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#166
UPDATE: v1.4a released

Hotfix for the VFWE patch to make it compatible with latest VFWE version. No other changes so if you're not using VFWE you don't need this update.
#167
UPDATE: v1.4 released

Fixed various issues with loadout priorities and food pickup behavior.

The full changelog on GitHub.
#168
Quote from: Orion on July 08, 2017, 02:38:46 PM
First of all, the 10 jobs in one tick error is always there and not due to a conflict.
It will be fixed when a miracle happens and I stumble across the true source of the problem.

10 jobs error usually happens when a job can start in a condition where it will immediately fail. If you already checked the job start conditions to make sure they can't start with a failure state you might try logging all the returns for the JobGiver and fail conditions for the JobDriver to see why it is failing exactly, then check all vanilla classes that could mess with this fail condition. Sometimes rogue vanilla behavior will interfere with a job in unexpected ways, leading to 10 jobs errors.
#169
Quote from: wwWraith on July 06, 2017, 01:23:21 PM
But the second thing is that at least standard interface isn't capable of showing more than 4 traits. So even if you'll manage to add the "common" traits after "incompatibilities", in some cases the player won't be able to know about some of them.

That's kind of issue here. The way trait generation works is it'll start out by adding backstory-forced traits, roll a random number between 2 and 3, add the gay trait if they generated as a same-sex relationship and only then it starts filling up random traits to the previously rolled limit. The problem with this mod is its adding incapabilities as forced traits, rendering all those Sheriff types even less useful because now all their trait slots will be hogged by incapability traits.

I've sent Rimrue some code to extend random trait generation to the maximum of 4 traits that can be displayed, but at best this'll give you 1-2 additional trait slots and the incapable of anything types usually have enough incapabilities to hog all 4 of them, so its not really a solution.

For my part I still think the best way to solve this is to drop the trait system entirely and instead repurpose vanilla's incapable of interface. Replace its function with the one from this mod so that way traits are completely untouched and you don't get an entire unused Incapable of section in the character tab.

Alternatively if you absolutely must go with traits you could always rewrite the character tab to replace the now unneeded incapable of section with additional space for traits, so as to break the 4 trait limit.
#170
Quote from: AllenWL on July 06, 2017, 01:50:13 AM
My crafting stop has a recipe for 'stone sling shots' which I'm assuming is from this mod, since no other mod I have effects combat or adds ammo.
However, I can't find a single thing that might use said shots, nor do the 'stone sling shots' seem to be actual items as I couldn't find it with the dev-mode item placer.

This is due to some technical limitations with the way ammo injection works, which is also causing certain recipes to show up in no-ammo mode. Its already been fixed for 1.4.
#171
Quote from: Anvil_Pants on July 03, 2017, 08:37:33 AM
...

That error should be harmless, will be fixed in 1.4.

Quote from: JustALittleCrazyTalk on July 03, 2017, 03:15:19 PM
Changing my question: Does cover do anything of any kind?

Cover works just fine. The issue is more likely to be with a series of other balance changes such as lower range having directly or indirectly improved overall accuracy so that a high level shooter just won't care about cover from medium/short range unless suppressed.

Quote from: PeteTimesSix on July 03, 2017, 11:14:09 PM
If anyone uses the two mods together, I'd love some reports on how (or if) it works fine now. Hopefully I can get SimpleSidearms removed from the list of conflicting mods.

I moved it over to the compatible mods section, thanks for taking the time to make those mods compatible.
#172
Quote from: mrofa on July 03, 2017, 07:03:33 AM
Sellable is from vanilia apparel, works for dem should work for shinzyh

Sellable means you can sell it to traders but they'll never generate it in their stock. The only vanilla apparel that uses it is tribal wear.
#173
Quote from: mrofa on July 03, 2017, 04:01:25 AM
Its kinda a vanilia bug and kinda shinzter laziness.
Shinzy add a <tradeability>Sellable</tradeability> to scarf, it will fix the problem.

Problem occurs in drop pod code.
d.category == ThingCategory.Item && d.tradeability == Tradeability.Stockable && d.equipmentType == EquipmentType.None && d.BaseMarketValue >= 1f && d.BaseMarketValue < 40f && !d.HasComp(typeof(CompHatcher

That would also prevent traders from stocking it though, which might not be wanted. Alternatively could increase base market value to 40 or higher.
#174
It would make sense that hay bugs out. CE is relying on certain vanilla behavior to clear its inventory of forced hold raw food and its hardcoded to certain ingestible properties. Could be that hay doesn't fit all the conditions and so never gets cleared properly, or that Smarter Food selection messes with this behavior to enable hay and the change doesn't carry over into CE.
#175
Quote from: Xubrim on July 02, 2017, 12:13:13 AM
...

Are you using an outdated version? The infinite loop food/drug pickup was fixed in 1.2 already.
#176
Quote from: Xubrim on June 30, 2017, 08:57:24 PM
While it's pretty easy to guess what it does, I can't find precisely how the Suppress aim mode is better. Anyone know?

Suppress ignores partial cover obstructing LoS. If the target hunkers behind partial cover it'll keep firing
#177
Releases / Re: Hospitality and Combat Extended
June 30, 2017, 05:48:18 PM
Quote from: Frug on June 28, 2017, 06:55:53 AM
When using Combat Extended and Hospitality together, it's possible to remove items from visitors' inventories by going into their gear tab.

That bug has nothing to do with CE, you can run Hospitality and nothing else and still get it.
#178
Releases / Re: [A17] Psychology (2017-6-30 v2)
June 30, 2017, 03:10:59 PM
Quote from: Linq on June 30, 2017, 02:45:28 PM
You mean that loading that save is still broken after you disable Psychology? If that's the case, then Psychology is not the problem. Saves are read-only when loaded and if Psychology is not active then it obviously can't be breaking anything.

Its possible if Psychology somehow caused a game object to be created in a broken state, it would carry over in the save. From the error message it looks like some texture-related variable on a faction base didn't get instantiated properly and now it's throwing NRE's. Dunno if that's something Psychology touches on.
#179
Quote from: skullywag on June 30, 2017, 12:38:40 PM
I just pushed the latest build to steam on behalf of NIA for those that care.

Said update is here, link in the OP is updated too.

CE Guns is here
#180
Quote from: Tekuki on June 28, 2017, 09:28:37 PM
I'm basically waiting for Kenny to do the stats changes

For guns you should only use stats from the stat calculation spreadsheet. The CE OP has a section on making compatibility patches with detailed documentation, stick to that.