[v1.7.0+,EoR] Prompt to Deactivate Heavy Weapons
Posted: Thu Jan 08, 2026 8:52 pm
Started up a new character loosely based on Fashj's Shield Annihilator build (like I need an excuse…
), and ran headlong once again into the main problem I've always had with Annihilators' heavy weapon talents (Flamethrower, Boltgun, and especially for this build, Shockstaff). See, with, say, the Shoot talent, the way to keep firing is just to repeatedy hit the Shoot hotkey. Try that with Boltgun, though, and you'll get off one shot and then accidentally deactivate Boltgun. What you're supposed to do, of course, is activate the heavy weapon sustain to get the first attack and then switch over to the sustain's provided activated talent for subsequent attacks; that's kind of a counterintuitive "work flow", though, and easy to get wrong.
I considered a couple ways of fixing this (having the sustain be instant and not trigger the first attack, for instance), but I eventually settled on the simple approach, as implemented in my new Prompt to Deactivate Heavy Weapons addon: we simply prompt for confirmation before manually deactivating any of the heavy weapon talents. This can be turned on or off via new game option "Gameplay | Confirm deactivation of heavy weapon sustains" (on by default).
[And this would probaby be considered to fall into the "protection from not paying attention" category, so while it could maybe go into ZOmnibus, it's probably not suitable for ZOmnibus Lite.]
[Implementation notes:]
I considered a couple ways of fixing this (having the sustain be instant and not trigger the first attack, for instance), but I eventually settled on the simple approach, as implemented in my new Prompt to Deactivate Heavy Weapons addon: we simply prompt for confirmation before manually deactivating any of the heavy weapon talents. This can be turned on or off via new game option "Gameplay | Confirm deactivation of heavy weapon sustains" (on by default).
[And this would probaby be considered to fall into the "protection from not paying attention" category, so while it could maybe go into ZOmnibus, it's probably not suitable for ZOmnibus Lite.]
[Implementation notes:]
Code: Select all
Hooks:
GameOptions:generateList [to add our game option]
Superload:
mod.class.Actor:
isTalentConfirmable() [to confirm deactivation of talents]