Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 Modding, Customising, Editing » Hired Merc inventory troubles
Hired Merc inventory troubles[message #346733]
||Wed, 24 August 2016 20:28 |
Location: Home Free
||I've been trying to solve this issue in my mod for the last week without any results -- though I have eliminated a lot of possible problem areas. The issue is: some Mercs when first hired and arriving in Omerta do not have their primary weapon (the item listed in the <mWeapon>xxx</mWeapon> tag in MercStartingGear.xml) (typo- MercProfiles.xml, ignore).
The relevant XML files are all good -- no problems with xml structure or missing tags. In fact, Mercs that have not had the starting gear modified in the last 2 versions of this mod, and who worked previously without problem, do not work now.
The primary weapons not showing up are both standard 1.13 weapons such as the M1 Garand, and some new weapons just added to this version. All the weapons not showing up are rifles or LMGs - but only a few rifles and LMGs have this problem, not all of them. As well, it is not consistent as the problem weapon WILL show up with some characters in both A.I.M. & M.E.R.C..
I've checked the XMLs for these weapons countless times now, and there are no XML problems. The only change from previous versions of the weapons in Items.xml & Weapons.xml have been the addition of recoil factors (<bRecoilX>, <bRecoilY>) to the many weapons that were missing them, and the modification of tags already present (such as <BR_NewInventory>, <ubCoolness>, <Handling>, <APsToReload>).
The weapons do show up in the Merc's gear kits in the Hire screen in A.I.M. and M.E.R.C.. The problem affects only a few Mercs from both A.I.M. & M.E.R.C..
I first noticed this with the addition of a new M.E.R.C. character -- the second addition of this modding. However, since this problem does not affect every Merc I really do not know if the problem started at this time or before. I have removed the character to see if the problem persists . . . and it does.
To my understanding -- the item in the <mWeapon>xxx</mWeapon> tag always goes into the character's hands -- so it's not a pocket problem. I also eliminated all other gear except the backpack, and the rifle in the <mWeapon>xxx</mWeapon> tag, to see if it was a pocket problem -- and still the rifle did not show up when the character touched down in Omerta.
I have checked everything I can think of -- even switched weapon slots with weapons that did show up -- only to have the non-problem weapon not show up. However, when putting a problem weapon to a character's starting gear who previously had no problem . . . there was still no problem -- the weapon showed up.
I've checked all XMLs relating to characters . . . everything is OK. There's no problem with the problem charcters' XML entries.
I'm really lost as to what to check next . . . I've checked all the modifications I've done since the time I know there was no problem . . . and could not find anything wrong.
Does anybody have any ideas on what I can check next? As usual, this happens right when I'm ready to release a new version of the mod . . . so basically, I was in the process of checking everything when this happened.
EDIT: I also added 2 new named NPCs as shopkeepers . . . along with the 2 new M.E.R.C. characters . . . if that matters.
[Updated on: Thu, 25 August 2016 07:31]
Arulco Vacations Blog
Arulco Vacations Bears Pit Forum
Current Time: Sat Dec 15 18:49:26 EET 2018
Total time taken to generate the page: 0.01028 seconds