GroupCommandsToggle
Hide the party command buttons and the kick X's until you hold a key, leaving just your group's health bars.
| Last updated | 4 hours ago |
| Total downloads | 2 |
| Total rating | 0 |
| Categories | Mods |
| Dependency string | TeamSaltyBois-GroupCommandsToggle-1.0.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
Group Commands Toggle — v1.0.0
Note: Configuration generated on first run with plugin installed.
Description
The party frame carries command buttons stacked underneath it, and a kick button beside every member. All of it is on screen all of the time.
This mod hides them until you hold a key. Hold shift and everything is back, exactly where it was. Let go and you are left with names and bars.
Shift is the default as the game already shows the Shift+1–8 hotkey labels while you hold it, so the buttons and their shortcuts now appear together.
Works alongside my other mods.
Features
- The whole command stack hidden until you hold the reveal key: Attack, Assist MA, Follow, Pull Target, Auto Pull, Guard, Run Away, Invis Group, Manage Roles and Loot Distribution.
- The four X kick buttons hidden the same way.
- Your hotkeys still work while everything is hidden.
Shift+1throughShift+8are read straight from the keyboard and never cared whether the buttons were on screen. Only Manage Roles and Loot Distribution have no shortcut (something I should consider adding perhaps), and holding the key gets you those. - Everything stays visible while UI editing is on, so you can still position the frame.
Configuration
All settings are stored in BepInEx/config/com.erenshor.groupcommandstoggle.cfg. Edit the file while the game is closed, as settings are read once at startup.
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RevealKey— Default:LeftShift
Hold this to show everything. Leave it blank for none. Any key works, one example of each naming style:LeftShiftfor a modifier,Xfor a letter,Alpha1for the number row (not plain1),Keypad0for the number pad (notNumpad0),F1for a function key,Mouse2for a mouse button. -
RevealKeyAlt— Default:RightShift
A second key that does the same thing. Leave it blank for none. -
HideKickButtons— Default:true
Whether the four X kick buttons hide along with the command stack. -
ContainerNameOverride— Default: empty
Forces the mod to use a specific object. You should never need this. It is here so that a game update moving things around cannot leave you waiting on me for a fix. -
DumpKey— Default:F9
Logs every group command panel the mod can find, with full paths and live state. Only useful if something looks wrong and you are sending me a log. -
Diagnostics— Default:false
Logs what was found, and each time the buttons show or hide. Only worth turning on if something looks wrong and you are sending me a log, as it is chatty.
Requirements
- BepInEx 5.4.23.5
Installation
Mod manager: install normally.
Manual:
- Install BepInEx for Erenshor.
- Create the folder
BepInEx\plugins\. - Place
GroupCommandsToggle.dllin that folder. - Launch the game once. The config file generates automatically.
Compatibility
One small Harmony patch, used only as a safety net.
-
Other mods: a conflict is only possible with another mod that also hides or rearranges the party frame.
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Game updates: the mod finds the buttons by their labels rather than by a hardcoded name, so it survives most reshuffling. If it cannot find them at all it logs a warning and leaves your interface exactly as vanilla left it.
-
Adding or removing mid playthrough: safe. Nothing is written to your character.
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Controller: the game already has its own hold to show command wheel on the Dpad, and this mod does not interfere with it.
Methods Patched
SimPlayerGrouping.Update— Postfix
A fallback driver, nothing more. It calls the mod's own update path and does not read or change a single value the game calculates. The mod normally runs from a GameObject it creates itself, and this exists because BepInEx plugin objects do not reliably receive Unity's frame callbacks in this game. I would rather have a belt and braces than a mod that silently does nothing.
Performance
With Diagnostics off, each frame costs two key checks and a short scan over ten objects. Buttons are only switched when the state actually changes, exactly as vanilla does it.
Nothing is searched or allocated once the panel has been found, which happens once when you first group up.
Notes
- The buttons sit at fixed positions rather than in a layout, so hiding them does not shift your health bars around. They simply stop being drawn.
- Settings are read once at startup, so a change needs a restart.