Thanks for the reply and explanation regarding the bombs. To bad to hear you don't plan on doing anymore work on it but I understand given fact that you've already done so much coupled with the game having been out for so long and perhaps not as many people being interested because they have already moved on from the game (I'm a little late to the hype
) that spending a larger amount of time might not hit that large of an audience.
I did notice there was a bug regarding the throwing knifes returning to both the weapons tab and the oils slot. My brother (who is very good at programming) was helping me with merging your mod with one other mod (Better Alchemy...I didn't like the potion system in the base game) and taught me a little about coding during the process. Afterwards I wanted to see if I could solve that problem so after a few hours of trial and error (I'm new to this
) I was able to stop that bug from occurring in both your stand alone mod and then the merged mod too:
in inventoryComponent.ws line 3867
original:
public final function IsItemAlchemyItem(item : SItemUniqueId) : bool {return IsItemOil(item) || IsItemPotion(item) || IsItemBomb(item); }
changed to:
public final function IsItemAlchemyItem(item : SItemUniqueId) : bool {return IsItemOil(item) || IsItemPotion(item) || IsItemBomb(item) && !ItemHasTag(item, 'ThrowingKnife'); }
Now again I'm new to this whole thing so perhaps this is not the best way to do this but it did seem to work because I think the knives are considered both a weapon and a bomb as I understood it...I could be wrong but I thought I'd let you know what I found to work.
Another question that perhaps you can help set me on the right path to address. As I mentioned I (well...more my brother) merged your mod with this Better Alchemy mod; which what it does, just in case you are not aware, is it makes potion crafting more like the previous two games, thus every time you want to make an alchemy item (bombs, potions, etc.) it makes you spend the resources to do that and gives you a stack-able item for each crafting event and keeps the recipe in your alchemy tab instead of doing what the base game does where you perform the recipe once, removing it from your alchemy tab, and have replenish-able charges that you get back during meditation. What I've found is your mod's new bombs and potions disregard this Better Alchemy mod and act as they would in the base game. Any thoughts on where I might start trying to address this issue or what files your new bombs and potions are located in so I might start digging there?
Again thanks for the mod it is a lot of fun, and this attempting to combine the two has given me some interest in learning coding so indirectly thanks for that as well!