Makes weapon repair more involved and allows weapon disassembly. For 0.98b.
Note: zip file contains historic version just in case an update is bad. Normally, you just use the files from the latest version folder in the zip file and ignore the rest.
...added version that should allow crafting regardless of inventor perk, if you like that sort of thing.
v. 0.2.2
- Before you were prevented from dismantling weapons with ammo. Now you can no longer dismantle weapons that contain ammo, a scope, a sound suppressor, or a grenade launcher.
- Bugfix: you can now remove scopes.
v. 0.2.1: Just a small fix that prevents disassembly while weapon contains ammo. In 0.2 you'd lose the ammo. Now it does nothing while the weapon is loaded.
V. 0.2
Updated
Changelog:
- Winchester1300 and ak74u for some reason did not have repair_type parameter. I added it. Not sure if it matters.
- Weapons parts are no longer completely abstracted. Disassembling a rifle yields rifle parts which can only be used to craft rifle kits and repair rifles; same for pistols/shotguns.
- Spare parts on its own can no longer be used for any benefit. It must be disassembled further with a chance to get specific rifle, pistol, or shotgun parts.
-----------------------
I got tired of the punitive weapon system in Dead Air. Guns break down way too quickly! This does NOT alter the breakage system at all. I thought it was quite involved what the devs did, just that they made it happen too often and hardly focused on the repair aspect. This lets you do something with all the damaged guns instead of hauling them to trade for fuel. Primarily, I did this to counteract the ridiculous rate of weapon fouling/breaking and the fact that basic weapon cleaning (before a gun turns to crap) is generally not very involved.
V. 0.1
Changes:
- Cleaning kits craftable with rags / ropes (indirectly). You can clean a gun with a rag and some solvent and I assume the loner is smart enough to get some from one of the broken trucks nearby.
- Repair kits are craftable with 4 x gun parts and repairkits are craftable with 2 x toolkits. Each can also be disassembled.
- Cloth mask can be disassembled into rags. Likewise, I enabled the disassembly options for outfits (note: I didn't invent this part, I just enabled what the devs wrote and disabled so it MAY BE BUGGED AS THERE MAY HAVE BEEN A REASON THE DEVS WROTE AND DISABLED THIS!).
- Weapons can be disassembled into 1 spare part.
- Vityaz can now be repaired as a pistol, NOT a rifle since it fires 9mm rounds.
- As repair kit crafting no longer requires an empty box, an empty box is not spawned upon repair kit usage.
- You can use rope to make a rag.
Let me know if there are any bugs. I hardly tested this, only started the game to check for crashes and basic initial feature testing.
Technically, it would be possible to mod a system into this similar to AWR, but given the quantity of weapons it would take a while, so this is a decent abstraction similar to what Misery does.
Nice preview
It's the content that counts. No new graphics with this addon.
I have a question. I have many empty repair kits inside my trash bag. Does this addon removes empty kits that are already been spawned on my game?
No. And you will continue to find the empty boxes. Just sell or throw them away.
Здравствуйте. Проблема такого рода, когда разбираешь оружие, после разбора ничего не остаётся. Оружие пропадает и всё
Kokoe orujie (ak47? Ak74? M4?)? U menya poka vso pravelna razberaetsa.
Это файл и строка, которая порождает запасные части при разборке оружия.
\gamedata\scripts\itms_manager.script
elseif (is_weapon(section)) then
if (math.random() < 1.0) then alife():create("spareparts", pos, lvid, gvid, actor) end
Проверьте, содержит ли ваш файл. Возможно, вы не поместили его в нужное место или установили другой мод, который перезаписывает этот файл.
Спасибо за вашу помощь.Это моя не внимательность.Сейчас всё работает.
Hello! Any chance to make your addon work with Dead Air outfit overhaul? If not, can you tell me how to do it myself?
Doesn't look easy. Many of the files are shared. You'd have to integrate the files that are present in the gamedata folders of each addon. I'd compare the two using a program like Notepad++ and make sure you wind up with one final file that has both sets of changes. Hopefully the changes are not contradictory.
It'd probably be better to wait until the author of either mod decides to make a compatibility patch.
That and it looks like they're getting CTDs in that addon, so I'll end up fixing my addon and their addon (which is pretty hard to do, fixing someone else's work, that is). I always saw the outfits in Dead Air as being quite sufficient: you won't have a lot of money to buy too many of them anyway and generally there's little functional difference other than radiation resistance (and DA appears to have enough of that for you to beat the game). It's the guns that are very interesting and unique with their malfunctions and IMO the most interest part of this mod, which is why I decided to work on that part. Also see my other addon (an ALTERNATIVE requiring new game) making gun disassembly even more different.
It removes the option to remove the scope of your weapon.
AH, yes, I noticed that in my newer addon. It's an easy fix I'll make soon.
See if it's fixed in 0.2.2.
Please help. I have got 4 rifle parts but how do I craft a repair kit or toolkit. Using the basic od advanced tools doesn't show the option for it. So how can I craft it?
The problem is with OutfitOverhaul 1.1EXT I think. But I redownloaded your addon and have overwritten the files with yours. Still I can't build a toolkit or repairkit.
I analyzed the included files in this addon.
There is the file ui_itm_craft.script
According to the file I should have the possiblity to craft (with the local Recepies1_m section) sewing kits, armor repair kits, rifle, pistol and shotgun kits and repairs.
But when I open the menu through the Basic Tools, or Advanced Tools or Expert Tools there are no such items. I only get the items from local Recepies1 and from local Recepies2.
No items from local Recepies1_m and local Recepies2_m.
What's the reason? Please help anyone.
EDIT: After investigating deeper, I found out that you can only create toolkits and repair kits if you selected the perk of inventor at game start. Am I right? If so, is there any way to change the files ingame to get this perk after game start?
Try the new file inventor neutral and let me know if it works. Can't test at the moment unfortunately.
Yes now it works. Not only can I craft the rifle or shotgun or pistol toolkit but also a lot of other things I couldn't before. Like sewing kits etc.
Now the crafting makes sense.
Thank you!
is this compatible with taz weapon pack ?
nice ill add this to my da modpack this was very much needed is this good with taz though??