Completely recreates weapon repair system, and some other tweaks. Requires new and separate game that will be used with this addon.
*****SEE ProfCupcake's FILE BELOW (APRIL 13TH 2019) FOR OPTIONAL AESTHETICS CHANGES.
v 0.1.5 - misc aesthetics.
v 0.1.4 - Fixed Mosin sawed off. It was as accurate as a regular Mosin. Now it's a bit lighter and a lot less accurate (same accuracy as sawed-off SKS).
v 0.1.3 - fixed repair kits repairing wrong things. Now shotgun kits repair only shotguns, etc... No longer a reason not to differentiate between repair types.
v 0.1.2 - misc fixes
v 0.1 - warning, alpha/testing version! Use new game!
I'm testing it as we speak and I assume it will take at least a week or two to work out all the oversights.
NOTE: NOT COMPATIBLE WITH MY OTHER WEAPON REPAIR ADDON!
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are all the part images supposed to be identical?
Yes, they're all from a gun that has the best collection of parts and all on one "line" of the image file.
Your weapon repair & disassembly addons respectively, does this mod contain all/most of the features of the weapon repair addon? Could you clarify the differences some?
I would just install each at a time and see but DA is a mega long-winded game and takes forever to get anywhere, to get the stuff to verify for myself
They are two totally separate addons. You can NOT use both, you must use either one or the other. The differences:
The repair mod: uses abstracted gun parts. Disassembling a rifle gets you rifle parts, pistol pistol parts, etc... Rifle parts can be used to make a rifle toolkit which can be made into the repair kit. The kits work largely the same as they used to.
This disassembly mod: Weapon parts are NOT abstracted. Disassembling a PM with an intact trigger mechanism (meaning no dirty, broken, or bent conditions affecting the trigger mechanism of that gun) gets you a PM trigger mechanism which can ONLY be used to alleviate trigger mechanism conditions of another PM. Since you are now replacing the entire mechanism, the code now corrects ALL compatible conditions associated with the trigger mechanism. The old abstract "repair kits" are now just beefed up cleaning kits.
Both mods also make cleaning a weapon easier as you can now craft a cleaning kit from a rag and a cleaning action cleans ALL dirty conditions. In other words, both addons make cleaning fairly easy as it is in real life. Actual repairs of worn/cracked/broken parts are impossible as the parts must be replaced using compatible components, either abstract rifle parts from the repair addon or intact exact fit parts from this disassembly addon. I feel this is a more realistic and rewarding approach to weapon repairs than in the original game and am confused as to why the devs didn't take that step having done so much work getting the actual malfunction system to work.
Also, this alleviates the unrealistically high dirt/condition accumulation as you fire guns since cleaning is now relatively simple.
I see, thanks for the clarifications. I would of checked back here sooner but failed to realize its the holidays lol
i hate to be that guy but.. i have a modded version of DA.. surprise. and i cant get the game to load with either of your mods.. i have started a new game but im going to try to re mod it again. V98.b
Hmm...yeah, a mod can easily utilize the same file(s) as my addon, which would almost unavoidable cause a conflict. That mod's files would have to be adjusted to match my changes.
Floating random bug crush the game on attemt to loot. Chacked with clear DA only with Disassembly mod, error refering to itms_manager.script line 1237 "attempt to index local 'obj' (a nil value)
Bug occurs when looting an empty mutant. As you add a random function which can't receive an argument from empty body. There are no randomization on this step in vanilla file, so i had deleted these two lines.(1237 and 1269)
Odd, as I didn't mess with that section. Could you upload the save so I can test it on my machine?
Just try to loot an empty mutant(animal) with a knife lowered down. As I mentioned, deleting the lines fixed the bug.
Knife "lowered down?" I tried with nothing in my hands and with a knife in my hands and either got you need a knife message or nothing useful when looting a mutant dog in Cordon. It was an old save, but I definitely had this mod installed since I had pieces of a disassembled Fort and Kiparis in my inventory. Are you sure you're playing ONLY with this addon AND that the game was STARTED with this addon? Generally you must start the game with this addon and play only with this addon for it to work correctly.
The game was started with this addon. When the crash occured the saved game was moved to a clear DA with this addon only and it continue to crash. Since I found this randomization function do nothing special in the specific place, continue to play along with other mods and my little fix, and everything is OK! Assuming this was a conflict caused by another addon. If you can't recreate the bug then nevermind. Thank you :)
I also didn't know you could play a save with this addon in a "clear" (stock) DA dir since this addon creates TONS of new items. But yeah, I have nothing I can suggest. I just pulled up my file and compared it to a stock file and this particular section of code appear to have absolutely no differences (compared with Notepad++ compare utility).
Just checked again yours vs vanilla itms_manager.script with
line 1237(function "loot_mutant"
Which one is mine? The one on the left or the right?
Not sure where you got that "vanilla." I just did a fresh unpack of Dead Air and that file has that line on 1216.
how do i make a cleaning kit?
Needs a piece of cloth.
Made a small addition to this...
- Changed the icons to the vanilla Dead Air "spare parts" icon. I find it less confusing this way.
- Generated a quick-and-dirty English stringtable. Used a Lua script for it, but hard-coded the actual values; I may come back to it later and set it up so that it can read an existing stringtable instead, which would hopefully allow others to generate them for other languages.
Changed files here: Dropbox.com
A lil question here. The cleaning kit doesn't show up in my crafting list for whatever reason. While I can easily disassemble guns etc. I have the materials and a basic tool kit. But the kit just doesn't pop up in the list
I believe it works. But I didn't realize you need to have an 'inventor' trait on when you start to make it work. Is there a way to craft the kit without it?
There's a check the game performs that checks if your character took the inventor perk (AKA the "perk_craft") during chargen. Technically, the game performs the check by looking at line 190 of gamedata/scripts/ui_itm_craft.script.
Presently, that line says:
if db.actor:has_info("perk_craft") then
but if you change it always be true, such as to this:
if 1 == 1 then
Then you should in theory always have that option available to you.
Hi, is this mod compatible with outfit overhaul mod for DA? And which of your mods (dissassembly or weapon repair) is similar to AWR? I need a similar AWR mod in Dead Air. Tks
I'm not familiar with outfit overhaul. Easiest way to check is simply to look at the files included in my addon and the files included in the other addon. If any files are named the same, then no, they are not compatible without changes.
As for which one is more like AWR, it's hard to really say. AWR never dealt with the dual condition system of Dead Air (weapon condition % AND component damage). AWR dealt strictly with the vanilla STALKER system of % condition. In that sense, it's closer to the other mod. In the sense of dealing with weapon-specific components, this addon is closer to AWR, as this addon requires weapon-specific components (an AK barrel to fix a broken-barreled AK). Condition % repair is treated more like vanilla here as it's basic cleaning.
Please, please, please contact "wuut" to merge your mod with his magazine mod for that ultimate crisp military/army experience so many of us crave.
Current system is vague and BS and I am a big fan of weapon stripping, everyone who served knows how to do it, and it would also be a big adition if we could clean seperate parts. In any case this union would be awesome, and if all alse fails you can still make it for new vanilla version that will come out with mags. I looked at the code and my limited stupid knowledge only lead me to a conflict of one file, items_manager.script I am sure this won't be as easy as I make it out to be here, but it could be big!
For the future, you could make it similar to 7 days to die where you take out and add parts to a weapon, I'd love to help, as currently I have not found a way to reassemble my AK :D
ughh i love this addon but the compatibility of this to other addons sucks. So far I manage to make it compatible with magazines, daoo, and advance healing system. It took me so long to merge them. I want to use this addon with taz but the conflicts will took more time to fix :/
jpbernardo81 I've noticed that you seem to be very skilled at creating compatibility fixes. I'm very interested at the one you mention here (magazines, daoo, and advance healing system.) Would you be willing to share this?