HibikiRekka wrote: ↑Sun Dec 15, 2019 2:32 am
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So I can confirm the undead script is working perfectly now, but I'm still having issues with the "ignore $ / materials" script. By quota I'm assuming you mean the weapon mods xx/24 and personal mods xx/24? It seems to work with the a new save but not my existing save. I'm at 16/24 wep mods and 06/24 personal mods but it doesn't do anything on my existing save. There's also the option to upgrade grip (I'm only like 4 hours in) which also is unable to be crafted.
edit: I think I found the cause, but I don't how to fix it. When I started my save yesterday, I used the previous version of this table which happened to work on this version for most items, including a functioning "ignore $ / materials" script. What was weird was that I could craft way past the quota for both the weapon and personal mods in one go.
I just tried this with the new save and new table, and it also seems to have allowed crafting way past the quota in one go, but locked after closing and reopening the game so I think the problem may be due to somehow crafting past the quota initially, and the game thinks I am now past the quota even when I am not.
Could I bother you to look into this if possible?
found the problem. it's just a defected filter, which is responsible to trick the game to think you have the requirement material that you don't actually own (when you don't have an material, the game would remove its object) when you actually craft.
the reason you can do it in one go, is because the temp material object for crafting would be created on entering crafting menu, and be destroyed only when exiting the crafting menu.
so, when you have all the materials you need when entering the craft menu, as long as their quantity are > 0, you can keep on crafting, but once you exit and re-enter, the game won't create the object for the material you don't own (quantity == 0). in this case, although my script can still make the game thinks you have enough materials to craft on-enter, but when you actually craft something, without the said trick mentioned above, the game would still think you don't have enough materials and craft nothing instead.
so:
Update4.4
- updated ignore $ / materials. turns out one of the filter isn't reusable on the Expedition patch. updated that filter, plus took the chance to changed the algorithm a bit: instead of raising the visual amounts of your currency/materials to the requirement, now the visual requirement would be lowered to the amount you owned, to avoid the occasional messing up of the ability points' visual amount.
re-download and test, hopefully it would fix the problem.
EDIT:
also, I only tested the script on crafting level 5 mods.
2 things you can test if you have time:
1. test it on lower level mods.
2. test it on upgrading/creating weapons without the required materials.
especially, the test 2., as I've changed algorithm a bit, maybe it won't work properly on upgrading/creating weapons.
thanks in advance.