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I did some cursory testing to check the base functionality wasn’t “broken” (inactive) outright before reuploading the mod for B42 (with the original author’s permission), but not in enough depth to catch the bugged item effects and consistency issues.
I don’t expect I have the skills to address those issues (and to be honest, I’ve got my own mods to work on) -- but feel free by all means to take a closer look at the luascript and see if you have more luck.
Porting a mod and making the content accepted by the engine doesn’t take much time.
Wish there was good practices guidelines on Steam Workshop.
I think it would need to entirely remade the java code to separate weapons from other items and being able to create new specific methods to modify them. It appear the problem is known from the developpers for years but they annouced it will not be fixed until b42 so maybe they will do something about it but it doesn't seems to be planned at all.
And this is well beyond my skills and time to make it myself.
So I guess this mode will remain a good idea!
If someone manage to make it work, it would be very cool to share the solution!
But now that the weight reduction works perfectly, now I have issues with the weight of the weapon parts that set the base weapon weight at each player connection.
(for example: a shotgun have 0.0 encombrance with "ethereal", but it has 1.2 with weapon-parts like scope, ammo straps, etc... At restart, the initializing set the weapon weight to 1.2 plus 1.2 of weapon part, so it become 2.4. Then after another restart, it become 2.4 with 1.2 weapon part, so 3.6, then 4.8 , 6 , 7.2, etc...)
I swear i will come back to the code and i will manage to make it work, but my brain is about to melt right now. XD
Unfortunately, some of the features doesn't work anymore and for now, all the modifications on the items are dismissed at reload.
All modifiers to weight doesn't work and a problem with condition modification is now in B42 some weapons are in 2 parts, head and handle. When you get some modifiers that set the weapon max condition to above its original value, it will set the handle condition to max but the head condition and sharpening remain at what it was before the upgrade.
For example an Axe with 9/10 condition get the "Vorpal" prefix, the handle condition will be 100/100 but the heads condition will remain at 9/100 with sharpenning also maxed at 9% so no crit.
Well, anyway, since no modifications are saved when exiting the game, I guess we can assume the mod doesn't really work but the idea is great and i would love to know how to code to make it work!