Deathwing Zero wrote: ↑Sat Feb 02, 2019 5:13 pm
@Cielos I finished my Claire A run as Hunk and all was fine. No crashes or bugs as of table version 7.4. Might be late and/or useless but unfortunately things got a bit busy yesterday and I was unable to finish.
thanks for the report~
I've tested using Leon to play the 4th Survivor as well, can get through the ID check properly and finish the run with no problem.
I did some more tracing since last time, the character's equipment load-out display can be loaded correctly. but it's too messy, may have a clean version up later...
still putting off to actually BACKtrace more to find where the skeleton skeleton setting is...
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Apache81 wrote: ↑Sat Feb 02, 2019 5:49 pm
[...]
@Cielos I don't know why but if I try to use my table with yours, the AOB of mine fails. I think a workaround is to load the game, enable the scripts of my table and then load and apply yours... can you please help me figuring out why? Thanks
check which aobscans are conflicting each other.
e.g., after enabling the scripts you want from my table, check with aobscans of yours are defected.
using CE's search function may not find the AOB you want with CE 6.8.2, details
here.
so, you should make a script with just the aobscan you want to check.
after you located the aobscan(s) in question, find with scripts from my table has modified the bytes that make your aobscan failed.
if's in my enable script, just use the aobscan from the enable script as base for your script.
if it's not in my enable script, let me know the details, and I'll try to move the aobscan to my enable script so that we can both use them after the enable script is activated.
if it's not just the aobscan defected, but the injection point, you'll have to choose another injection point, or modify my script and add the content you want with the injection point.
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TwinbeeMkII wrote: ↑Sat Feb 02, 2019 9:35 pm
I went through and set up the codes for all of Sherry's costumes, infected variants included. Here they are. Hopefully they prove useful:
FFFFFFFF:default
00000001:default (Infected)
00000002:Jacket (Infected)
00000003:Jacket
00000005:Classic
00000006:Classic (Infected)
00000007:Classic Jacket (Infected)
00000008:Classic Jacket
By the way, the Unknown Character is the truck driver from the 2nd Run ending, in case anyone needed him identified.
thanks for the ID!
I'll add them to the dropdown list on next update (if any...)
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TroliusMaximus wrote: ↑Sun Feb 03, 2019 4:55 am
I've got a problem with the
Sub Machine Gun ("sub gun MQ11") -- it won't reload ammo, even when I have plenty of ammo in my inventory. Also, the ammo stock (the number displayed next to the current clip amount) is always "0", despite having ammo in the backpack, as stated...
[...]
Moreover, the "ignore ammo pouch" script does not work (at all) for this particular weapon...
was the MQ11 added by swapping item using the
highlighted item script?
if so, check the ammo type of MQ11 (highlight this weapon in the inv, then check the pointers in the table). if it's N/A, set it back to the correct ammo.
if this is the case, remember to manually set the ammo type next time you want to swap in a new weapon with the
highlighted item script.
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ohry13 wrote: ↑Sun Feb 03, 2019 5:33 am
Hello i want to ask, why i cant check the enable ??
Hello i want to ask, why i cant raise my left hand ??