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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.
Something like toggle for low damage with high pain (chance depended on melee level). Idk if I will be able to implement this.
Anyway this inspires me to make a weird suggestion: what if there was a button you could see when a pawn is drafted to toggle/untoggle their damage increase? A truly skilled martial artist should be capable of simply restraining an opponent or only injuring them enough to put them down without killing them.
Have a great day
then i will look for something then :) Stay healthy mate !!! hope i got opportunity to buy u a coffe
Check again options , igot the same issues - lowered the amounts and it is fine now :) I can create REAL SPACE MARINES NOW !!!
@BrokenBed , dear author of this AWESOME mod which should be as basic mechanics , I ask you , oohh Great Creator , can u do the same for ranged weapons from sight and shooting skills ?
I wanted to check how did u do it but i saw no text files so i gave up on start xD
it's normal on 5 but if you increase the number to like 20 then the archotech arm pawn would froze cause of the large cooldown after melee-ing, I tested this with the persona monosword, but it can be recreated with any other weapon
tested on a 18 melee pawn
As a reminder, unarmed scaling is disabled by default. You need to turn it on in mod settings. Besides that, in the Vanilla, archotech arm increases unarmed damage, but doesn't change cooldown.
with one archotech arm it takes a while for the melee cooldown to wear off
with both it seems like the cooldown is doubled
Added "Melee skill threshold level" (midpoint between stats increase/decrease)
As for the unarmed bug, I couldn't reproduce it