an hour or two before the issue occurred), you should then see your character standing in the start screen with your items.
5. Load into a different new world and your items should all be there besides the item you dropped (in my friends example it was the belt).
This works in conjuntion with it to make it work with Ashlands.
https://cdn.discordapp.com/attachments/812144973998719006/1242299696660353125/EquipMultipleUtilityItemsUpdated.dll?ex=664d5540&is=664c03c0&hm=666e420065abd8192cfeae76e35e0b9dccab9cf964857a6b73a88286047f3cea&
Was your update not working and you removed it or the link expired ?
However I would gladly take an update on the link to download your version @Windwhistle :)
Problems only arises when you load a saved character that had multiple active utilities at the time of saving. Only in this case do you lose everything that was in the EAQS slots - being replaced by one of the other active utilities.
Anyone thinking a little bit about this plus a bit of testing would come the conclusion that the problem is most likely within EAQS, not EMUI.
I mean it could maybe be fixed in/from EMUI if the active utilities are not saved at all (meaning: saving characters with zero active utilities). @aedenthorn maybe you could implement this as a configurable option ("if >1 active utilities -> save zero instead" but I guess that would require intercepting whatever does the saving - so a lot more pretty much unrelated work to the actual functionality of this mod)?
In case anyone is interested in this incompatibility to be fixed - feel free to upvote(?) my bug report in EAQS's GitHub (which has gone ignored for the last ~2 weeks :-/ ). Or even better take a look at the code for a bugfix/pullrequest - I'm pretty sure the fix is exceptionally simple (missing just one check if there's already anything in the EAQS slots I think).
@aedenthorn - thank you for this and all the other mods you've made and maintain(!) (and dealing with low effort complaints ;-) ).
I'd love to use "Extended Player Inventory" instead of EAQS but the last time I tried, EPI had one "fatal" flaw: When switching equipment the slots don't stay the same.
Meaning if I have a helmet in one of the quick slots and switch it with my current head gear it doesn't actually get switched. The helmet gets equipped and the previous head gear goes in my inventory but not in the same slot where the helmet was OR even dropped on the ground if all other slots are already occupied.
I'm not sure why every compatibility issue brought up is met with a "not my problem" response, or no response at all.
The Author could try to reach out and collaborate with the Epic Loot mod and Equipment and Quick Slots Authors since they seem to be the biggest issues that people have.
Being able to equip multiple utilities (basically accessories) is a very sought after ability, especially with how a lot of the mods out there tend to push an RPG feeling to the game rather than it just staying as an Open World Sandbox game.
Epic Loot gives so much more variety in the items that you can use, instead of the same few plain weapons, tools, and armor.
Additionally, Equipment and Quick Slots solves a MASSIVE design flaw in this game were there were no dedicated slots to place these items and we were forced to waste inventory space with all the equipment cluttering it.
So considering how popular those mods are, and considering that THIS mod doesn't seem to play nice with them whenever the other mods work just fine without this mod... it feels to me that the Author should at least put some due diligence into communication with the other mod Authors to try to identify the cause for the lost items. Doesn't seem right to me to build something, distribute it, gain a certain popularity with what you have created, but then tell everyone to "go talk to the other guy" whenever a compatibility issues comes up.
Sure, the issue could be with the other mods, I don't deny that. However, at the same time, this is still an issue involving this mod and the Author could still reach out to the other Authors to help fix this issue by providing information regarding how this mod interacts with the game. That way they can fix it on their end. It shouldn't be left solely in the hands of the users to do all the communication.
That's just my thoughts whenever I read through these posts and the bug reports.. Until the Compatibility issues have been resolved, i supposed ill just wait and see.
I made an alternative that uses the game's vanilla inventory, Extended Player Inventory. It solves the same problem. Just don't use Equipment and Quick Slots if you want compatibility with any other mod that interacts with the player inventory.
As for epic loot, I don't know what issue you are referring to but the same thing applies; if it doesn't make use of the game's built in utility item slot, it's really on that mod for breaking compatibility.
Finally, this is a mod, not a paid game; sure, I could do all the things you mention, but the truth is yes, it isn't my problem. If you have a problem, go make your own mod.