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1. Quality vs clothing policy - I would like pawns to stop wearing bad quality apparel, but since the toolkits (belts) dont have any quality they drop them. I havent tested it, bu I asume they just grab the most expensive one over the best quality, so some dumbass could grab the luxury crap silk vest instead of masterwork leather one. Somehow the hand tools are not being dropped despite the fact its not enforced.
* imo - those tool thingys could have the common quality mechanics - why not
2. Pawns cant choose best tool for the job - [solved with "simple Sidearms" mod]
If normally a pawn can only hold 75 items, the backpack and duffel bag increase it to 150 and 200 items, assuming that doesn't exceed the default 35kg of a pawn.
i'm still trying to tinker with the TG patch code to make it match the Toolmetrics redux, meaning if i succed, i'll go bring my result to TG and you'll have noth' to do.
i though at start that it'd be easier to tinker with TR(C) but i figured that it might not be the easiest way 'cause we 'd have to check if TG is loaded AND if the option is turned on ....
so a "double" check (with my skill i don't even fathom the difficulty of the task) if we work on TR(C) OR a "one and only" check if the work is based on TG.
Based on today's deduction i'm assuming that adressing the matter here might not have been the wisest move of mine. :/
is there a way for toolmetrics redux to adapt his code in the presence of tweaks galore
or a way for tweaks galore to adapt his code for toolmetrics redux ?
i still have too many question on how to adress the matter...
This can be fixed by the user easily. On the mod side, you can either change the equippedStatOffsets def of CarryingCapacity to CarryWeight (Caps matter!) and that will work, or if you're more code inclined you can do a simple check for CE and do a replace like CE to change it if necessary.
If you want to fix it cleanly on CE's side instead, then for every PatchOperationAdd for CarryingCapacity, change it to CarryWeight.
Thanks for the quick reply.
They are craftable and usable for me, but I can only guess what tech to research for e.g. power drills.
Thhis seems to come from having added your own parents instead of using the basemeleeweapon one already in the game.
Sorry if I'm reaching too much. I've tested this mod with a few others for the "grab your tool" mod, and would like for some tools to be added.
My idea was, for zero research playthroughs, to add tools and research for each job on each tech level, and then have them used as ingredients for 1 or more toolkits per tech level that give the bonuses from the tools, to make it easier to use with grab your tool (in short, if pawn has more than one tool that gives bonus to the same job, and sometimes not even that, the pawn just keeps switching or some override others).
I understand this may be a bit too much to request you to add, and even with my lack of modding knowledge, I wanna learn to apply those changes myself. I'd like to ask, if I do those changes, if you'd allow me to publish it as a forked version.
https://pastebin.com/KmMe7yCd
https://pastebin.com/tcnEJgP7
Not sure how severe this is (if at all) but just thought I'd let you know! Thanks for the mod :)
"Look at a bill for smelting weapons. The quality slider is what those min max values are for. If used on the preset filter it will set the slider but won't restrict changes past min and max through the user. If it's used on an ingredient that has a quality and cannot be stacked(stackCount = 1) it becomes a fixed restriction for that ingredient. Like the excalibur can only be crafted from a legendary sword."
i havnt managed to find the code he uses to help set this though.
@Tac Could not find any example of the quality tag in use, is there an example somewhere?