aka MrBl00 aka Bl00

Comment History  (0 - 30 of 41)
BlueDevil
BlueDevil - - 41 comments @ S.k.I.n - Skinning Improvement

Thanks.
I really enjoy tinkering with things and coding/programming, but due to my "issues" things can get out of hand. If I start on something and get into it, I will pretty much do nothing else. Last I worked on this I probably spent 6 hours a day for a week just trying out different things and played around with other mods and combinations.
It pretty much goes the same with anything that catches my interest, but then I can just suddenly stop and not be able to get back to it.
It's the reason why I have almost 700 games on Steam and still "nothing to play" ;)

Good karma+1 vote
BlueDevil
BlueDevil - - 41 comments @ S.k.I.n - Skinning Improvement

Yeah, this mod is highly outdated. Don't use it unless you are still at old versions.
Computer broke down, I stopped playing Anomaly and generally got distracted with other things.
Still have my notes and WIP files lying about, so perhaps I will take a look at things and see about GAMMA compatability. I am easily distracted(ADD, autism, the whole shebang), so no promises.

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BlueDevil
BlueDevil - - 41 comments @ S.k.I.n - Skinning Improvement

Latest version? What settings? And FDDA settings?

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BlueDevil
BlueDevil - - 41 comments @ S.k.I.n - Skinning Improvement

Not sure what you are trying to say

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BlueDevil
BlueDevil - - 41 comments @ S.k.I.n - Skinning Improvement

Great. Thanks!

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BlueDevil
BlueDevil - - 41 comments @ S.k.I.n - Skinning Improvement

Unable to reproduce. Are you using the latest version?

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BlueDevil
BlueDevil - - 41 comments @ S.k.I.n - Skinning Improvement

Hey, apologies for the delay.
It's hard to pinpoint when you don't get the same errors yourself, but I do have an idea.

Might not be related, but do you have "required equipped" on or off?
Also @ChicknNugger @Senaattori89

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BlueDevil
BlueDevil - - 41 comments @ S.k.I.n - Skinning Improvement

Do you have "Require knife or axe to be equipped into a slot" on or off? And are you using the latest version?

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BlueDevil
BlueDevil - - 41 comments @ S.k.I.n - Skinning Improvement

Ah yes, that's a limitation with how it checks for knives.
I probably could fix it, but it would be a lot of work for something quite uncommon

Good karma+1 vote
BlueDevil
BlueDevil - - 41 comments @ S.k.I.n - Skinning Improvement

Also @supra107;
I have been, and still am, looking into this. But no promises

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BlueDevil
BlueDevil - - 41 comments @ S.k.I.n - Skinning Improvement

Interesting, did not experience this during my testing.
Been sick so I apologize for the delay.
However, I'm pretty sure I know what caused it and it should now be fixed. Otherwise, please get back to me.

Good karma+1 vote
BlueDevil
BlueDevil - - 41 comments @ S.k.I.n - Skinning Improvement

Still, not my code calling the degradate function.
The game is supposed to degrade the knife for every item. Check the UIMutantLoot:Loot function in ui_mutant_loot; it calls item_knife.degradate for every item looted by default.

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BlueDevil
BlueDevil - - 41 comments @ S.k.I.n - Skinning Improvement

I see. That's not my function doing that however.
If you check the default ui_mutant_loot, that's how it's supposed to work.
And checking the Dynamic Mutants mod, it edits this script, so maybe it changes it?

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BlueDevil
BlueDevil - - 41 comments @ Jabbers - Weapons Drop on Bodies

But that's the thing, I, and probably others, still want NPCs to loot bodies.
And this also doesn't replace default files, thus possibly higher compatibility

Good karma+7 votes
BlueDevil
BlueDevil - - 41 comments @ S.k.I.n - Skinning Improvement

That's strange.
But no, that would not make a difference. As I said, have to remake that function or it will just degrade your currently equipped item.

I am still not experiencing the same issue as you, but I am redoing some things either way

Good karma+1 vote
BlueDevil
BlueDevil - - 41 comments @ S.k.I.n - Skinning Improvement

No. It's still the game that calls the function, but I have to replace it for it. Else it will degrade your currently equipped item.
I am making some changes in the logic though, not sure if it will help. Can only check if it actually works or not, but not the issue since I don't have it myself

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BlueDevil
BlueDevil - - 41 comments @ S.k.I.n - Skinning Improvement

Hmmm.. I will look into that as well. But yes, you could try that

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BlueDevil
BlueDevil - - 41 comments @ S.k.I.n - Skinning Improvement

Actually, it should now work without FDDA.

And there's nothing in the script that should persist in a save, so that's unlikely, but you could always test it? The degradation math is identical to the default one, so nothing wrong there. BaS' item_knife.script is not used with my mod and the knife settings from it are not accessible from the outside(which is why I'm using a config file for ease of use), so there's not an issue there either.
What results do you get if you disable FDDA?

I will look into it, but I don't seem to have the same issues.

Good karma+1 vote
BlueDevil
BlueDevil - - 41 comments @ S.k.I.n - Skinning Improvement

I test it way more than I should honestly. And it's not on my end then. My code doesn't call for the degradation a single time. It just overwrites the default degradation with one that's identical with to the default one, with the exception of where it looks for the knife.

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BlueDevil
BlueDevil - - 41 comments @ Jabbers - Weapons Drop on Bodies

Fellow Klean viewer? :D
But thanks for the share. I did a fix for myself, but sharing is caring

Good karma+11 votes
BlueDevil
BlueDevil - - 41 comments @ S.k.I.n - Skinning Improvement

StronGV This might actually be an issue originating in FDDA. Both my function and the FDDA one it's based on calls item_knife.degradate, or my modified one in this case. I did think it slightly odd when I created this, but since I have less experience than the FDDA guys I didn't question it.

So basically it calls the degradate function twice, hence the double loss. However, the math will make it almost 3 times with knife1.

Anyway, fix uploaded :D

Good karma+3 votes
BlueDevil
BlueDevil - - 41 comments @ FDDA + NoInventoryClose Patch

Thanks. And I love the preview :D

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BlueDevil
BlueDevil - - 41 comments @ S.k.I.n - Skinning Improvement

Alright. Yes, it does not hook into the crow skinning. I'll look into it

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BlueDevil
BlueDevil - - 41 comments @ S.k.I.n - Skinning Improvement

What do you mean? Disable the skinning animation? As of this moment, no. It plugs directly into FDDAs animations

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BlueDevil
BlueDevil - - 41 comments @ S.k.I.n - Skinning Improvement

Unable to replicate this. Did you remove the old files as instructed in the readme?

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BlueDevil
BlueDevil - - 41 comments @ S.k.I.n - Skinning Improvement

Well, that particular mod, SkinningWithSpace, does nothing else but override the default bind. So it would be easier to understand if you are not familiar with stuff.

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BlueDevil
BlueDevil - - 41 comments @ S.k.I.n - Skinning Improvement

Not using that file anymore. But yes, you could. Although I wouldn't really recommend using "mine" since it's modified already. Keybinds are under function UIMutantLoot:OnKeyboard

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BlueDevil
BlueDevil - - 41 comments @ S.k.I.n - Skinning Improvement

Could you try it with the new version and see if it works?

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BlueDevil
BlueDevil - - 41 comments @ S.k.I.n - Skinning Improvement

Should now work

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BlueDevil
BlueDevil - - 41 comments @ S.k.I.n - Skinning Improvement

All you want is to loot all with caps lock? Take a look at Nitpicker's Modpack and the SkinningWithSpace mod

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