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So I've googled around a bit, and it seems no one is having an issue with this, which is either a bug or a really poor design choice. I've just joined the Outlaws and to my horror - you can only use chems if they're on the quick bar. You can't use them from inventory like you would a potion or food. You don't seem to be able to use spells or anything else from the inventory either. What justifies this? Why would I ever want to sacrifice a quick slot to use a radiation resistance chem, which is context sensitive, removing a potential combat-ready item? The chems you use in combat make sense to be on the quick bar. One that raises poison resistance, or increases charisma by 5.. not so much. You should be able to just open inventory and use a chem without needing to put it on the quick bar first. If you get ambushed by a fire spitting enemy, good bloody luck switching to the firebug chem in time! Better have it on your quick bar 24/7 instead of something more readily useful.

Same with weapons. You cannot equip a weapon without putting it on your quick bar. Again, why? If I have a rocket launcher, I'm probably going to only want to pull it out for a big or really tough foe. So again, wasting a quick slot to have it on 24/7. This makes any kind of context-sensitive options almost impossible, unless you retreat all the time to re-arrange your quick bar every 3rd fight.

My quick bar at the moment is as follows, as there is always going to be some essential items: melee weapon, primary ranged weapon, heavy weapon (which I'd prefer to just equip from inventory when required, had to sacrifice shield in the process to make room), 2-3 combat chems, fried meat, healing potion. And the other slot, which I'd like to use for a shield or perhaps another weapon, will be taken up by context-sensitive chems such as resistances or dialogue skill buffs. This also prevents me from being able to use any of these alb power items I've encountered because, yep, can't use them from inventory either.

Sorry for the ramble, but I just exited the game to post this, so the frustration is still fresh and very real. I'm otherwise loving the game, faulty melee hit boxes notwithstanding, but this issue/design choice is infuriating. I'm hoping it's a bug or oversight that will be patched, but if it's a design choice (PB is not immune from bizarre decisions) then all I can hope for is a mod to either make chems available to use from inventory, or a mod that simply adds more hotkeys. A second quick bar using the num pad would solve this problem.

I can only imagine how woeful this must be for controller users, with a mere 4 hotkeys. Am I the only one frustrated by this?
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BTsGraveland.341: So I've googled around a bit, and it seems no one is having an issue with this, which is either a bug or a really poor design choice. I've just joined the Outlaws and to my horror - you can only use chems if they're on the quick bar. You can't use them from inventory like you would a potion or food. You don't seem to be able to use spells or anything else from the inventory either. What justifies this? Why would I ever want to sacrifice a quick slot to use a radiation resistance chem, which is context sensitive, removing a potential combat-ready item? The chems you use in combat make sense to be on the quick bar. One that raises poison resistance, or increases charisma by 5.. not so much. You should be able to just open inventory and use a chem without needing to put it on the quick bar first. If you get ambushed by a fire spitting enemy, good bloody luck switching to the firebug chem in time! Better have it on your quick bar 24/7 instead of something more readily useful.

Same with weapons. You cannot equip a weapon without putting it on your quick bar. Again, why? If I have a rocket launcher, I'm probably going to only want to pull it out for a big or really tough foe. So again, wasting a quick slot to have it on 24/7. This makes any kind of context-sensitive options almost impossible, unless you retreat all the time to re-arrange your quick bar every 3rd fight.

My quick bar at the moment is as follows, as there is always going to be some essential items: melee weapon, primary ranged weapon, heavy weapon (which I'd prefer to just equip from inventory when required, had to sacrifice shield in the process to make room), 2-3 combat chems, fried meat, healing potion. And the other slot, which I'd like to use for a shield or perhaps another weapon, will be taken up by context-sensitive chems such as resistances or dialogue skill buffs. This also prevents me from being able to use any of these alb power items I've encountered because, yep, can't use them from inventory either.

Sorry for the ramble, but I just exited the game to post this, so the frustration is still fresh and very real. I'm otherwise loving the game, faulty melee hit boxes notwithstanding, but this issue/design choice is infuriating. I'm hoping it's a bug or oversight that will be patched, but if it's a design choice (PB is not immune from bizarre decisions) then all I can hope for is a mod to either make chems available to use from inventory, or a mod that simply adds more hotkeys. A second quick bar using the num pad would solve this problem.

I can only imagine how woeful this must be for controller users, with a mere 4 hotkeys. Am I the only one frustrated by this?
I COMPLETELY agree. The quickbar is already extremely cluttered once you actually start getting options, but you can't even use a decent-duration consumable from your inventory? What sense does that make?

There are two obvious fixes to this (at least for PC-players), that I see:

1-Allow chems to be used from the inventory. (I see no reason why they shouldn't* be)

2-Allow multiple hotbars. This has been done for longer than PB has existed. Holding Shift could allow access to another hotbar, holding Ctrl or Alt could as well. Alternatively you could press, for example, Ctrl+# to access different numerically-ordered hotbars- which has also been done in games for quite some time.
Post edited November 05, 2017 by bushwhacker2k
At the very least they could expand the quick slots to include the - = keys, even these 2 more slots would help.
Answer for this?well,the game is a port FROM console to PC and do disapprove my own answer: lots of console games have the option to switch action slots(DA Inquisition).
The really, really mind boggling fact is that if u unlock arround 80% of the class skills they WON'T FIT on a single bar so, in a game where you can't equip a 1h weapon/shield at the same time u come to the conclusion that u have to press TAB atleast 10 times in 5 mins time.
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razvantd: Answer for this?well,the game is a port FROM console to PC and do disapprove my own answer: lots of console games have the option to switch action slots(DA Inquisition).
The really, really mind boggling fact is that if u unlock arround 80% of the class skills they WON'T FIT on a single bar so, in a game where you can't equip a 1h weapon/shield at the same time u come to the conclusion that u have to press TAB atleast 10 times in 5 mins time.
Right? It's quite weird. Hopefully we get a fix- if not, then I'll pray for someone who knows how to mod things to kindly share their gifts.
So a user on the World of Elex forums has made a mod to remedy this issue, as well as the issue regarding the Tough Guy stim and those elusive healing roots. I can't post the link for some reason, but it's on the 'Modifications and Editing' part of the forum, posted by the user Penthesilea.
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BTsGraveland.341: I can't post the link for some reason, [...]
Here's the link: Use stims out of your Inventory
Post edited 2 days ago by nicode