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Compatibility:
Gold Road (10.0.0)
Scions of Ithelia (9.3.0)
Endless Archive (9.2.5)
base-game patch (9.1.5)
Necrom (9.0.0)
Scribes of Fate (8.3.5)
Updated:04/21/24 06:59 AM
Created:01/17/15 11:42 AM
Monthly downloads:6,267
Total downloads:262,868
Favorites:283
MD5:
9.3.0
FCO Lockpicker  Updated this week!  Popular! (More than 5000 hits)
Version: 0.27
by: Baertram [More]
FCO Lockpicker

This addon depends on the following libraries:
LibAddonMenu-2.0

ATTENTION: CHECK YOUR CURRENT ADDON'S SETTINGS BEFORE UPDATING TO THE NEW VERSION 0.22:
The SavedVariables were changed to save per server now and thus they will reset.
You need to redo the few settings again after login!
Have at least a look at your current threshold values and colors so that you are easily able to reset them.



Do you remember that moment as you find a nice chest somehwere but then you realize that you don't have any lockpicks left in your pocket?
And the next moment some other player appears and loots this chest right in front of you?
Picking a lock is sometimes frustrating and you want some help?

This simple addon gives you the possibility to colorize the "lockpicks left" information that you see at the bottom line, if you are lockpicking a chest.
The colors can be changed according to a number of lockpicks that you have left in your inventory (threshold values).
The next chest you will lockpick will give you the visual information now, if you need to get some new lockpicks to your pocket.


In addition the addon is able to show you visual helpers during your lockpicking:
  • A green check icon will be shown each time a chamber of the current lockpick progress was picked and you need to release your mouse button!
  • You are able to colorize the lock's springs green as they get resolved.

Supports keyboard and gamepad mode.

After installing the addon please visit the settings menu (ESC -> Settings -> AddOn settings) and configure it there to your needs!

Github link:
https://github.com/Baertram/FCOLockpicker
0.27 2024-04-21
-Updated API versions
-Added Chinese translations (Thanks to LoongKeiZ)


0.26 2023-02-26
Fixed "Chamber resolved" sound replacement not working without opening settings and re-applying it

0.25 2023-02-12
Added support for PerfectPixel: "Lockpicks left" label will be shown centered above the lock springs now

0.24 2022-01-14
-Added "chamber stressed" sound replace setting, to choose another sound instead of the default silent rattle of the chamber spring

0.23 2021-11-17
With version 0.22 (if you had updated to v0.22 and logged in already, you may ignore tis info):
ATTENTION: CHECK YOUR CURENT ADDON'S SETTINGS BEFORE UPDATING TO THE NEW VERSION:
The SavedVariables were changed to save per server now and thus they will reset. You need to redo the few settings again. Have at least a look at your current threshold valus and colors so that you are easily able to reset them.

-Fixed lock chamber resolved icon not re-appearing after 1st lock
-Fixed color or lockpick's left text

0.22 2021-11-16
-Updated APIversion to Deadlands
-Fixed gamepad mode not loading the hooks, if gamepad mode was set to "automatic". It now should once enable the hooks for keayboard/gamepad mode at login (using the active input mode) and again if an input mode switches.
-Updated the total code to be more faster


0.21
Fixed gamepad mode remembering the pre-lockpicking chat state properly, and restoring it properly

0.2
-Updated APIversion
-Removed LibStub checks
-Updated library versions
-Updated gamepad support for the correct chat minimized state detection before lockpicking begins
-Changed some code for a betetr speed

0.1
-Updated APIversion
-Updated library calls to support global variables instead of LibStub

0.0.94
Updated API and removed libraries.
You need to install them as standalone versions.
Check the description for infformation what a library is, what a standalone library is, what other addons are helping you to see the dependent libraries of an addon, and how you are able to install them properly as a standalone version.

0.0.93
Fixed bug: Chat will now restore properly to the state it got before the lockpicking started

0.0.92
Updated API and libraries

0.0.9l
Hopefully fixed: Working within gamepad mode now.
-> Thanks to Trent Apple for the fix!

0.0.9k
-Api raise to Morrowind
-Fixed 2 french translation strings that were missing (wrong capitalized variable names ...)

0.0.9j
-Api raise to Homestead
-Updated library LAM

0.0.9i
Added green colorized lock springs option (Thanks to AssemblerManiac for the idea and code!)

0.0.9h
Added Japanese translations.
Added option to use the game client's language.

0.0.9g
Fixed a copy&paste error from previous version

0.0.9f
Fixed settings variable error

0.0.9e
Fixed library path

0.0.9d
Updated library libAddonMenu 2.0 r23

0.0.9c
Fixed bug with languages

0.0.9b
Updated: Russian translation

0.0.9a
Fixed: Lockpick chamber resolved icon showing on top of chest again

0.0.9
Updated API
Updated libraries

0.0.8d
-Updated LAM to 2.0 r25
-Updated API to Shadows of the Hist

0.0.8c
API raised to Dark Brotherhood

0.0.8b
-Updated: Library libAddonMenu 2.0 to version 20

0.0.8a
-Updated: API version to support Thieves guild
-Added: Feature to show a "green check" icon if the current chamber of the lock is picked successfully
Enable this setting in the settings (Standard value: Disabled)
->This will show you a green check icon each time a chamber of the current lockpick progress was picked and you need to release your mouse button

0.0.8
-Updated API version to support patch 2.2
-Added support for FastAPI tool: http://www.esoui.com/downloads/info1220-FastAPI.html

0.0.7b
Updated: API to version 100012

0.0.7b
Updated: LibStub v4

0.0.7
Updated: LibStub v3 & LibAddonMenu 2.0 r18

0.0.6
Fixed a bug where the chat was not restored to the previous state as the lockpicking ended/failed

0.0.5
-Attempt to fix an issue with standard ESO during lockpicking as the mouse is not working (because it focusses on the chat window!)
If the lockpicking starts the chat window will be minimized and after lockpicking it will be set to the state before.

0.0.4a
-Updated french translations. Many thanks to Chou for the help!

0.0.4
-Updated the API version for patch 1.6 (100011)

0.0.3
-Updated libAddonMenu-2.0 to version 17

0.0.2
-Fixed a bug with the minimum threshold value inside the settings
Archived Files (39)
File Name
Version
Size
Uploader
Date
0.26
15kB
Baertram
02/26/23 03:04 PM
0.25
15kB
Baertram
02/12/23 11:12 AM
0.24
15kB
Baertram
01/14/22 10:51 AM
0.23
14kB
Baertram
11/17/21 03:17 PM
0.22
14kB
Baertram
11/16/21 05:22 PM
0.21
14kB
Baertram
01/21/21 04:36 PM
0.2
13kB
Baertram
01/19/21 04:03 PM
0.1
13kB
Baertram
05/03/19 09:14 AM
0.0.94
13kB
Baertram
09/17/18 08:27 AM
0.0.93
56kB
Baertram
03/09/18 03:07 PM
0.0.92
56kB
Baertram
03/04/18 08:07 AM
0.0.9l
53kB
Baertram
05/21/17 04:26 PM
0.0.9k
54kB
Baertram
05/14/17 06:53 AM
0.0.9j
54kB
Baertram
02/06/17 02:31 PM
0.0.9i
54kB
Baertram
12/10/16 02:20 PM
0.0.9h
96kB
Baertram
11/05/16 09:30 AM
0.0.9g
95kB
Baertram
10/31/16 10:06 AM
0.0.9f
95kB
Baertram
10/31/16 07:19 AM
0.0.9e
54kB
Baertram
10/31/16 01:54 AM
0.0.9d
55kB
Baertram
10/30/16 01:23 PM
0.0.9c
50kB
Baertram
10/21/16 07:19 AM
0.0.9b
51kB
Baertram
10/16/16 10:10 AM
0.0.9a
49kB
Baertram
10/09/16 09:55 AM
0.0.9
49kB
Baertram
10/02/16 07:43 PM
0.0.8d
47kB
Baertram
07/17/16 01:12 PM
0.0.8c
49kB
Baertram
05/14/16 03:58 PM
0.0.8b
49kB
Baertram
03/26/16 06:44 PM
0.0.8a
44kB
Baertram
02/19/16 06:09 AM
0.0.8
44kB
Baertram
11/01/15 03:32 PM
0.0.7b
44kB
Baertram
08/31/15 05:12 PM
0.0.7a
44kB
Baertram
08/04/15 01:39 PM
0.0.7
44kB
Baertram
06/14/15 02:15 PM
0.0.6
37kB
Baertram
04/22/15 09:33 AM
0.0.5
37kB
Baertram
04/13/15 06:16 AM
0.0.4a
37kB
Baertram
04/09/15 06:58 PM
0.0.4
37kB
Baertram
03/03/15 06:09 PM
0.0.3
37kB
Baertram
02/23/15 11:53 AM
0.0.2
34kB
Baertram
02/16/15 04:46 AM
0.0.1
34kB
Baertram
01/17/15 11:42 AM


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Unread 09/26/18, 11:05 AM  
haloshirls

Forum posts: 0
File comments: 8
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Originally Posted by Baertram
Originally Posted by haloshirls
I have a stupid question.

I approve of the idea of having only one copy of a lib.
Would it be possible to have a "_Libs" folder within the AddOns folder? To keep it a bit more clean?

And would it be a good idea to butcher other AddOns using the same libs by removing them there and adjusting the <addonname>.txt to point to the new path? Or would it be better to just remove the entries there and put a new "_Libs.txt" in the rootfolder pointing to all the libs i want to load?
Having only "1 addon containing all libs in the addons's txt" got the same problem as all addons have:
1 update of any lib wil lneed you to update the whole addon with all content again! This is NOT what a library is designed for. Libraries are designed to be a standalone piece of code which can be updated and maintained without any dependency to other addons. You will just have to update the single library and nothing else, which will make it smooth and fast to maintain, and wil laffect all addons using this lib automatically afterwards!

This is not possible at all. How should I tell my addon to remove other addon's folders and point to my addon's folder via there txt file?
If ppl do not use my addon the txt file will point to a wrong path.
And it is the same as it works today: All addons using standalone libs do not point to any library folder but simply find the libs via LibStub, as the lib* folders got their own txt file which will let the game know where the libraries are.
The libs are installed like normal addons and therefor are in their folder called Lib*. I don't get what the problem will be there?

You talk again about putting libraries into the addons dir. This is NOT the way libraries are build. They should be kept as standalone and updated like normal addons ion ONE SINGLE place, and not in every subfolder of about 100 addons you got installed.

Benefits:
-Only 1 lib* folder for each used library to update (via Minion or if you do not want to use Minion manually. If the library did not update but the game's API did you'll just have to enable "Use out of date addons" ingame in the addon manager or edit the Lib*.txt file in the lib* folders to update teh API number behind ##'APIVersion: 100025 e.g.).
-No copies of libraries inside addons subfolders which will make the loading of the game slower and use space on your harddrive/SSD.
-More time for us to concentrate on addon features and fixes instead of a need to update all libraries in subfolders where only the libs have changed, but the addons didn't. Needs us to:
Increase the addon version.
Change the library files.
Build new zip files.
Upload them to ESOUI and and and.
Post changelogs about changed libraries and no changes in the addon.
If a lib was not tested properly and destroy the game somehow Ppl will NOT ask the addon devs of the addons where the lib was included anymore about help as they don't have to do with the libraries and only use them e.g. The eso lua error message will point to the lib* folder's lib*.lua file and you will know it's about the library then, and not the addon.
Im very sorry. That was not supposed to sound like a feature request.
Thank you for the answer tho, that was exactly what i wanted to know. ty
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Unread 09/26/18, 06:57 AM  
Baertram
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Originally Posted by haloshirls
I have a stupid question.

I approve of the idea of having only one copy of a lib.
Would it be possible to have a "_Libs" folder within the AddOns folder? To keep it a bit more clean?

And would it be a good idea to butcher other AddOns using the same libs by removing them there and adjusting the <addonname>.txt to point to the new path? Or would it be better to just remove the entries there and put a new "_Libs.txt" in the rootfolder pointing to all the libs i want to load?
Having only "1 addon containing all libs in the addons's txt" got the same problem as all addons have:
1 update of any lib wil lneed you to update the whole addon with all content again! This is NOT what a library is designed for. Libraries are designed to be a standalone piece of code which can be updated and maintained without any dependency to other addons. You will just have to update the single library and nothing else, which will make it smooth and fast to maintain, and wil laffect all addons using this lib automatically afterwards!

This is not possible at all. How should I tell my addon to remove other addon's folders and point to my addon's folder via there txt file?
If ppl do not use my addon the txt file will point to a wrong path.
And it is the same as it works today: All addons using standalone libs do not point to any library folder but simply find the libs via LibStub, as the lib* folders got their own txt file which will let the game know where the libraries are.
The libs are installed like normal addons and therefor are in their folder called Lib*. I don't get what the problem will be there?

You talk again about putting libraries into the addons dir. This is NOT the way libraries are build. They should be kept as standalone and updated like normal addons ion ONE SINGLE place, and not in every subfolder of about 100 addons you got installed.

Benefits:
-Only 1 lib* folder for each used library to update (via Minion or if you do not want to use Minion manually. If the library did not update but the game's API did you'll just have to enable "Use out of date addons" ingame in the addon manager or edit the Lib*.txt file in the lib* folders to update teh API number behind ##'APIVersion: 100025 e.g.).
-No copies of libraries inside addons subfolders which will make the loading of the game slower and use space on your harddrive/SSD.
-More time for us to concentrate on addon features and fixes instead of a need to update all libraries in subfolders where only the libs have changed, but the addons didn't. Needs us to:
Increase the addon version.
Change the library files.
Build new zip files.
Upload them to ESOUI and and and.
Post changelogs about changed libraries and no changes in the addon.
If a lib was not tested properly and destroy the game somehow Ppl will NOT ask the addon devs of the addons where the lib was included anymore about help as they don't have to do with the libraries and only use them e.g. The eso lua error message will point to the lib* folder's lib*.lua file and you will know it's about the library then, and not the addon.
Last edited by Baertram : 09/26/18 at 07:04 AM.
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Unread 09/25/18, 12:47 PM  
haloshirls

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File comments: 8
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I have a stupid question.

I approve of the idea of having only one copy of a lib.
Would it be possible to have a "_Libs" folder within the AddOns folder? To keep it a bit more clean?

And would it be a good idea to butcher other AddOns using the same libs by removing them there and adjusting the <addonname>.txt to point to the new path? Or would it be better to just remove the entries there and put a new "_Libs.txt" in the rootfolder pointing to all the libs i want to load?
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Unread 03/09/18, 06:44 PM  
joshmiller83
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Thank you that seemed to fix it!

0.0.93
Fixed bug: Chat will now restore properly to the state it got before the lockpicking started
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Unread 03/08/18, 04:25 PM  
Baertram
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Ok, thanks for the test. Will investigate where it comes from and fix it if possible.
Originally Posted by joshmiller83
I had Chat Window Manager and FCOLockpicker both running ONLY and picked a door and the chat window opened up. I reloaded with ONLY FCO Lockpicker running alone and picked the same door and the chat window opened.

Originally Posted by Baertram
Using pChat and got no problems with the chat and FCOLockPicker.
What if you disable Chat Window Manager and just use pChat and FCOLockPicker at a chest (please disable ALL other addons for the test) and after that without even pChat.

Is the chat then hiding (if not already hidden) and getting back to the position before the lockpick (hidden or not) properly?

Originally Posted by joshmiller83
Yes. It is hidden off my screen!

I do use pChat and Chat Window Manager though, for chat related stuff?

Originally Posted by Baertram
See the chagelog as of version 0.0.5:

Code:
0.0.5
-Attempt to fix an issue with standard ESO during lockpicking as the mouse is not working (because it focusses on the chat window!)
If the lockpicking starts the chat window will be minimized and after lockpicking it will be set to the state before.
The chat window state should be reset to the state before lockpicking, not always maximized.
Is your chat definately minimized before the lockpicking starts?
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Unread 03/07/18, 09:31 PM  
joshmiller83
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I had Chat Window Manager and FCOLockpicker both running ONLY and picked a door and the chat window opened up. I reloaded with ONLY FCO Lockpicker running alone and picked the same door and the chat window opened.

Originally Posted by Baertram
Using pChat and got no problems with the chat and FCOLockPicker.
What if you disable Chat Window Manager and just use pChat and FCOLockPicker at a chest (please disable ALL other addons for the test) and after that without even pChat.

Is the chat then hiding (if not already hidden) and getting back to the position before the lockpick (hidden or not) properly?

Originally Posted by joshmiller83
Yes. It is hidden off my screen!

I do use pChat and Chat Window Manager though, for chat related stuff?

Originally Posted by Baertram
See the chagelog as of version 0.0.5:

Code:
0.0.5
-Attempt to fix an issue with standard ESO during lockpicking as the mouse is not working (because it focusses on the chat window!)
If the lockpicking starts the chat window will be minimized and after lockpicking it will be set to the state before.
The chat window state should be reset to the state before lockpicking, not always maximized.
Is your chat definately minimized before the lockpicking starts?
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Unread 03/07/18, 11:53 AM  
Baertram
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Using pChat and got no problems with the chat and FCOLockPicker.
What if you disable Chat Window Manager and just use pChat and FCOLockPicker at a chest (please disable ALL other addons for the test) and after that without even pChat.

Is the chat then hiding (if not already hidden) and getting back to the position before the lockpick (hidden or not) properly?

Originally Posted by joshmiller83
Yes. It is hidden off my screen!

I do use pChat and Chat Window Manager though, for chat related stuff?

Originally Posted by Baertram
See the chagelog as of version 0.0.5:

Code:
0.0.5
-Attempt to fix an issue with standard ESO during lockpicking as the mouse is not working (because it focusses on the chat window!)
If the lockpicking starts the chat window will be minimized and after lockpicking it will be set to the state before.
The chat window state should be reset to the state before lockpicking, not always maximized.
Is your chat definately minimized before the lockpicking starts?
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Unread 03/07/18, 10:39 AM  
joshmiller83
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Yes. It is hidden off my screen!

I do use pChat and Chat Window Manager though, for chat related stuff?

Originally Posted by Baertram
See the chagelog as of version 0.0.5:

Code:
0.0.5
-Attempt to fix an issue with standard ESO during lockpicking as the mouse is not working (because it focusses on the chat window!)
If the lockpicking starts the chat window will be minimized and after lockpicking it will be set to the state before.
The chat window state should be reset to the state before lockpicking, not always maximized.
Is your chat definately minimized before the lockpicking starts?
Last edited by joshmiller83 : 03/07/18 at 10:41 AM.
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Unread 03/07/18, 04:08 AM  
Baertram
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See the chagelog as of version 0.0.5:

Code:
0.0.5
-Attempt to fix an issue with standard ESO during lockpicking as the mouse is not working (because it focusses on the chat window!)
If the lockpicking starts the chat window will be minimized and after lockpicking it will be set to the state before.
The chat window state should be reset to the state before lockpicking, not always maximized.
Is your chat definately minimized before the lockpicking starts?
Last edited by Baertram : 03/07/18 at 04:08 AM.
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Unread 03/06/18, 09:45 PM  
joshmiller83
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Any idea why after lock-picking with this addon my chat window appears? I always have it minimized or hidden but it shows after each lock-picking I do.
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Unread 02/09/17, 01:38 AM  
Baertram
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Originally Posted by yakprince
Any chance for an update or fix for controller/gamepad support with this add-on?
Unfortunately not, sorry.
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Unread 02/08/17, 02:44 AM  
yakprince

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Any chance for an update or fix for controller/gamepad support with this add-on?
Last edited by yakprince : 02/08/17 at 02:45 AM.
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Unread 01/13/17, 03:39 PM  
Baertram
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You're welcome
99% of the addons got "settings" where you need to enable and customize them


Originally Posted by caelaran
Originally Posted by Baertram
Originally Posted by caelaran
I cannot for the life of me get the green checkmark to appear when lockpicking chests. This is on a PC using a mouse / keyboard interface, are there any know compatability issues with other mods / game settings that might be causing this issue?
This is weird. Not as far as I know.
There is another addon called "TweakIt" which got a similar option to show such a marker icon (I think it's a red STOP sign).
Maybe you have installed it and enabled this setting too.

Did you try to disable all other addons and see if the green check appears?
If the check is shown without other adodns then try to enable other addons one-by-one to find out which one is the one that makes FCOStarveStop break.

Did you enable the green check in the settings of this addon (Press ESC key->Settings->AddOns)?

The only known problem is that it doesn't work if you got a gamepad connected to the pc and you#re playing in the gamepad mode of the game.
Do you got a gamepad connected to the pc? Try to disconnect it, close the game and start the game again.
Thanks for the reply! Did not look in the addon settings, I'll bet that's it!
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Unread 01/13/17, 03:11 PM  
caelaran

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Originally Posted by Baertram
Originally Posted by caelaran
I cannot for the life of me get the green checkmark to appear when lockpicking chests. This is on a PC using a mouse / keyboard interface, are there any know compatability issues with other mods / game settings that might be causing this issue?
This is weird. Not as far as I know.
There is another addon called "TweakIt" which got a similar option to show such a marker icon (I think it's a red STOP sign).
Maybe you have installed it and enabled this setting too.

Did you try to disable all other addons and see if the green check appears?
If the check is shown without other adodns then try to enable other addons one-by-one to find out which one is the one that makes FCOStarveStop break.

Did you enable the green check in the settings of this addon (Press ESC key->Settings->AddOns)?

The only known problem is that it doesn't work if you got a gamepad connected to the pc and you#re playing in the gamepad mode of the game.
Do you got a gamepad connected to the pc? Try to disconnect it, close the game and start the game again.
Thanks for the reply! Did not look in the addon settings, I'll bet that's it!
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Unread 01/13/17, 02:15 PM  
Baertram
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Originally Posted by caelaran
I cannot for the life of me get the green checkmark to appear when lockpicking chests. This is on a PC using a mouse / keyboard interface, are there any know compatability issues with other mods / game settings that might be causing this issue?
This is weird. Not as far as I know.
There is another addon called "TweakIt" which got a similar option to show such a marker icon (I think it's a red STOP sign).
Maybe you have installed it and enabled this setting too.

Did you try to disable all other addons and see if the green check appears?
If the check is shown without other adodns then try to enable other addons one-by-one to find out which one is the one that makes FCOStarveStop break.

Did you enable the green check in the settings of this addon (Press ESC key->Settings->AddOns)?

The only known problem is that it doesn't work if you got a gamepad connected to the pc and you#re playing in the gamepad mode of the game.
Do you got a gamepad connected to the pc? Try to disconnect it, close the game and start the game again.
Last edited by Baertram : 01/13/17 at 02:17 PM.
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