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suitsterminal's Issues

Bought suits are incompatible with this mod

If I add suits to the game that cost money and then try to buy them while this mod is installed, the suits don't get added to the terminal list and instead float right next to the suit rack. It does work though if you buy the suit, leave the game, and re-load the save.
Modlist:

  1. BepInExPack 5.4.2100
  2. More Suits 1.4.1
  3. AdditionalSuits 1.1.3
  4. FrostySuits 1.1.8
  5. GlowStickSuits 1.0.4
  6. FrostySuits2 1.0.9
  7. TerminalApi 1.5.0
  8. suitsTerminal 1.0.4

Screenshot:
image

Not issues. Small suggestion.

It would be really nice if you added a config to not remove the suits from the rack anyways. Sometimes the moresuits mod bugs out and players who join the lobby see all the suits as the default one. Maybe in this case your mod could save the day and allow the players to change a player's suit to their liking anyways because of the terminal commands. If that's not something you're kind of doing then don't worry. Reading this all is good enough. Good work with the mod and cheers ^^

Feature Request - Default SuitRack

A config option to allow the suit rack to be uneffective would be nice, as I was making a modpack and needed a way for vr players to easily equip suits as they cant flip through TooManySuit pages but sadly this mod doesnt work with too many suits (which i kinda expected tbh) and it would just be a nice feature so i could get this mod for vr players and the TooManySuits mod for desktop players for my modpack

"other" command doesn't work

When I try to run the "other" command in the terminal, I get this error in my game's logs:

[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
suitsTerminal.termPatch.Postfix (Terminal __instance, TerminalNode& __result) (at <279f219c7b3a489584eaa6dd8af70626>:IL_0001)
(wrapper dynamic-method) Terminal.DMD<Terminal::ParsePlayerSentence>(Terminal)
(wrapper dynamic-method) Terminal.DMD<Terminal::OnSubmit>(Terminal)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_0049)
TMPro.TMP_InputField.SendOnEndEdit () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_000E)
TMPro.TMP_InputField.ReleaseSelection () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_001B)
TMPro.TMP_InputField.DeactivateInputField (System.Boolean clearSelection) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_00B0)
TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_007C)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <17de86d66286445fa95af59fa8fa644d>:IL_0000)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <17de86d66286445fa95af59fa8fa644d>:IL_0067)
UnityEngine.EventSystems.EventSystem:Update()

Here is my r2modman profile code with the rest of the mods I have installed: 018d4861-a771-fe39-9fdd-d3eb7f7c2fa9

Feature Request - Suit preview / Favouriting

Ability to see what suits look like before equipping them. It's really the only thing I miss compared to using the suit rack.
Maybe if when you brought up the list of suits, you could use arrow keys to highlight each one (Similar to Advanced Company perks menu), have a scrollbar instead of pages, and have a preview on the right side of the screen showing what that suit looked like? Also a way to mark suits as favourites, so you could just bring up a favourites menu with your personally preferred suits. (or favourites always appear at the top)
suits

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