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I haven't personally tested this. If you've found it doesn't work with CE, please let us know.
Hey hey!
Decided to look back at my Discord messages from my initial investigation into the issue to try and find out what caused it. I came across messages I had with legodude where he helped me identify what was wrong.
The issue wasn't exactly with VFE itself, but code inside it which is called by other mods. I had a hard time tracking down the incompatibility at first because VFE is such a core mod to most people's modlists and there were times when it worked with it and times when it worked without it. it was seemingly random which mods I could remove or add and suddenly have it working.
Sorry I can't give you specifics of which mods to combine with the Framework to trigger it. It's kind of hit or miss and seemingly random. Some mods which caused this issue weren't even directly combat related mods.
The code itself is your own though, I simply moved the logic you used for checking the pawn's weapon in the damage section to the cooldown section.
I don't plan to change the code without reproducing the bug.
if (attacker != null && attacker.RaceProps != null && __result > 0f)
{
bool con = true;
if (equipment == null)
{
con = false;
if (attacker.RaceProps.Humanlike && LoadedModManager.GetMod<MWSADMod>().GetSettings<MWSADModSettings>().EveryMeleeSourceFromHumanoid)
con = true;
if (!attacker.RaceProps.Humanlike && LoadedModManager.GetMod<MWSADMod>().GetSettings<MWSADModSettings>().EveryMeleeSourceFromEverythingBesideHumanoid)
con = true;
}
That equivalent section of the code needs to be moved down to the equivalent section of AdjustedCooldown_Patch in order to fix the compatibility issue.
I posted the problem and solution on Apr 12, 2022 if you want to refer back for more details on the issue, but it boiled down to a compatibility issue with the Vanilla Expanded Framework.
I noticed at the time that the solution was already present in your source code in the AdjustedMeleeDamageAmount_Patch class so I simply moved it over to your AdjustedCooldown_Patch class to fix it.
I'll follow up with another comment on details with the fix.